• Title/Summary/Keyword: 창의적 사고 과정

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A Study on Design Education in Primary School -With Emphasis on Analysing the Present Condition of Design Education in Korean Primary School- (초등학교 디자인 교육에 관한 연구 -국내 디자인 교육의 현황 분석을 중심으로-)

  • 김혜숙;권은숙
    • Archives of design research
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    • v.12 no.4
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    • pp.191-200
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    • 1999
  • Improving the design ability of idea developing and creative problem solving should be started from the primary school. Design education in the primary school should be not education for design but education by design. It helps students can naturally understand the basic concept of design and experience the process of activities. Therefore primary educational circle use the term of 'Design-related activities', or 'Design-Based Education'. It can be applied to variable themes of mathematics, science, music, society as well as Art. On the Basis of these literature review, the traditional design education as a part of the art education is analyzed in two aspects of its contents and behaviors. The contents in design education involve aesthetic·symbolic, useful·functional, and scientific·technological area. And, the basic design behaviors are classified with 'know', 'perceive', 'inquire', and so on. This concept becomes the analytic frame of the present condition of design education in Korean primary school. Through the analysis, it is found that the portion of scientific·technological area in contents and 'inquire' related behaviors are relatively very low. Also, the planning and teaching methods for leading children's opportunity of creative expression are found inadequate. This study proposes the potential capability and the integrative contents of design education in primary school.

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The Utilization of Edunet Contents for More Efficient Teaching-Learning Activities (효율적 교수-학습을 위한 에듀넷 컨텐츠 활용)

  • Ahn, Myung-Sook;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.7 no.2
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    • pp.175-185
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    • 2003
  • The Ministry of Education gives increasing weight to ICT-in education to produce creative and positive people in response to the demands of the 21st century's Information Age. The use of ICT in teaching-learning process aims largely to facilitate the creative thinking and diverse learning activities of students to help achieve learning objectives. The purpose of this study was to sort out what's available for teaching- learning activities from among Edunet contents for teacher and to assist teachers to have easier access to them, as ICT-in education gains in importance. And it's found that this attempt would serve to make Edunet more accessible even to teachers who are not acquainted with ICT, and learning effectiveness would be greater by integrating well- organized and well-selected ICT-in education into academic education. Furthermore, this would enable teachers to have better computer skills and teach students with more confidence.

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Mythologies of Design Thinking: Based on Roland Barthes's Mythologies (디자인 씽킹의 신화성 - 롤랑바르트 기호의 신화론을 배경으로)

  • Kim, Kyung-Won
    • 기호학연구
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    • no.57
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    • pp.7-26
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    • 2018
  • The purpose of this paper is to interpret the discourse on design thinking through the perspective of Roland Barthes' Mythologies. To this end, this paper will explore the mythologization process of design thinking using the methodological framework of Barthes, which structurally interprets the connotations produced using semiosis. Design thinking originally refers to a method which is used in the process of planning ideas about designs in order to create the final products for professional designs. However, design thinking has recently attracted more interest from the public because it has become known as a tool for solving various problems which exist outside of the field of design, such as social issues, management, and marketing strategies. Barthes points out that myths are used as a tool to deliver ideologies. He also emphasizes the importance of 'structural thinking'. It interprets the inherent connotative meanings more than the denotative meanings, which are explicitly shown. One of the most powerful ideologies which our society embraces today is creativity. Design thinking realizes the manifestation of creativity through a schematized process. This can be explained by considering design thinking as an icon that is specifically turned into a figuration to realize its objectness, in which a discourse for solving issues and social codes meet together and form a mythology. The mythologies that Barthes cites in his book refer to mythical values created by the cultural codes which humans have produced in our modern and contemporary age. The symbolic value of design thinking has become more important than the signifier which design thinking itself presents. This means that design thinking has become a sign that has mythical properties. In other words, the ideology of creativity embodied by design thinking has attained a mythological status, as it produces a new cultural code through innovation. The process of interpreting a phenomenon using the perspective of semiotics is an important tool that allows us to examine the concept of an object and its surroundings thoroughly. This paper attempts to expand the external scope of critical analysis about social phenomena by using the signs which continuously reveal themselves in common ideologies, such as design thinking, which has been gaining more popularity recently.

The case analysis of Rummikub game redeveloped by gifted class using What-If-Not strategy (영재학급 학생들이 What-If-Not 전략을 사용하여 만든 변형 루미큐브 게임 사례 분석)

  • Lee, Dae Hee;Song, Sang Hun
    • Journal of Elementary Mathematics Education in Korea
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    • v.17 no.2
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    • pp.285-299
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    • 2013
  • Problem posing activity of which a learner reinterprets an original problem via a new problem suggested, is a learning method which encourages an active participation and approves self-directed learning ability of the learner. Especially gifted students need to get used to a creative attitude to modify or reinterpret various mathematical materials found in everyday usual lives creatively in steady manner via such empirical experience beyond the question making level of the textbook. This paper verifies the possibility of lesson on question making strategy utilization for creativity development of gifted class, and analyzes various cases of students' trials to modify the rules of a board game called Rummikub in application of their own mathematics after learning What-If-Not strategy.

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Alternative Measures for Improvement of Information Literacy as Cross Curricula under the National Curriculum in Korea (국가 수준 교육과정에서 범 교육과정으로서의 정보 활용 능력 위상 강화 방안)

  • Song, Gi-Ho
    • Journal of Korean Library and Information Science Society
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    • v.42 no.2
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    • pp.29-50
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    • 2011
  • An aim of this study is to analyze status of information literacy and propose some ways strengthening its role as a cross-curriculum. Analyses show that information literacy is a basic competency of creative person composing the educational human figure under the national curriculum in Korea. In the school knowledge, its position is a procedural knowledge to create new ideas, also it is a interdisciplinary thinking skill under the instructional method. Therefore, information literacy instruction covering media and ICT literacy should exist as a main cross-curriculum to be a selective subject in the national curriculum. And finally, one of learning skills, its definition should be cleary stated such as information research and access, information analyses and interpretation, information synthesize and presentation.

A Case Study on Necessity of Computer Programming for Interdisciplinary Education (융합인재 양성을 위한 컴퓨터 프로그래밍 교육의 필요성에 대한 사례연구)

  • Kim, Kyungmi;Kim, Hyunsook
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.339-348
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    • 2014
  • As future society will be strengthened by interdisciplinary study and education, we have to prepare general education curriculum which provide critical thinking, problem-solving, creativity, communication abilities. Those curriculum will help to nurture students who lead our future society. Now we prepare new curriculum to train students to understand the computer science and software needed to create their own, and we could cultivate students having ability to create interdisciplinary study by using programming skill. So we ran a computer programming class during a semester for the freshmen's capacity building on computing-thinking ability using the Python language. We analyzed the effectiveness and showed that student's curiosity and motivation to want to learn computer programming occurred, their various skills for interdisciplinary ability were improved.

Art based STEAM Education Program using EPL (EPL을 활용한 예술 중심의 STEAM 교육 프로그램)

  • Jeon, SeongKyun;Lee, YoungJun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.4
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    • pp.149-158
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    • 2014
  • The rapidly changing 21st-century knowledge and information society is emphasizing converged education that crosses various academic fields. In particular, the society expected the cultivation of the talent who balance scientific creativity and artistic sensitivity by adding arts to the existing converged education revolving around science and technology. However, at present, most STEAM education has been actively conducted with a focus on science and technology, whereas the subject of arts has been regarded or utilized as a supplementary means. Its problem is that the educational characteristics and values of art education have not been effectively utilized in educational terms and this could lead to superficial integrated education. In this respect, this study had the knowledge of various fields, such as science, technology, and mathematics, utilized usefully during the process of experiencing and creating arts. Accordingly, this study designed an education programs as with the case of Nam-Jun Baek who expanded the dominion of arts by creatively utilizing his own time's scientific technologies. In this educational process, the target program was developed in a manner that enables EPL to be utilized essentially as the study's knowledge-based tool and medium. The results of applying this educational program in 5th-grade elementary school students showed that the program has positive effects on the creative attributes of the students.

CGS System based on Three-Dimensional Character Modeling II (Part 2: About Digital Process) (3차원 캐릭터 모델기반 CGS System 구축 II (Part 2 : Digital Process에 관하여))

  • Cho, Dong-Min;Cho, Kwang-Soo
    • Journal of Korea Multimedia Society
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    • v.13 no.7
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    • pp.1095-1104
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    • 2010
  • This study is to suggest the design generation methodology for the maximization of idea generation ability and to overcome restriction of thinking out of existing idea generation methodology, it has suggested the CGS(Character Generation System) that is a creative idea generation methodology identified and complemented the problem of the existing computerized idea generation(PDS with Proportion) method out of the preceded studies on the creative idea generation methodologies. In addition, this research being extended on the article vol.11,no.11, "CGS System based on Three-Dimensional Character Modeling Ⅰ(Part1: about Non-Digital Process )," on Korea Multimedia Society in November 2008 issue and this study is expected to have effectives as one method for idea generation or creative image generation assistance during the 3D character development process with practical implementation of system, research directions and present the results.

A Study on the History of Intuition Research and its Mathematics Educational Implication (직관에 관한 연구 역사와 수학교육적 의미 고찰)

  • Lee, Dae-Hyun
    • Journal of the Korean School Mathematics Society
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    • v.11 no.3
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    • pp.363-376
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    • 2008
  • This study is to understand intuition that is the tool of invention and the one factor of the creative thinking in mathematical education. For this, I examine the nature of intuition and the history of research about intuition. And I study the result of research about intuition in cognitive psychological perspectives. This study brings to a focus in informational processing model. Informational processing model is similar to the mathematical problem solving process that is expressed linear process. Recently, parallel distributed processing models try to understand the nature of intuition. But any models cannot adequately explain the nature and the phenomena of illumination of intuition. Some scholars try to examine the intuition in mathematical education. But systematic and practical research is rare. So, I suggest the mathematical educational implications about intuition. Conclusively, it is necessary to systematic concern in intuition and the methods of improvement of intuition in mathematical education.

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Effectiveness of Decision-Making Skills in SSI Class Based on Debate by Utilizing SNS in Terms of Students' Personality Traits (SSI 토론 수업에서 SNS 활용이 성격특성별 의사결정능력에 미치는 효과)

  • Jang, Seoyoon;Cha, Heeyoung;Park, Hyemin;Park, Chuljin
    • Journal of The Korean Association For Science Education
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    • v.36 no.5
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    • pp.757-768
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    • 2016
  • This study developed an SSI (Socio-Scientific Issue) discussion program that applies a creative technique called six thinking hats, and then investigated the differences in argumentation patterns and effects on the decision-making abilities of each character feature of students between SNS debate and existing face to face debate. There were three SSI themes - Designer Babies, embryonic stem cell study, and legitimacy of abortion. Students were divided into two groups, the debate group using SNS and face to face debate group. The character patterns of students were divided to 'extraversion,' 'agreeableness,' and 'conscientiousness' through test sheets for character features for each student. Both groups were educated for creative discussion methods using six thinking hats and then, the class progressed. As a result of analyzing argumentation patterns used in SNS debate and face to face debate, the most used argumentation pattern was the "cause pattern." But comparing to face to face debate, other patterns (mark, inference, authority, motive) were also used in SNS debate. The study analyzed three factors of decision-making ability for each character feature of students such as complexity, perspectives, and inquiry. As a result, for 'complexity' factor, there was a significant difference between SNS debate group and face to face debate group only in the student group of Agreeableness. For 'perspectives' factor, there were significant differences between SNS debate group and face to face debate group in all three characters. Finally, for inquiry, there were no significant differences between SNS debate group and face to face debate group in all three characters. Accordingly it would be necessary to apply SNS debate using the six thinking hats in SSI education to enhance perspectives.