• Title/Summary/Keyword: 창의적 학습 과정

Search Result 578, Processing Time 0.025 seconds

수학적 창의성에 대한 일 논의 - 창의적인 사람, 창의적인 산물, 창의적인 과정이란 관점으로부터 -

  • Kim, Jin-Ho
    • Communications of Mathematical Education
    • /
    • v.18 no.3 s.20
    • /
    • pp.45-56
    • /
    • 2004
  • 본고는 수학적 창의성과 관련한 논문으로 이를 창의적인 사람, 창의적인 산출물, 창의적인 과정이란 일반 창의성 연구자들이 연구하고 있는 분야로부터 유추적으로 논의를 시도하였다. 이런 접근으로부터, 얻을 수 있는 몇 가지 가정들은 다음과 같은 것이 있다. 첫 번째, 일반 보통아들을 대상으로 하는 공교육에서도 창의성 교육을 할 수 있으며, 이는 수학교과에도 적합한 진술이다. 두 번째, 현상학적 입장으로 부터 학교에서 교수${\cdot}$ 학습되고 있는 학교수학이 학생들 입장에서 보면 학습해야 할 필요가 있는 적절하고 새로운 지식이란 점을 공고히 해 주었다. 또한, 여기서 강조한 것은 새롭고 적절한 지식이 완성된 지식뿐만 아니라 발생상태 그대로의 지식 즉, 과정으로서의 지식도 포함하고 있음을 제안하였다. 세 번째, 수학자가 수학을 탐구하는 과정을 창의성 연구자들이 보듯이 인지과정으로 보는 대신에 한 수학적 아이디어를 이로부터 하나의 완성된 수학적 지식을 완성하기까지의 수학적 사고과정으로 보는 것이 수학교육적 의미에서 교수${\cdot}$ 학습에 의미가 있음을 살펴보았다.

  • PDF

입학사정관제 실시에 따른 창의적 체험학습활동의 현황과 과제

  • Lee, Seong-Cheol
    • Proceedings of the Safety Management and Science Conference
    • /
    • 2010.11a
    • /
    • pp.417-426
    • /
    • 2010
  • 현 정부의 대입제도는 미래사회가 요구하는 21세기형 우수인재를 발굴 육성을 위하여 공교육 정상화에 그 목표를 두고 있다. 아울러 입학사정관제를 활성화하여 사교육에 의존하는 사회풍조를 개선함과 더불어 과열경쟁으로 인한 사교육비를 경감하고자 노력하고 있다. 또한 창의적 체험학습활동을 통하여 자기 주도적 학습능력을 신장하고 글로벌 인재 양성에 주력하고 있으며, 이를 관리하기위하여 창의적 체험활동 종합지원시스템을 운영하고 있다. 본 연구의 목적은 중등교육과정의 현황을 창의적 체험학습을 중심으로 분석하고 향후 과제에 대한 해법을 제시하는 것이다.

  • PDF

A Study of a Teaching and Learning Process of the Information and Communication Ethics Based on Creative Problem Solving Method (창의적 문제해결 과정 기반의 정보통신 윤리교육 교수-학습과정 연구)

  • Kwon, Jungin;Ahn, Seongjin
    • The Journal of Korean Association of Computer Education
    • /
    • v.16 no.3
    • /
    • pp.41-48
    • /
    • 2013
  • It is not easy to find out well organized teaching and learning methodology as the adverse effects of the internet have made a lot of problems because we realize the importance of the information/cyber ethic education. In this paper, I suggest the teaching and learning process of the information/cyber ethic education as applying the creative problem solving process of the six-step model proposed by A. Osborn and S. Parnes. We divided fifth grade 54 elementary school students into two groups, a experimental group and a control group, and conducted the the teaching and learning experimental methods. The experimental group, conducted educational teaching and learning methods for information ethics education using creative problem solving process, got a better result compared to the other group. It must be one of the systematic approach to lead changes of learners'; recognition, focusing on the ethics problem-solving process.

  • PDF

Development and Implementation Effect of a Learning Consulting Model Based on Creative Problem Solving for University Students (대학생을 위한 창의적 문제해결 기반 학습컨설팅 모형 개발 및 적용효과)

  • Jung, Se Young;Kim, Jungsub
    • (The) Korean Journal of Educational Psychology
    • /
    • v.32 no.1
    • /
    • pp.1-27
    • /
    • 2018
  • The proposes of this study were to develop the learning consulting model based on creative problem solving and to verify the effects of its implementation. The model was developed based on ADDIE program developing model. In the analysis stage, literature review and needs survey were conducted for data collection on learning consulting at universities including the literature in related fields. Specific areas needed in the learning consulting model were selected from the results of this collected data. During the design and development stage, the learning consulting processes were established. These constituted the learning consulting model developed and it had been based on the Creative Problem Solving. To verify the validity of the learning consulting model based on the creative problem solving, a pilot study was implemented. The model was completed content a validity verification process performed by experts through focus group interviews. The aim this final model is to improve the self-directed learning ability and creative problem solving capacity of the university students. The study results showed that mean scores on self-directed learning ability of the experimental group increased significantly compared to the control group. Based on these findings, the learning consulting model seemed very effective in improving the university students' self-directed learning ability, as well as their creative problem solving capacity. Based on the results of this study, implications and limitations of the final model and its implementation were discussed.

Application of Creative Design-inducing, Teaching-Learning Method for Improvement of Creativity (창의성 향상을 위한 창의적디자인도출 교수학습법 적용사례)

  • Seo, Mi-Ra;Kim, Ae-Kyung;Lee, Young-Woo
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.3
    • /
    • pp.448-457
    • /
    • 2015
  • This study aims to suggest a creative design-inducing, teaching-learning method which can enhance the efficiency of design education by helping learners improve their creative thinking and solve problems and apply it to diverse curriculums with a goal of having a positive effect on the development of learners' creativity. For this, it was actually applied to game character design from Department of Game Engineering, formative arts from Department of Beauty Care and Digital Graphics from Department of Visual Design using the action research method, and a teacher defined course topic, contents of the course and creative thinking tools and promoted the class. As a result, it was confirmed that it is effective in deriving creative design and increasing learners' interest and participation in class. When a creative thinking tool was used, however, the outcomes of creative learning slightly varied depending on learners' competence.

The Effects of a Robot Based Programming Learning on Learners' Creative Problem Solving Potential (로봇 활용 프로그래밍 학습이 창의적 문제해결성향에 미치는 영향)

  • Lee, EunKyoung;Lee, YoungJun
    • 대한공업교육학회지
    • /
    • v.33 no.2
    • /
    • pp.120-136
    • /
    • 2008
  • Using the tangible programming tools, which combines physical objects (e.g. robot) and educational programming language, may help to encourage learners' creative thinking as well as to enhance problem solving ability. That is, learners can have opportunities to simulate problem solving processes through the physical objects, such as robots. Therefore, they can minimize an fixation about problem solving process. These experience is effective to induce creative thinking that is useful to find new solutions and change environment actively. Therefore, we developed a robot based programming teaching and learning curriculum and implemented it in college level introductory programming courses. The result shows that the robot based programming learning has a positive effect in all three factors of learners' creative problem solving potential, especially in a cognitive factor. The cognitive factor includes general problem solving abilities as well as factors that explain creativity, such as divergent thinking, problem recognition, problem representation. These result means that the developed robot based programming teaching and learning curriculum give positive effect to creative problem solving abilities.

Creative failure for learner's intellectual growth (지적 성장을 위한 창의적 실패교육)

  • Kim, Jong Baeg
    • (The) Korean Journal of Educational Psychology
    • /
    • v.31 no.4
    • /
    • pp.745-766
    • /
    • 2017
  • Students' creative ability has become the one of important educational goals recently. Beliefs that students can grow intellectually is a key principle in creativity education. In recently, researchers have focused on learners' failure as a way for promoting creativity in schools. They start look into the ways in which learning failures are connected to creativity. Recent studies such as Kapur(2008) demonstrated that learners' failure experiences enable students to create novel solutions to solve problems to go beyond memorizing facts or knowledge. This paper discussed strategies that students or teachers can utilize learning failures to produce positive educational outcomes and also suggested some caveats when learning failures are introduced to a classroom. Specifically, learners should avoid any pre-existing frames of thoughts to create new alternatives to solve problems. Second, teachers or students should be allowed to explore content areas freely without having any risks of academic punishment. In addition, this paper also discussed possible negative results of early experiencing learning failures regards to negative emotion. Especially, experiencing continuous failures can bring students to learned helplessness. This paper discussed how to avoid this negative consequences. Related with negative emotional effects of failures, teacher or students should be careful in the earlier stage of learning processes to avoid learning failures. Lastly, this paper also suggested that minimizing fears related with learning failures and promoting failure tolerance so that students have motivation to overcome learning failures.

The Effect of C-PBL Application on Creative Problem Solving in the Education of Information-Communication Technology (정보통신기술교육에서 C-PBL 적용이 창의적 문제해결에 미치는 영향)

  • Joo, Dae-Seon;Lee, Soo-Jeong
    • 한국정보교육학회:학술대회논문집
    • /
    • 2006.08a
    • /
    • pp.79-85
    • /
    • 2006
  • 학습자가 학습의 주도적인 역할을 하고 능동적으로 수행할 수 있는 환경을 구성하여 학습과정에서 창의적 문제해결력이 신장되도록 문제중심학습(Problem-Based Learning : PBL)모형에 창의성과 문제해결을 결합한 창의적 문제해결(Creative Problem Solving : CPS)단계를 통합한 창의적 문제중심학습(Creative Problem-Based Learning : C-PBL)단계를 정보통신기술교육에 적용하여 창의적 문제해결의 효과를 검증하고자 초등학교 3학년 2개 학급을 대상으로 실험집단과 비교집단으로 구성하여 실험하였다. 본 논문은 C-PBL을 적용하여 창의적 문제해결을 위한 수업모형을 일부 제공하였다는 점에서 의의를 갖는다.

  • PDF

A Study on Model of Learning Activity Tool for Creative Problem Solving based on Mobile Learning (모바일러닝 기반에서 창의적 문제해결(Creative Problem Solving) 활동을 위한 학습지원도구 모형 개발)

  • Bae, Ji-Hye
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2016.04a
    • /
    • pp.344-347
    • /
    • 2016
  • 유비쿼터스 환경 시대에 맞춰 현재 스마트 디바이스의 발달과 시장의 확대로 스마트 미디어 기기의 보급이 급속도로 확산되고 있으며 많은 교육용 어플리케이션 또한 개발되고 있는 중이다. 이러한 교육용 어플리케이션들은 지식기반사회의 학습도구로서 지식접근 및 창출에 중요한 요소인 인터넷과 웹을 활용하게 되고 이동성과 편의성을 추구하는 모바일기기를 통해 학습이 가능하도록 지원하는 프로그램이다. 본 연구는 모바일러닝 기반의 '창의적 문제해결(CPS, Creative Problem Solving)' 모형을 활용하는 교육용 앱에 대한 설계방안을 제시하고자 하며 연구의 목적은 대학 교육에서 학생들의 창의적 사고와 문제해결능력 향상을 돕는 모바일러닝 기반의 학습환경을 설계하는 데 있다. 제안하는 학습지원 도구는 모바일 앱 형태로 제작되며 학습활동에 있어 다양한 창의적 사고과정 활동과 표현방식, 상호작용성 등의 기능을 통해 학습자의 고차원적인 사고능력을 향상시키는 인지적 도구로서 활용될 수 있도록 설계하였다. 개발환경은 안드로이드용 앱 인벤터 프로그램을 사용하였으며 앱 인벤터 서버환경에서 제공되는 컴포넌트와 이벤트 핸들러를 이용하여 교수자모드와 학습자모드의 앱을 각각 설계하였다. 교수자 앱은 학습활동 제공을 의미하는 프로바이더(Provider) 모드 기능이 포함되며 학습자 앱은 CPS 활동을 위한 학습활동 모드 기능이 설계된다. 대부분의 창의성 관련 앱들은 그래픽작업을 통한 두뇌활동 향상 프로그램, 체험활동 위주의 프로그램 등으로 출시가 되어 있으나 교수-학습 활동을 위한 창의적 문제해결활동 관련 앱은 존재하지 않는 상태이므로 수업활동에서의 활용측면에서 가치가 있을 것으로 기대된다.

Research on applicability of Teaching-Learning Methods for Creative Problem Solving to a course in University (창의적 문제해결 교수학습법의 대학수업에의 적용가능성에 관한 연구)

  • Park, Choul-Soo;Park, Su-Hong;Jeong, Sun-Young
    • Journal of Engineering Education Research
    • /
    • v.13 no.1
    • /
    • pp.23-37
    • /
    • 2010
  • The purpose of this study is to explore applicability of teaching-learning methods for creative problem solving which was designed to improve students' creative thinking and problem solving competencies. Methodology is literature review and focus group interview. The students who attended the elective course 'creative women and science' was participated during 15 weeks. Through this teaching-learning methods, students were fully aware of learning methods for creative problem solving, sought for problems, clarified problems, found solutions through discussions, and continuously examined ideas by receiving feedbacks. They could deduce creative new solutions to solve encountered problems regarding team dynamics and apply it in real situation. As the results of applying teaching-learning methods for creative problem solving to a course in University, it had the advantages of enhancing students' competencies in analyzing problems and applying derived solutions in actual field.

  • PDF