• Title/Summary/Keyword: 창의적 인성

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Design and Implementation of Creativity Improving System to Support Humanity Education (안성교육을 위한 창의성 계발 시스템의 설계 및 구현)

  • Song, Tae-Ok;Jung, Sang-Wuk;Kim, Tae-Young
    • The Journal of Korean Association of Computer Education
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    • v.3 no.2
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    • pp.1-10
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    • 2000
  • Humanity education is very important and essential part of education from the viewpoint of education. Further, it is valuable to utilize the advantages of computer system for systematic humanity education. In this paper, we designed and implemented Creativity Improving System(CIS) for improving student's creativity as an integrated component of Humanity Education System (HES) which will be developed in the near future. CIS is easy to maintain, repair and extend itself, since it is implemented based on Object-Oriented Development Method (OODM). By using 3-dimensional graphic technology, the contents of 3D-world in space is realistically expressed for improving the interest and effect of learning in the part of the maze game.

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Exploring the Creative Activities and Sports Club Curriculum in Middle Schools (중학교 창의적체험활동과 학교스포츠클럽 운영 현황 분석)

  • Oh, Eun-Joo
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.425-426
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    • 2014
  • 본 연구에서는 2009 개정 교육과정에서 새롭게 도입된 창의적 체험활동과 학교스포츠클럽 운영 실태에 관하여 고찰하였다. 연구결과 학교스포츠클럽의 시간을 136시간으로 정해놓음으로써 학교에 부담을 주고 있고, 동아리활동이 다양하게 이루어지지 못하고, 스포츠 활동에 치우치고 있으며, 창의적 체험활동을 자유롭게 활용하기 보다는 교육과정에 묶여 있어 자유로운 창의성이 발현되거나 인성중심의 학습이 일어나지 않는 것으로 나타났다.

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Effects of Science Lessons with Educational Game Content on the Science-related Attitudes of Elementary Students: Focusing on Games for Learning the Domains of Motion and Energy (교육용 게임 콘텐츠를 활용한 과학 학습이 초등학생들의 과학 관련 태도에 미치는 영향 - 운동과 에너지 영역을 학습할 수 있는 게임을 중심으로 -)

  • Kim, Hyunguk
    • Journal of Korean Elementary Science Education
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    • v.42 no.4
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    • pp.481-496
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    • 2023
  • This study aimed to evaluate the effects of utilizing educational game content for science learning on science-related attitudes. The content was applied to 24 students in an after-school science club at an elementary school in Gyeongsangbuk-do Province followed by a pre and posttest analysis using the Attitude About the Relevance of Science Test and the Creative Personality Test. This study used Tino's Journey, which was developed by the Korea Creative Content Agency and is currently distributed for free through the Ministry of Education to develop nine lessons that include scientific scenarios and concepts presented in the game. The results demonstrated that science lessons utilizing educational game content significantly influenced the science-related attitudes of the students. Among the subdomains, enjoyment of science lessons increased the most followed by the attitude toward scientific inquiry, social meaning of science, and hobby of science. However, the commonness of scientists, acceptance of scientific attitudes, and career in science did not reveal significant differences. This study classified the students into two groups (i.e., high and low, n=12 each) using the Creative Personality Test in advance. This study performed covariate analysis with the score for pre-science-related attitude as the covariate. Result revealed that the scores for science-related attitude significantly differed between the high and low groups. Specifically, the increase in the scores of the low group was larger than that of the high group. Lastly, the study presented implications for the utilization of educational game content in science learning.

Production of Symbol mark in Creative and Personality Lab (창의·인성 연구소의 심벌마크 제작)

  • Lee, Young-woo;Kim, Byung-man;Lee, Kang-Hoon;Kim, Jung-in
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.315-316
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    • 2021
  • This study intended to suggest three drafts for the Symbol mark in Creative and Personality Lab and used four colors to express 4C's in common. The first draft focused on fun and dynamism to express freedom, and the second draft was in the form of a square shape to express static and stable, maintaining calmness. Finally, the third draft was produced using only the consonants of creative personality writing.

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Relationships Between Self-esteem, General Self-efficacy and Creative Personality (자아존중감, 일반적 자기효능감과 창의적 인성의 관계)

  • Sung, Eun-Hyun
    • Korean Journal of Child Studies
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    • v.26 no.1
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    • pp.217-228
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    • 2005
  • The present study explored relationships between self-esteem, general self-efficacy and creative personality. The responses of 113 university students on self-esteem, general self-efficacy, and creative personality scales were collected and analyzed by Cronbach a tests, Pearson correlations and multiple regression analysis. The results showed that, first, there were significant positive relationships between self-esteem, general self-efficacy and creative personality. Second, the effects of self-esteem on creative personality were mediated by general self-efficacy. Finally, multiple regression analysis demonstrated that self-regulation and self-confidence among the sub-factors of general self-efficacy were good predictors of the creative personality. From these results we conclude that it is important to improve general self-efficacy in order to develop creative personality.

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The mediating effect of self-esteem on the relationship between mothers' parenting behavior, emotional expression and the creative personality of children (어머니의 양육행동 및 정서표현과 유아의 창의적 인성 간의 관계에서 자아존중감의 매개효과)

  • Nam, Yun-Ju
    • Korean journal of child psychotherapy
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    • v.12 no.2
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    • pp.27-42
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    • 2017
  • This study examined the mediating effects of self-esteem on the mothers' parenting behavior, emotional expression and the creative personality of the children. A survey was conducted in Kwang ju and Chonnam of 259 mothers with children from 3-5 years old. Based on the data, Pearson's correlations between variables were analyzed, and hierarchical regression analyses were conducted to identify the direct and indirect effects of the mothers' parenting behavior, emotional expression and self-esteem on the creative personality of the children. The study found significant correlations among all four variables studied. In particular, self-esteem acted as a partial mediator in the relationship between the mothers' parenting behavior, emotional expression and creative personality of the children. The results suggest that increasing self-esteem in mothers may edify the creative personality in their children.

The Design of Creative Activities Program Using An Educational-Robot (교육용 로봇을 활용한 창의적 체험활동 프로그램의 설계)

  • Hur, Jung-Ho;Nam, Dong-Soo;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.331-334
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    • 2011
  • 본 연구의 목적은 국가경쟁력 향상을 위한 세계적인 융합의 흐름을 대비하여 융합 기반인 교육용 로봇을 활용한 창의적 체험활동 프로그램을 설계하는데 있다. 이를 통해 해외의 정보교육 활성화 경향과는 달리 초등학교에서 소외되는 정보교육의 중요성을 부각시키고, 창의성과 인성을 강조하는 창의적 체험활동에서 자연스럽게 활용되기 위함이다. 이에 교육용 로봇을 활용한 융합교육 단계와 프로그램 교수 학습 모형의 설계를 통해 초등학교의 창의적 체험활동에서 활용될 수 있는 프로그램의 토대가 되고자 한다.

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Development of Practical arts Subject's Lesson Plan for Creativity and Personality (창의.인성 함양을 위한 실과 수업 과정안 개발)

  • Park, Jong-Seon;Choi, Ji-Yeon
    • 대한공업교육학회지
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    • v.37 no.1
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    • pp.165-182
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    • 2012
  • The purpose of this study was to develop practical arts' lesson plan for creativity and personality. In order to achieve the objectives of the study creativity and personality factor were derived on the basis of previous research and literature review and expert groups to develop lesson plan through the modification of the validity assessment. This study was conducted in three phases: preparation, development, and improvement. In the preparation phase, educational needs of teachers were developed and analyzed. And theme for activity was selected. In the development phase, activity were selected based on the contents of practical arts and presentation of educational objective, development of lesson plan. In the improvement phase, the lesson plan was completed through the modification of the validity assessment by expert group. The characteristics of the developed lesson plan were followings; First, Developed lesson were based on the contents of practical arts for creativity and personality Second, Developed lesson were designed for project method. Third, this developed lesson plan is made up of six parts 'Study cook', 'Cooking lunchbox for health', 'Cooking fusion food', 'Sowing and growing sprouts', 'Cooking with growing sprout', 'Food for life exhibition'. Forth, developed lesson plan can use practical arts class and creative activity class.

Prospective Mathematics Teachers' Perceptions of Collaborative Problem-posing as a Means to Promote Students' Creativity and Character (창의성과 인성 교육 방안으로서 협력 문제 만들기에 대한 수학 예비교사의 인식)

  • Lee, Bongju
    • Communications of Mathematical Education
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    • v.36 no.3
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    • pp.373-395
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    • 2022
  • This study aimed to examine how prospective mathematics teachers (PMTs) perceive collaborative problem-posing (CPP) as a method to cultivate students' creativity and character in mathematics education. This is to propose the introduction of CPP at the stage of preparatory math teacher education as one of the ways to reinforce the creativity and character education capacity of PMT), and to attempt to be an opportunity to actively utilize CPP in math teaching-learning in the school field for the education of students' creativity and character. To achieve this objective, I designed PMTs taking the 'Educational Theories for Teaching Mathematics' course, required in the second year of university, to experience CPP tasks. Data were collected through questionnaires or interviews over three years on how PMTs recognized the CPP tasks as a tool to cultivate students' creativity and character in secondary schools. The results of the study are as follows. First, PMTs recognized regardless of their CPP experience that CPP might have a positive impact on improving students' ability to devise various ideas and that it positively influences students' attitudes toward building interpersonal relationships, including teamwork, respect, and consideration. Second, the experience of PMTs participating in the CPP made them more positively aware that CPP is effective in improving students' ability to elaborate on ideas. Third, the PMTs' experience of participating in CPP led to a more positive perception of the impact of CPP on the students' abilities and attitudes, namely, the students' ability to elaborate on ideas and their inner attitudes toward individuals, including honesty, fairness, and responsibility, and the attitude of students regarding logically presenting their opinions and making rational decisions. Finally, if there are downsides to the offline environment, an online environment may be more beneficial.

Effects of STEAM Program Development and Application for the 1st Grades of Elementary School (수학 기반 융합인재교육(STEAM) 프로그램 개발 및 적용 - 초등학교 1학년을 대상으로 -)

  • Jun, Mi Suk;Park, Moon Hwan
    • Education of Primary School Mathematics
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    • v.18 no.2
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    • pp.91-106
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    • 2015
  • The purpose of this study were to develop a M-STEAM program for first grades in elementary school and investigate the effects of the program on their learning motivation for the math subject and creative personality. For those purpose, this study set the following research questions. Research Question 1 : How will a M-STEAM program be devised applicable to first grades in elementary school? Research Question 2 : What kind of effect does a M-STEAM program have on the learning motivation and creative personality of students? The findings were as follows: First, lesson contents were reorganized by keeping the Unit 3 in the second semester of first grade in the current math curriculum under the convergence theme of "Build an environment friendly future city" to which the STEAM elements were added. Developed program promoted mathematical thinking ability for problem solving in the process of operating the number of blocks. Through the M-STEAM program, convergence thinking was created from a new perspective by exerting creativity in such process. Second, the STEAM program had effects on the learning motivation and creative personality of first graders in math subject. The t-test results show that the STEAM program developed in this study increased the fun and interest of students, helped with their concentration, and promoted their understanding of mathematical concepts. Therefore the M-STEAM program had positive impacts on the learning motivation and creative personality of first graders in math learning.