• Title/Summary/Keyword: 창의적 활동

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입학사정관제 실시에 따른 창의적 체험학습활동의 현황과 과제

  • Lee, Seong-Cheol
    • Proceedings of the Safety Management and Science Conference
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    • 2010.11a
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    • pp.417-426
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    • 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.

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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
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    • 2016.04a
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    • pp.344-347
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    • 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.

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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Implementation of the Class Management System Including the Management Function of Students' Outside Activities: Using Smart Devices (학생 외부활동 관리기능을 포함한 학급관리 시스템의 구현 : 스마트 디바이스를 활용하여)

  • Mun, Changbae;Lee, Ook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.4
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    • pp.700-710
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    • 2017
  • In the revision of the national curriculum, various creative activities and career activities are highlighted under the goal of fostering creative talent. Following the implementation of this policy, which is represented by creative activities, teachers are burdened with comprehensive responsibilities, such as planning and executing safety procedures and preventing accidents. Existing systems for teacher management had limitations that allowed only the provision of standardized information and management. The main purpose of this study is to help teachers manage their classes systematically through a class management system. The teachers' overall management system includes several functions, such as checking students' locations, registering students' reviews, or registering various kinds of activities for the creative experiential activities of the curriculum. This system not only helps teachers to systematically manage the creative experiential activities, but also allows teachers to share the history of their activities with each other. Furthermore, this system will be helpful in achieving the objectives of the revised curriculum.

A Study on the Effects of Cultural and Artistic Activities on Job Commitment, Creative Behavior, and Job Performance (문화·예술 활동이 직무몰입, 창의적 행동, 업무성과에 미치는 영향에 관한 연구)

  • Jang, Ha Soo
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.51-62
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    • 2018
  • Unlike in the past, culture and the arts are now being recognized as key elements for gaining competitive advantage, changing the approach and enjoyment methods of culture and art. The purpose of this study was to investigate the effect of participation of culture and art activities on the performance of the executives and staff members at M Financial Company. The study resulted in four different findings. First, creative activities have a positive effect on job commitment, but appreciation activities have no statistically significant effect on job commitment. Second, although appreciation activities have a positive effect on creative behavior, it has been confirmed that creative activities have no statistically significant effect on creative behavior. Third, job commitment has a significant effect on creative behavior. Fourth, the relationship between job commitment and job performance shows that job commitment affects job performance positively; creative behavior also positively affects job performance. Finally, we examined the mediating effect between participation in culture and art activities and job performance with job commitment and creative behavior. As a result, job commitment and creative behavior are found to mediate between creative activities and job performance. However, it did not mediate between appreciation activities and job performance. On the other hand, the mediating effect of creative behavior between job commitment and job performance was partially mediated.

Analysis of Dance Activities Creativity Education Contents Contained in Physical Education Textbooks for 3rd and 4th Grades of Elementary School (초등학교 3, 4학년 체육교과서에 담긴 무용 활동 창의성 교육 내용분석)

  • Chang, Byung-Kweon
    • Journal of the Korean Applied Science and Technology
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    • v.39 no.2
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    • pp.246-260
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    • 2022
  • This study was conducted to analyze the creativity education contents of dance activities in physical education textbooks for the 3rd and 4th grades of elementary school. For this purpose, 16 types of textbooks and auxiliary data for physical education in the 3rd and 4th grades of elementary school were collected and analyzed using the creative education content analysis frame of the physical education textbook based on the 4P model. In order to secure the integrity of the research, expert consultation was operated. The results of this study are as follows. First, from the viewpoint of creative person, 'inquiry' was the most common in creative mind, and the rest of the elements appeared relatively evenly. As for the subject of activity, 'individual' and 'colleague (team)' showed similar frequencies. Second, from the viewpoint of the creative process, all activity areas appeared as 'learning', and most of the elements of the activity purpose appeared evenly, and the creative process was explored. Third, from the viewpoint of creative output, physical activity performance was the most common activity method, and two or three activity methods were used together. In the creativity factor, all factors appeared evenly, and sensitivity and sophistication were the most common with 4 factors. Fourth, from the viewpoint of the creative environment, most of the activity spaces were no restrictions, and the activity media consisted of many educational contents using the body. Through this study, it was requested that creativity education in dance activities should be expanded quantitatively and intensified in quality, and the necessity of spreading creativity education contents of dance activities to other areas was explored.

Analysis of Demand for Creative Discretionary Activity in the Middle School (중학생을 위한 창의적 재량활동 프로그램 요구도)

  • 김명자;김정순
    • Journal of Korean Home Economics Education Association
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    • v.15 no.3
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    • pp.1-12
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    • 2003
  • The purpose of this study is to provide basic information for the development of Creative Discretionary Activity Program to Home Economics teachers. The need scales were developed based on the development characteristics of adolescence and data was collected from 521 middle school students in the seoul. The results are as fallows. 1. Among the seven areas self-understanding and career explorations showed the highest degree of demand. and the area of family relationship and friendship and maladjustment of adolescents followed, knowledge about sex and manner awareness took the lowest position. 2. Finding potential ability, understanding aptitude and personality. understanding IQ and EQ, solution of character showed the highest degree of demand. and solution of stress, interest identification. changing society and new career followed. 3. Demands for Creative Discretionary Activity showed significant difference according to socio-demographic variables such sex, family types and economic levels.

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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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A Study on the Musical Instruction-Learning Method Focusing on Creative Activities using Computer-Based Music Programmes (컴퓨터 음악프로그램을 통한 창의적 활동 중심의 교수.학습 방안)

  • Cho, Jeong-Eun
    • The Journal of Korean Association of Computer Education
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    • v.14 no.4
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    • pp.1-10
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    • 2011
  • It is the basic direction of revised education course to bring up the autonomous and creative Koreans to lead the 21st century. In the music education of the middle school it could be said that music program using computer is a very effective medium for learners' sake of stimulating their audio-visual sense at the same time. In this study, I will look around the facility of the computer music program and tried to find the application method to connect the creative learning activity in music class. And I will also show the application method in the musical activity area. For this, I proposed the method for students' creative learning activity in the middle of using Finale 2010 for music notation, Window Moviemaker for image editing and Goldwave for sound editing.

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Investigating the Process of Revealing Individual Creativity through Exploration and Exploitation: Emphasis on Psychological Empowerment (탐색적 활동과 활용적 활동을 통한 개인 창의성 발현과정에 대한 연구: 심리적 임파워먼트를 중심으로)

  • Choi, Do Young;Lee, Kun Chang
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.155-165
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    • 2021
  • The objective of this research is to suggest the creativity revelation model and to verify the relationships among knowledge capabilities and creativity processes including exploration and exploitation. Also, we investigate whether there are differences in creativity revelation processes from the perspective of psychological empowerment. To achieve the purpose of the research, a survey was conducted targeting employees of software development companies that require creativity in work performance. Empirical results show that knowledge capabilities have positive effect on creativity revelation processes. The notable point of the results is the role of psychological empowerment such that individuals with high psychological empowerment have more exploration-centric revelation, and those with low psychological empowerment have more exploitation-centric on the other hand. These results are interpreted that the behavioral patterns of organizational members may vary depending on the level of psychological empowerment in the creativity revelation, and therefore could suggest several managerial implications regarding creativity management and organizational development in an environment where convergence becomes more important.