• Title/Summary/Keyword: 창의적 수업

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자율적 실험과 관리를 통한 공대 교육의 창의성 향상 방안

  • Kim, Bae-Yeon
    • Ceramist
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    • v.19 no.4
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    • pp.5-11
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    • 2016
  • 본 연구에서는 자율적인 실험과 관리를 통하여 학생들의 창의성을 높이는 방안을 위하여 실험에 대한 내용과 순서 등의 정보를 제공하지 않고 스스로 자료 조사와 실험 방식을 정하도록 하는 수업을 진행하였다. 실험 목적은 피크노미터를 이용한 분체의 밀도측정 실험을 보다 정확하게 할 수 있도록 하는 것이었고, 그러기 위하여 실험에서 발생하는 문제점을 찾아내고 개선책을 제시하여 편차가 적은 실험값을 얻도록 하여 그 결과를 관찰하였다. 그 결과 조별로 자료조사와 토론을 통하여 실험을 진행하고 그 과정에서 발생하는 문제점을 스스로 찾도록 하는 과정이 학생들의 집중도, 창의성을 향상 시킬 수 있었고, 매 학기 중간과 기말에 설문 조사를 통하여 조사한 결과, 많은 학생들로부터 긍정적인 평가를 받을 수 있었다.

Development of Instruction Models for Creative Engineering Design on the Basis of Multi-Disciplinary Convergence (다학제간 융합 기반의 창의공학설계 수업모형 개발)

  • Kang, An-Na
    • Journal of Advanced Navigation Technology
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    • v.15 no.6
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    • pp.1118-1125
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    • 2011
  • This paper is researched the methods of design instruction which can improve students' creativeness through the subject of creative engineering design as a required subject for the accredited engineering program. After studying the preference and problems of design tasks for the students of engineering college, a new education development plan for design process was suggested, which uses the existing design tasks in which creativeness improvement class was focused through the completion of structures. This was through the completion of structures that 'operating the most simple operation with the most complex mechanical mechanism', which uses Rube-Goldberg, the crystal of mechanical mechanism in the union of multi-disciplinary convergence curriculum.

Designing a New Teacher Education Course for Integrating Design Thinking with Computational Thinking (디자인 사고와 컴퓨팅 사고를 결합한 새로운 교사 교육 코스 설계)

  • Choi, Hyungshin;Kim, Mi Song
    • Journal of The Korean Association of Information Education
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    • v.21 no.3
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    • pp.343-350
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    • 2017
  • This current study employs multi-year design-based research to design and implement a course in teacher education in Korea. Specifically this paper reports our first attempt to work with 3 primary in-service teachers majoring in computer education. We have incorporated design thinking (DT) into the course design and investigated how primary teachers appreciate the role of DT and recognize the connection between teaching computational thinking and DT. This qualitative study reports the course design, its progression, reflections, and learning outcomes.

Development of a PBL model and Analysis of its Effect in Engineering Design Instruction (공학설계수업에서의 PBL 모형 개발 및 효과 분석)

  • Kim, Sung-Bong;Hong, Hyo-Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.11
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    • pp.4310-4319
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    • 2010
  • In 21th century moving rapidly up to the knowledge and information society, creative problem-solving abilities are preferentially required to engineers. Though there may be various approaches to develop such abilities, PBL instruction method can be an effective alternative to develop such abilities. Recognizing this, one 'JPBL' model was constructed and introduced in this study. The model was developed independently based general existing PBL models and applied to university students to analyze its effectiveness in the aspect of class satisfaction and organizational commitment. Based on results, the meaning and limitation of the model development were discussed.

The Effect of Storycrafting Program on Mathematical Creativity and Communication (스토리크래프팅 프로그램이 수학적 창의성 및 의사소통능력에 미치는 영향)

  • Lee, Hyewon;Chang, Hyewon
    • Journal of Elementary Mathematics Education in Korea
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    • v.20 no.4
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    • pp.677-694
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    • 2016
  • Storycrafting is a creative educational technique in Finland. Since 2011, storytelling approach of mathematics textbooks in South Korea can be regarded as opportunities for interesting learning of mathematics as well as its improper application to mathematics lessons. We need to revise and improve the storytelling method. The purpose of this study is to make a storycrafting program that encourages students to make mathematical stories for themselves and to analyze the effect of the storycrafting program on mathematical creativity and communication. To do so, we developed a storycrafting program of mathematics for sixth graders, which is composed of 33 lessons. And we applied them to one sixth class as experimental group. Through pre-test and post-test, their mathematical creativity and communication were tested. Based on the result of t-test, we can verify the statistical meaningful effect of the storycrafting program. This study contains some conclusions and suggestions.

Research on the Educational Role of Informal Educational Institution Based on the Analysis of the Educational Programs - A Case Study of the Seodaemun Museum of National History (교육프로그램 분석을 통한 비형식 과학교육기관의 교육적 역할 제고: 서대문자연사박물관을 중심으로)

  • Kim, Yi-sul;Sohn, Jungjoo;Jeong, Jong Chel
    • Journal of Science Education
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    • v.35 no.2
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    • pp.149-158
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    • 2011
  • The purpose of this study is to improve education program for Informal Science Education Institution by analyzing education program of Natural History Museum, one of informal science education institution. This research subject is Seodaemun Museum of Natural History, located in Seodaemun-Gu, Seoul. It is Public Natural History Museum, which runs more than 60 education programs every year continuously for recent 6 years. Objects of this study are 32 education programs for 3rd to 6th grade of elementary school. The result of study shows that teaching materials of programs, run by informal science education institution, don't contain enough script and activity for improving creativity and inquiring mind. As the result of the study, it is required that guidance plan of education program be developed with more activities, teaching method and script, to seek quality of class than quantity of that when developing education program of science education institutes. And it is required to develop teaching material using creative technique and to improve medium and long term program for development of feedback.

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The Effects of Lessons with the Application of Drawing Tasks on Changes in Conception among Gifted Science Students (드로잉 과제 활용 수업이 과학 영재들의 개념변화에 미치는 효과)

  • Kim, Soon-Shik;Choi, Sung-Bong
    • Journal of the Korean Society of Earth Science Education
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    • v.3 no.2
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    • pp.99-108
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    • 2010
  • This study lays its purpose on examining the effects of lessons with the application of drawing tasks on changes in conception among gifted science students. The lesson with the application of drawing tasks means the lesson where students express key concepts regarding lesson subjects in drawings which are then applied to the lessons to develop conception among the learners. This study analyzed the effectiveness of lessons by comparing conception scores before and after experiments between an experiment group with the application of drawing tasks and a control group with normal lessons for the gifted in general for 8 months from March to October, 2008. In addition, the researcher examined how the effectiveness of the developed lessons show differently according to levels of meta-cognition, creative problem-solving abilities, and scientific inquiry skills among the gifted students. The results from this study are as the following. First, lessons with the application of drawing tasks were effective in changing conception among the gifted science students. It is possibly because in the process where one student compare his/her own drawings with the others' ones and discuss them, changes in conception occurred effectively among the learners. Second, it was revealed that lessons utilizing drawing tasks have equal effects on changes in conception among both student groups irrespective of their levels of meta-cognition. Accordingly the lesson for changing perceptions utilizing drawing tasks developed in this study is a program which can be applied to all gifted science students in order to change conception among them. Third, lessons utilizing drawing tasks have the greatest effects on the gifted science students at a 'middle' level of creative problem solving abilities. Fourth, lessons utilizing drawing tasks have the greatest effects on the gifted science students at a 'middle' level of scientific inquiry skills. Putting these results together, it is thought that if lessons utilizing drawing tasks are applied to gifted science students, not only their concepts would be changed effectively but also their attitudes toward science would be changed positively.

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창의성 신장을 위한 수학 게임 자료 개발 연구(II)

  • Lee, Gyeong-Eon
    • Communications of Mathematical Education
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    • v.13 no.2
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    • pp.477-493
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    • 2002
  • 본 연구에서는 수학적 개념이나 수학 문제해결의 아이디어와 관련된 수학 게임을 소개한다. 더 나아가 수학 게임 개발 준거를 창의성의 구성요소와 관련하여 제시하고 수학 게임 자료를 이용한 수업 프로토콜을 제시한다.

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The Effect of Science Experiments in Collaboration with Art Activities for Students' Self-directed Learning Skills and the Creative Personality in Elementary School (미술활동과 연계한 과학실험활동이 초등학생의 자기주도학습능력과 창의적 성격에 미치는 영향)

  • Son, Jeongwoo;Heo, Minyoung
    • Journal of Science Education
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    • v.37 no.1
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    • pp.68-78
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    • 2013
  • Until now, research to integrate art activities and science education have been making steady progress in the field of primary education and early childhood education that are directly involved in the art education of students. However, some science educators were interested in visualizing the artifacts by using design principles and experimental results through STEAM education. So, when conducting lessons for integrating science education with art activities, research is needed on the changing of the students' ability. Therefore, the purpose of this study is to investigate the effect of science experiments in collaboration with art activities for students' self-directed learning skills and creative personality in elementary school. This study was applied to 30 students(16 male, 14 female) of 4th grade in Changwon C elementary school. The teaching materials of this study was extracted some of the experiments from the 2007 revised national curriculum in elementary science textbook and 'Teachers for Exciting Science'. Experimental treatment was performed over a total of 10 class 5 subjects and a pre-post test was conducted through G-TAGAS. As a result, science experiments in collaboration with art activities have improved significantly students' self-directed learning skills and creative personality.

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Analyzing College Students' Perception of Quality Computer Class (좋은 컴퓨터 수업에 대한 대학생들의 인식 유형 분석)

  • Kim, Dugyu;Lee, Jaemu
    • Journal of The Korean Association of Information Education
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    • v.24 no.3
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    • pp.225-232
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    • 2020
  • This study is to clarify how college students think about quality computer classes. Q methodology is applied to extract the subjective thinking of college students. After extracting the statements through students' interviews and advanced study, the 54 Q samples were selected. The P sample consisted of 50 college students. They performed Q sort against the Q sample questionnaire. The Q sort results were analyzed by performing QUANL program. As a result of the analysis, four types of perceptions of quality computer classes based on college students' ideas were extracted. There were no differences between male and female students, but there was a clear difference between general college and teacher's college students by type. The types were divided into four categories which we named as follows: is 'Value change-oriented class through creative problem-solving', is 'Improving computer application skills through the learner's competition', is 'Improving advanced computer technology with programming skills' and is 'Learner centered pleasant class'.