• Title/Summary/Keyword: 창의 과정

Search Result 1,777, Processing Time 0.033 seconds

A Study on Creative Cognition of Language based concept Generation of Game Graphics (언어기반 게임그래픽 디자인 발상의 창의적 인지에 관한 연구)

  • Huh, Yoon-Jung
    • Journal of Internet Computing and Services
    • /
    • v.12 no.5
    • /
    • pp.171-179
    • /
    • 2011
  • In this paper it is hypothesized that word stimuli that are presented by Google’s search word, would improve the quality of the design solution, so this research examines the effect of related search word stimuli in concept generation and analyzes the results through the processes of creative cognition. In the process of concept generation, words are given as stimuli which are generated through Google's related search and these search words are given by 5 levels. Google search is based on the collaboration philosophy. People's participation and contribution recreate knowledge and information, so these renewed and related search words update in real time by people are used as stimuli. Two problems are provided with related search words. After the design concept generation the results are analyzed by 3 bases: the usage of related search words and those of frequency, creativity, and Finke's 12 Geneplore model. These are the results of the research. Many levels of related search words are used in design concept generation but especially higher levels which are more related to search words are more used than lower levels. The usage of multi words and conjunction with higher levels and lower levels words are observed in creative results. On the creative cognitive processes, it is more creative when using association and mental transformation with the related search words than using the related search words simply. Creative outputs also use conceptual interpretation, functional inference, and contextual shifting of creative cognitive processes of Finke's 12 Geneplore model.

Model Development of Convergence Curriculum by Specialization Area Linkage between Local Universities (지역대학 간 특화영역을 연계한 대학연합-융합전공 모형개발)

  • Kyung, Jong-soo;Kim, Jonghae
    • Journal of the Korea Convergence Society
    • /
    • v.9 no.12
    • /
    • pp.251-258
    • /
    • 2018
  • The university bachelor's system is based on autonomy, but due to the rigid academic structure, it is not appropriate to respond to changes in social demand. Recently, universities are pursuing diversification of their bachelor's system. With the introduction of various majors (linkage major, convergence major, autonomic major, and self-design major), efforts are being made to nurture convergence talent based on mutual linkages between major and departments. This study introduces the design and operation process of 'Global Creative Convergence Major' which the four universities of Chungcheong region promoted as a union. In particular, it derives the key elements of each step and presents the operating model and implications based on the main features. Convergence major operation model constitutes educational system (talent award, educational goal, competency factor, curriculum) through linkage between specialization areas of universities. The competency elements contain creative competence, convergence competency, problem solving competency, and global competency.

Method of Developing the Teaching material about Computer Programming For Improving the Creativity In Elementary School (초등 컴퓨터 프로그래밍 관련 창의성 교재 개발 방안)

  • Jeong, Won-Hee;Kim, Jong-Jin;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
    • /
    • 2004.08a
    • /
    • pp.197-205
    • /
    • 2004
  • 요즘 과학, 수학 교과 등은 기초 교육 강조는 물론 창의성 교육에까지 관심을 가지고 있다. 7차 교육과정의 등장과 사회의 변화 흐름을 통해 '창의성'이 강조되고 있고, 교육에서도 창의성 교육이 대두되고 있다. 그러나 우리나라의 컴퓨터 교육 현황을 살펴보면 창의성과는 거리가 멀 뿐만 아니라, 다른 교과를 배우는데 도움을 주는 교과로서의 역할만을 하고 있다. 또한 컴퓨터 활용 교육이 이루어짐에 따라 저학년에서 고학년까지 유사한 내용의 교육을 반복해서 받는 경우가 생기고, 특히 5, 6학년은 실과 시간과 재량 시간의 교육 내용이 서로 중복되어 교육 효율이 떨어지고 있다. 이에 본 연구에서는 교육의 기초를 다지는 시기인 초등학교에서부터 창의적인 컴퓨터 교육이 이루어질 수 있도록 하고자 하며 이를 위해 초등학교 수준에 맞는 프로그래밍 관련 교육을 살펴보고, 초등 컴퓨터 창의성 향상 교육을 뒷받침할 수 있는 프로그래밍 관련 교재 개발 방안을 제안한다.

  • PDF

대학생의 창의적 사고 활동을 위한 앱 인벤터를 활용한 안드로이드 앱제작 교육프로그램 개발

  • Bae, Ji-Hye;Lee, U-Jin
    • 한국벤처창업학회:학술대회논문집
    • /
    • 2016.04a
    • /
    • pp.235-238
    • /
    • 2016
  • 디지털 콘텐츠의 한 형태로 볼 수 있는 앱은 개발자들의 창의적 사고를 바탕으로 현재도 무수히 쏟아져 나오고 있으며, 많은 사용자로부터 선택되어 활용되고 있다. 이러한 변화는 교육분야에도 영향을 주어 앱을 활용한 교육환경과 교육방법에 대한 다양한 연구가 현재 진행되고 있다. 앱과 같은 디지털 콘텐츠의 개발은 창의적 아이디어를 기반으로 구현되며 이는 콘텐츠 사용자의 유용성과 경제적 가치를 결정하는데 중요한 요소로 작용하고 있다. 이러한 창의와 디지털 기술을 접목한 앱 프로그래밍 교육은 학생들의 창의적 사고와 문제해결력을 향상시키는데 중요한 역할을 하며 특히 교육용 프로그래밍 언어(EPL, Educational Programming Language)를 활용한 코딩 교육과 창의적 문제해결력 향상에 관한 관련 연구들이 활성화되고 있는 실정이다. 본 연구에서는 이러한 EPL을 바탕으로 비IT계열 전공의 대학생들에게 프로그래밍 교육을 실시하고 창의적 사고를 통해 디지털 콘텐츠인 앱을 제작하는 것에 초점을 두기 위한 안드로이드 앱제작 교육 프로그램 개발을 진행하였다. EPL을 위한 도구는 MIT 미디어랩에서 개발한 클라우드 기반의 안드로이드용 앱 인벤터2(App Inventor 2)를 사용하며, 제작한 앱을 스마트 기기에서 즉시 실행하고 확인할 수 있다는데 대해 학습만족도와 성취감이 높음을 수업관찰을 통해 확인할 수 있었으며 제작 과정에서도 활발한 사고력를 발휘하는 것을 확인할 수 있었다.

  • PDF

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

Importance of Creativity in the Field of Disaster Research and Education (재난 연구와 교육에서 창의성의 중요성)

  • Chae, Jung-Min
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2016.05a
    • /
    • pp.225-226
    • /
    • 2016
  • 최근 들어 재난이 빈발하여 우리의 안전을 위협하는 상황이 심해지고 있다. 그래서 본 연구는 이에 대한 대책 연구가 시급하다는 관점에서 이루어졌다. 기존 연구를 개관해 보면, 주로 재난의 발생 원인과 사후 대책을 많이 다뤄왔는데, 창의성에 대해서는 거의 다루지 않았다. 그런데, 실제 재난은 동일한 형태로 반복되기보다는 매번 그 원인, 진행 과정, 피해규모, 대응과 해결방안 측면 등에서 새로운 형태를 띤다. 이러한 상황에서는 재난을 예방하고 구조하고 복구하는 기관 담당자뿐만 아니라 피해당사자도 대책 매뉴얼을 초월하는 창의성을 많이 가져야 한다. 이 창의성을 향상시켜 재난 현장에서 적용하기 위해서는 이 분야의 연구가 필요하다. 이를 위해 본 연구는 창의성을 재난 관련 창의성과 일반 창의성으로 구분하고, 각 재난 관련 주체들과 관련된 연구의 방향을 제시하였다.

  • PDF

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
    • /
    • v.18 no.4
    • /
    • pp.700-710
    • /
    • 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 Design of Curriculum Considered Experimental Design & Analysis for Enhancing Engineer's Problem-Solving Ability (공학자의 문제해결능력 향상을 위한 실험계획 및 분석을 적용한 교육과정의 설계 -기계공학계열의 학과를 중심으로-)

  • Lee, Joong-Soon;Kwak, Hyo-Yean
    • Journal of Engineering Education Research
    • /
    • v.11 no.1
    • /
    • pp.34-47
    • /
    • 2008
  • The purpose of this paper is to design the curriculum by considering the experimental design and analysis for enhancing an engineer's creative problem-solving ability. This ability is one of the important objectives in modern engineering education. To achieve this purpose, first, it is suggested that the experimental design and analysis, a specific area of engineering education, is highly relevant to the creative problem-solving ability, one of the basic engineering competencies and of the final goals in engineering education. And also, the curriculum already introduced the experimental design and analysis in departments of mechanical engineering of universities are surveyed and reviewed. 59 papers are also analyzed to know how engineers applicate the knowledge of the experimental design and analysis to their activities. Finally, the module of engineering education curriculum introduced the experimental design and analysis to enhance effectively the engineer's creative problem-solving ability is suggested.

The Effects of Inquiry Oriented Instruction on the Learning of A rea Formulas (수학적 탐구학습이 넓이공식의 학습에 미치는 효과)

  • Park, Sung-Sun
    • Education of Primary School Mathematics
    • /
    • v.14 no.1
    • /
    • pp.43-55
    • /
    • 2011
  • The purpose of this study was to investigate the effects of inquiry oriented instruction on the learning of area formulas. For this purpose, current elementary mathematics textbook(2007 revised version) which deal with area formulas was reviewed and then the experimental research on inquiry oriented instruction in area formulas was conducted. The results of this study as follow; First, there was no significant effect of inquiry oriented instruction on the mathematical achievement in area formula problems. Second, there was no significant effect on the memorization of area formulas. Third, there was significant effect on the generalization of area formulas. Forth, there was significant effect on the methods of generalization of area formulas. Fifth, through inquiry activities, the students can learn mathematical ideas and develop creative mathematical ideas. Finally, implications for teaching area formulas through inquiry activity was discussed. We have to introduce new area formula through prior area formulas which had been studied, and make the students inquire the connection between each area formulas.

A Study on the Convergence Entrepreneurship Curriculum Development (융·복합 창업교육 교과과정 개발에 관한 연구)

  • Kim, Heung-Su
    • Journal of Digital Convergence
    • /
    • v.13 no.5
    • /
    • pp.79-88
    • /
    • 2015
  • Creative economy has been characterized by ideas popularized commercialization. The commercialization of the idea is to develop a creative economy virtuous circle tool, entrepreneurship and start-ups for this serves as a key driver of the creative economy. Convergence, complex thinking and creative planning ability is always a lot from the 20s came a young man. So young age of entrepreneurship and entrepreneurship education, and is easily capable of founding a new culture is created by the right products and services they lead the more outstanding talent in the way of entrepreneurship creates even young and energetic national economy. Such a wide range of system implementation and curriculum development to complete the creative economy with ecology is also a very critical situation. The development of a systematic entrepreneurship curriculum that promote creative thinking and planning ability for creative convergence of economic times is a top priority. The present study considered that the early stages of convergence entrepreneurship program presents a convergence process of entrepreneurship education through a process-oriented research based on statistics.