• Title/Summary/Keyword: 창의적 인지력

Search Result 66, Processing Time 0.02 seconds

An Analysis of Structural Equation Model on the Scientific Problem Finding Ability of the Scientifically Gifted Based on Science Related Attitude, Motivation, and Self-regulation Learning Strategy (과학영재의 과학문제발견력 관련변인에 대한 구조방정식모형 분석: 과학관련태도와 동기 및 자기조절 학습전략을 중심으로)

  • Kim, Mpmg-Sook;Han, Ki-Soon
    • Journal of Gifted/Talented Education
    • /
    • v.18 no.1
    • /
    • pp.23-52
    • /
    • 2008
  • The purpose of this study was to examine the Structural Equation Model (SEM) of scientific problem finding ability based on science related attitude, motivation and self-regulation learning strategy of the gifted in science. A total of 153 scientifically gifted students were selected from a university-based Sifted education center The instruments used for the study were Test of Science-Related Attitudes, Motivated Strategies for Learning Questionnaire (MSLQ), and Science Problem Finding Test. In order to examine Structural Equation Model (SEM) of scientific problem finding ability, we assumed scientific problem finding model related to science inquiry, model I (domain specific), and scientific problem finding model related to creativity, model II (domain general) The results of this research are as follows. First, the correlations between science related attitudes and MSLQ were significant; motivation and self-regulated learning strategy as sub factors were positively correlated to science related attitudes. Only scientific attitude as a sub factor of science related attitudes was significantly correlated to elaboration of creativity category in scientific problem finding ability. In other hand, self-regulated learning strategy was significantly correlated to elaboration, inquiry motivation and inquiry level in scientific problem finding ability. Second, as the results of SEM analysis, we confirmed model I and model II were the best adequate through the indices of best fit (TLI, CFI>.90, RMSEA<.08); scientific problem finding ability was directly influenced motivation and self-regulated learning strategy but science related attitudes indirectly influenced scientific problem finding ability through motivation and self-regulated learning strategy. Based on the results, the implications for science gifted education were discussed.

A Study on the Weight of Assessment Domains in Science Education Focused on the Teacher's View Points (과학과 평가 영역간의 중요도에 관한 교사들의 인식에 관한 연구)

  • Kim, Kyoung-Mi;Kim, Sung-Won
    • Journal of The Korean Association For Science Education
    • /
    • v.22 no.3
    • /
    • pp.540-549
    • /
    • 2002
  • The 7th national curriculum is focused on breeding an independent and creative Korean who will lead the age of globalism and information in the 21st century. It is necessary to improve the existing assessment methods in order to develop higher thinking abilities such as creativity and problem-solving skill. Although teachers have been aware of this necessity, they have realized that it is difficult to improve the current assessment methods. In this study, we selected some assessment domains on science learning with literature reviews and case analysis. In addition, we calculated the degree of its importance by the use of Analytic Hierarchy Process(AHP). We suggest a direction for improving the present assessment domains on science learning on the basis of the research. Inquiry, cognitive, creative, and affective domain among assessment domains seemed to be listed in order of importance. Moreover, problem-identifying, hypothesizing, and inquiry-planning appeared to be the highest in the degree of importance among sub categories. Considering the results of this study, the current school assessment system which is focused on cognitive domain should be improved.

Effect of Cooperative Learning on Problem Solving in Programming Learning (프로그래밍 학습에서 협동학습이 문제해결력에 미치는 효과)

  • Kwon, Boseob
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.6
    • /
    • pp.491-498
    • /
    • 2014
  • Programming learning tend to improve the high thinking ability by experiencing problem solving process through programming recently, There are the previous studies that small group cooperative learning has the effect of the learning that is based logical thinking and creativity, while programming learning has relied on individual learner's thinking and principles traditionally. In this paper, it was verified the effect on improving the problem solving ability to perform by the small cooperative learning group in a problem solving process of programming learning. For this, it was developed and applied a model that include small cooperative learning group based on the problem solving 5 steps. The results of this study showed that the small cooperative learning group has positive effect of the problem solving ability in programming learning and has no relationship with cognitive style.

Identification of Variables as the Effects of Integrated Education Using the Delphi Method (통합교육의 효과변인 추출을 위한 델파이 연구)

  • Yoon, Heojoeng;Kim, Jiyoung;Bang, Dami
    • Journal of The Korean Association For Science Education
    • /
    • v.36 no.6
    • /
    • pp.959-968
    • /
    • 2016
  • In this study, the Delphi Method was conducted to extract variables as effects of integrated education. Forty-six experts engaged in both the integrated education and research fields participated in this study. The Delphi survey was conducted for three rounds. In the first round, an open questionnaire was given asking variables possibly considered as effects of integrated education. In the second round, variables induced from analysis of the first survey results were given and the degree of agreement for each variable was determined according to the Likert scale. In the third round of the survey, mean, standard deviation, and the first and third quartile calculated using the results of the second survey were given to experts to determine their degree of assent. In addition, categories for variables were suggested. The degree of agreement for appropriateness of categorization and relative importance were determined As a result, a total of 18 variables were chosen except for career awareness. They were categorized according to their definition and properties into five categories: 'creativity' (flexible thinking, associative thinking, intuitive thinking, creative thinking), 'problem solving' (meta-cognition, problem recognition and solving, critical thinking, decision making ability, ability of knowledge application, knowledge and information processing skills), 'integrative perception and sensitivity' (concern and interest in various disciplines, understanding and acceptance of difference, integrative thinking), 'interpersonal relations' (communication skills, cooperation), and 'disciplinary literacy' (humanistic imagination, basic knowledge and literacy of each discipline, academic motivation). The degree of agreement was high in variables included in 'creativity' and 'problem solving' categories and the frequency of choosing the importance was high in variables included in 'integrative perception and sensitivity'. The educational implication related to implementation and practice of integrated education were discussed on the basis of results.

The Effect of Learning Scratch Programming on Students' Motivation and Problem Solving Ability (스크래치 프로그래밍 학습이 학습자의 동기와 문제해결력에 미치는 영향)

  • Song, Jeong-Beom;Cho, Soeng-Hwan;Lee, Tae-Wuk
    • Journal of The Korean Association of Information Education
    • /
    • v.12 no.3
    • /
    • pp.323-332
    • /
    • 2008
  • This paper propose to use a new educational programming language, Scratch, to help students' programming study. For this purpose, a course has been developed which consists of (1) strategies to motivate students and (2) Creative Problem Solving (CPS) teaching model to improve their problem solving abilities. We experimented the course with sixth-grade elementary students for 4 weeks and we could observe that the Scratch programming learning helps motivating students and improving their problem solving abilities. Based on this observation, we believe that Scratch programming can be an alternative for current programming education in elementary schools.

  • PDF

A Study for Encouragement of Rublic System in Designing with Programming Classes (설계과목 프로그래밍 수업을 중심으로 루브릭 시스템 정착을 위한 연구)

  • Jo, Mi-Kyung;Park, Hyun-Seok
    • Journal of the Korea Society of Computer and Information
    • /
    • v.14 no.11
    • /
    • pp.81-90
    • /
    • 2009
  • It is inevitable for college students to be confused when they first face university education, which requires them to be self-reliant and responsible, after finishing their course of education, which is passive under control of period and environment, in primary, middle, and high schools. Introduction to college courses, which require students to be subjective and responsible, to be taken after chronically and environmentally controlled primary and secondary education, are but confusing. In this stage, college education should provide ground for educational system so that students can escape from repetitively enforced way of studying of fixed curriculums and study creatively and subjectively while befitting each individual's aptitude. For instance, in programming classes in engineering school, students scholastic achievements are closely interrelated with the professor's educational principles. A change in method of education, from one previously focused on theoretical contents to one centered on practices and experiments, can reap good results. Also, as the need arose for introduction of practice-focused evaluation system, from recognition-centered professor evaluating system to enablement of actively developing creative and self-reliant way of learning, we applied the Rublic System. It is a feedback system that all or most students become the evaluators, of which the indicators of evaluation such as category, standard, and score are public. We have looked into whether or not there has been an improvement in GPAs of students, and if there exists an improvement then what efforts should be made to solidify the system.

The Analysis of The Science Gifted's Characteristics Present in Linguistic Interactions in The Animal Development Inquiry Activity Program Based on Creative Problem Solving(CPS) Model (CPS 모형으로 개발된 동물 발생 실험수업에서 나타난 과학영재의 특성에 따른 언어적 상호작용 분석)

  • Ahn, Ju-Hyun;Chun, Mi-Ran;Park, Ki-Seok;Jeon, Sang-Hak
    • Journal of Gifted/Talented Education
    • /
    • v.20 no.1
    • /
    • pp.107-130
    • /
    • 2010
  • The purpose of this study is to investigate the characteristics that indicate scientifically gifted students by analyzing the verbal interactions in developmental biology inquiry-experimental classes. The subjects were 20 first-grade middle school students who were participating in SNU Science Gifted Education Center. In these experimental classes which were developed based on the CPS Model, we conducted a total of four experimental sessions of small group discussions, and the students' verbal interactions were both taped and video recorded, and observed. From the transcriptions, the patterns of question-answer and the characteristics of scientifically gifted students were analyzed. In the case of question-answer patterns, thinking questions appeared 3~6 times more frequently than the standard information questions. Especially, the case of experimental class I showed 40% more thinking questions as well as standard information questions that the other 3 classes. Through the results of analysing verbal interactions, we were able to find more detailed aspects to creativity that were not identifiable in paper-pencil examinations, as well as affective characteristics such as task commitment and leadership. We believe our findings upon inquiry will be of substantial significance in substituting for the paper-pencil examination in distinguishing and selecting scientifically gifted students.

A Study on Fashion Design Pedagogy for the Development of Creativity -With Emphasis on Intuition- (창의력 개발을 위한 패션디자인 교육 방안 연구 -직관력을 중심으로-)

  • Lee, Bong-Douk
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.30 no.3 s.151
    • /
    • pp.487-496
    • /
    • 2006
  • This study examined the pedagogical approaches on the development of creativity in fashion design education for the 21 st century. In this paper, the concept of the creativity was analyzed with the purpose of devising detailed educational methods by investigating into cognitive and pedagogical natures of the constituents of creativity. One of the most crucial aspects of the creativity is problem solving capability and it was reviewed how creative problem solving capability is applied to the areas of arts and designs. This study particularly explored the specific roles intuition plays in the development of creativity. Insights are very important in enhancing and maintaining creativity and it was shown that intuition can stimulate and reinforce the insights. Also it was suggested was that the development stages of intuition are consistent with the development sequences of creativity in arts and designs. Recommendations for further studies were included.

The Analysis of Teacher's Recommendation Usefulness in Selecting Scientific Gifted Students (영재교육 대상자 선발에서 교사 추천의 효용성 분석)

  • Lee, In-Ho;Han, Ki-Soon
    • Journal of Gifted/Talented Education
    • /
    • v.19 no.2
    • /
    • pp.381-404
    • /
    • 2009
  • The purpose of the study was to find out the usefulness of teachers' recommendation in selecting gifted students. For the study 87 teachers teaching 4th grade students from 20 elementary schools in the area of Incheon, 103 gifted students who were recommended by teacher, and 65 gifted students who were not recommended by teacher participated. To measure their cognitive ability, Raven intelligence test, creative problem solving test in science, and TTCT were used. In addition, learning methods, motives for achievement, faith in academic ability, problem solving tendency, and assignment preferences were assessed to find out their affective qualities. The results were as follows. First, the students who were recommended by teachers were highly advanced in both cognitive and affective aspects related to giftedness compared to non recommended students. Second, there were no significant differences both in the cognitive and affective aspects among the students recommended by teachers whether they passed the second step(test for giftedness) and the third step(test for academic aptitude) or not. Third, the discriminant analysis showed $70{\sim}80$ percent accuracy on teacher recommendation in identifying gifted students. The implication of the study related to teacher recommendation and future direction on identification of gifted students were discussed in depth.

Creative Evolution of Digital Leisure Culture, Serious Games (디지털 레저 문화의 창의적 진화, 시리어스 게임)

  • Lee, Hye Rim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.12
    • /
    • pp.48-61
    • /
    • 2013
  • At the dawn of a new digital era, people's way of spending their leisure time and leisure activity preferences changed. Accordingly, Leisure culture is in the midst of change, such as watching movie and performance, enjoy golf etc. Due to its nature as an interactive medium, the digital game offers uniquely different approaches to the leisure activity. Leisure as state of mind is much more subjective in that it considers the individual's perception of an activity. In that regard, we used the digital games for leisure activity. Digital games are powerful environments for fun, including functional nature. For that reason digital leisure culture keep creative evolving. This paper proposes a serious games as a branch of digital games that meaningful digital leisure, and introduced the concept of serious games for a serious purpose other than pure entertainment. Many recent studies have identified the benefits of using serious games in a variety of purposes. Games technology is fun and entertaining for people of all ages. Ultimately, serious games become meaningful and valuable performance tools as the Digital Leisure Culture.