• Title/Summary/Keyword: 창의적 수업

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A Study on Necessary Guidelines for Teachers of Distance Learning due to COVID-19 (COVID-19에 따른 원격수업 시 교사들에게 필요한 사항)

  • Won, Jeongmin;Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.7 no.3
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    • pp.167-176
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    • 2021
  • In this paper, from the pervious studies investigating the current status of distance learning due to COVID-19, the needs of teachers for effective distance learning were analyzed. As a result, it was found that support related to distance learning contents was necessary. Specifically, it is necessary to establish a platform specialized for content production for distance learning, expand teacher training related to content production and operation, and improve the copyright system related to content production. In addition, since distance classes differ from those of back-to-school classes in system and characteristics, it is necessary to supplement the institutional aspects for distance classes. It is judged that it is necessary to support the evaluation method suitable for distance learning, the authority to operate the curriculum, and the learning management system. In addition, it was analyzed that it is necessary to expand the infrastructure for distance learning, and a structure and platform for self-directed improvement programs and self-directed distance learning are needed to prevent the learning gap problem from repeating due to distance learning.

Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.

The Meaning of Teaching for Children's Creativity and Teaching Creatively from Novice Early Childhood Teachers' Perspectives (초임 유아교사들이 구성한 창의적인 유아와 창의적인 교사에 대한 의미)

  • Kwon, Hee-Kyoung;Ahn, Hyo-Jin
    • Korean Journal of Childcare and Education
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    • v.9 no.3
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    • pp.53-74
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    • 2013
  • This study examined the meaning of creativity of children and teachers from two novice early childhood teachers' perspectives. Each novice early childhood teacher implemented a creative education program in her classroom for 16 weeks after getting a teacher training about children's creativity. At the end of each session of creative education program, each teacher had an evaluation time and wrote their reflective journals. Date sources were reflective journals, in-depth interviews, and several artifacts. The findings were as follows; 1) The meaning of children's creativity related to children's personal characteristics, such as thinking and acting differently as well as engaging fully in their current play. 2) The meaning of teachers' creativity related to teacher's personal characteristics, such as escaping from task-oriented tendencies as well as implementing with inventive flexibility.

Students' Perception of Scratch Program using High School Science Class (스크래치를 활용한 고등학교 과학 수업에 대한 학생 인식)

  • Noh, Hee Jin;Paik, Seoung Hye
    • Journal of The Korean Association For Science Education
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    • v.35 no.1
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    • pp.53-64
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    • 2015
  • This research was performed of high school science classes. These science classes progressed by using Scratch, and surveyed students' perception after finishing each class. This research was conducted of male students who want to choose department of natural science in the next grade. Those classes are consisted of four classes. This study produced a journal, and contained expressions of their thinking and feeling based on experiences during attending classes and projects. Consequently, that journal was analyzed in view of understanding and perception of Scratch using science classes, and it was also included of utilizing Scratch program. Research shows following three conclusions. First, students preferred Scratch using class to general one. They attend more active with high interest, and they felt senses of accomplishment while they make output by themselves. Second, their studies passed through three stages. These are problem perception, problem solving, and producing. Problem solving stage is especially complicated and difficult stage to students. This stage is consisted of Scratch side and Science side. Scratch side has Design and applying process, and Science side has data gathering and analyzing. Students' comprehension of scientific knowledge is increased and is preserved long time through this stage. Last, students had a hard time using Scratch. Because, it is the first time to them to use that program. Therefore, we deemed that they needed to start this kind of experience at lower grade than they are now, such as middle school stage. It is expected that this type of classes are getting more expanded and more populated as a part of students' core ability.

A Model for Teaching Film Literacy through Movie English (영화영어를 통한 영화리터러시 교육방안)

  • Seo, Ji-Young
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.779-790
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    • 2021
  • Film literacy comprises the process of producing a new creation through understanding the elements that make up a film, the content of a film, and a critical and creative thinking process. Film literacy is employed in fields such as composition, science, social studies, and geography, and, additionally, it is used to cultivate humanities literacy and critical thinking skills. Yet despite the large proportion of the film script in the movie, it is not easy to find literacy education cases that use film English as a teaching method. Film English is a practical and authentic material, and is suitable as an English learning material in an EFL context like Korea. However, the approach of using films to teach and learn differs according to the content and genre of a film. Thus, the teacher may have a difficult time organizing and preparing for class. This study suggests six class activities that can be commonly applied to English classes using films based on the areas of critical, cultural, and creative (3Cs) activities. Four hundred and five college students taking Movie English classes participated in the present study and frequency analysis was conducted to find out their preferences through a questionnaire survey. The results from conducting class activities in university liberal arts classes suggest that the most preferred activities of students are related to cultural, critical, and creative, in that order. Creative activities that are far beyond English instruction utilizing various digital tools or providing additional reading materials can be a burden on learners.

Problem Development for PBL-based English Science Classes in Elementary Schools (초등학교에서 PBL 기반 영어과학수업을 위한 문제 개발 연구)

  • Park, In-Hwa
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.4
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    • pp.33-38
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    • 2020
  • Problem development is important to Problem-Based Learning (PBL) and is key to the creativity and problem-solving skills of successful learners. The purpose of this study is to have PBL classes that effectively materialize problem development stages, and to develop learning using problems suitable for elementary school English Science classes. In this study, the steps for developing the problems are identifying educational content, identifying learners' characteristics, discovering problems, setting up roles and situations, and writing problems. Based on these steps, five PBL problems were developed by selecting a subject suitable for the PBL method of an English Science class, which is one of the English curriculums in elementary schools. Creative thinking, problem-solving skills, presentation skills, confidence, self-directed learning, cooperation, and communication skills are required in the rapidly changing society of the 21st century, rather than teacher-centered instruction, acquiring knowledge for correct answers only, and uniform assessments, which still take place in many English education settings. Therefore, developing problems suitable for PBL learning should be continuously studied.

A Study on Management Strategies for Service-Learning Program in Engineering (공학에서 봉사학습 프로그램 운영 전략 모색)

  • Kim, Kyeoung-Sun;Jeong, Yu-Ji
    • Journal of Engineering Education Research
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    • v.12 no.2
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    • pp.14-23
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    • 2009
  • Most of the volunteering and community service had no direct link with classroom learning. Service-learning educational methodology that directly and intentionally integrates the classroom learning with service to the community. Research has found that this combination can improve the academic learning of the course material, give participants a deeper understanding of the social issues they address and provide valuable community services. And, service-learning has been offend environment to meet many of the KEC 2005 criteria that many be difficult to integrate into traditional engineering course. In studying, recognizing why service learning is a new attempt what is different form other learning experiences, we would like to search management strategies for service learning course and program development.

The influence by the class using ICT which have a lot of interaction for the self-directed learning ability (상호작용이 풍부한 ICT활용 수업이 자기주도적 학습능력에 미치는 영향)

  • 이상철;박흥복
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2001.05a
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    • pp.161-166
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    • 2001
  • 학생들에게 사고의 다양성과 창의성을 신장시킬 수 있는 가장 좋은 대안의 하나가 정보통신기술(ICT)을 활용한 수업을 들 수 있는데 아직까지 정보통신 기술을 활용한 수업이 실제적으로 학생들에게 어떠한 인지적, 정의적 영향을 미치는가에 대한 구체적인 연구결과는 없다. 따라서 상호작용이 풍부한 ICT 활용 수업이 정보화 사회가 요구는 자기 주도적 학습 능력을 얼마나 신장시키는지를 규명하기 위해 ICT활용 수업을 실시하기 위한 기초 자료를 제작한 후 홈페이지를 통한 정보 안내하기, 인터넷을 활용한 문제해결학습, 정보분석형 가상실습, 공동 협력 프로젝트 수업, 웹토론형 수업을 실시하여 ICT활용교육이 정보활용, 정보검색 능력, 학업성취도 향상 등에 어떠한 영향을 미치는지를 연구하였다.

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