• Title/Summary/Keyword: 컴퓨터 창의성

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A Study of Developing Teaching Material to Improve Creativity with Program Elements (프로그램 요소를 이용한 창의성 신장 교재 개발 연구)

  • Kim, Jong-Hoon;Kim, Jong-Jin;Jeong, Won Hee
    • The Journal of Korean Association of Computer Education
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    • v.8 no.5
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    • pp.17-30
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    • 2005
  • The education has changed from the memory education for knowledge to the creativity education. Education of computer has attached importance to teach the creativity. But it till now developed materials are short improvement of the creativity. Especially studies of computer program education are no more than studies of education for genius. Hereupon I developed the teaching material for elementary students with computer program elements by matters in daily life. It has 20 subject in program elements, the aim is improvement of the creativity. After I taught students with developed teaching material, prove the creativity of students has improved.

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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
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    • 2004.08a
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    • pp.197-205
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    • 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.

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A Study on the Development of Teaching Material to Improve Creativity in Elementary School with Computer Principals (컴퓨터 원리를 이용한 초등학교 창의성 신장 교재 개발 연구)

  • Kim Jong-Jin;Jeong Eun-Young;Hwang Hong-Eik;Kim Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.319-330
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    • 2005
  • The information infrastructure between all the elementary and middle schools of the nation have made it possible to build an environment to breed competent students for our future society. However, since the focus of computer education has been mostly on utilization, it has created many problems such as limitation of creativity, weakening the self-studying skill and many other. Consequently this study is for the development of the textbooks of the computer principles in education and shows the affirmative effect of the improvement of creativity through their application.

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Development of PBL-Based Computer Application Instruction Model (문제중심학습 기반 컴퓨터활용 수업 모형 개발)

  • Lee, Kyung Mi
    • The Journal of Korean Association of Computer Education
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    • v.16 no.2
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    • pp.29-37
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    • 2013
  • In the environment of emphasizing creativity, computer application instruction model is in demand which is developed for the group discussion, enlarging the range of thinking, and creativity. The purpose of this study is to develop a PBL-based computer application instruction model concerning creativity after researching problems during the use of computer education by group. The theoretical background of class model is PBL, and the efficiency and creativity of class is considered while using web-mind map as the tool for the discussion and data sharing. As a result of applying the suggested model to the students enrolled in the production of presentation instruction, it made probabilistic meaningful outcome where complaint with communication, data sharing, role sharing, difference of contribution, excessive run-time and etc. were reduced.

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The Effect of Elementary Students' Creativity on Play-Centered Computer Science Educational Program (놀이중심의 컴퓨터과학교육프로그램이 초등학생의 창의성에 미치는 영향)

  • Han, Byoungrae;Hwang, San-Duck
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.125-134
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    • 2013
  • In this paper, we want to know the effect of elementary students' creativity thru the play-centered computer science educational program. We extracted educational content from computer science. The students addressed to the problems thru the play and found their own solution. Research result show significant difference in creative attitude of sub-area of creativity. We found that students were actively involved with pleasure in play, the rules of play was actively keep.

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A Study of Computer-Creativity Development for Bringing up of Creative Man of Ability in the Ubiquitous Age (유비쿼터스 시대의 창의적 인재양성을 위한 컴퓨터 창의성 개발에 관한 연구)

  • Kim, Woo-Kyung;Kim, Jong-Jin;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2005.08a
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    • pp.193-201
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    • 2005
  • 제 3의 혁명이라 불리고 IT 분야의 새로운 패러다임으로써 부각되는 유비쿼터스 패러다임의 도래에 따른 컴퓨터 교육의 방향을 모색함과 동시에 유비쿼터스 패러다임을 반영한 컴퓨터 창의성 개발 과정을 설계하여 적용해 보고자 한다. 유비쿼터스 패러다임을 반영한 컴퓨터 창의성 개발은 창의적인 마인드와 사고를 지닌 미래 유비쿼터스 시대를 담당할 창의적인 인재를 육성하는데 그 목적이 있다. 따라서 유비쿼터스 시대의 IT 동향과 발전 방향을 이해하고, 실제 유비쿼터스가 구현되는 생활 모습을 통하여 우리 생활과 유비쿼터스와의 관계를 더욱 창의적인 시각에서 바라볼 수 있도록 하는데 역점을 두었다. 또한 미래의 유비쿼터스를 예견해 보는 과정을 통하여 제기되는 여러 가지 문제를 찾고 그 해결 방안을 모색해 봄으로써 학습자 자신이 미래 유비쿼터스 시대를 만들어 나가는 주역임을 스스로 깨닫도록 하는데 역점을 두어 교육 과정을 설계해 보았다.

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Effects of Scratch Programming Learning based on CPS on Verbal Creativity (CPS 모형 기반 스크래치 프로그래밍 학습이 언어 창의성에 미치는 영향)

  • Kim, ByeongSu;Kim, JongHoon
    • The Journal of Korean Association of Computer Education
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    • v.16 no.6
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    • pp.11-19
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    • 2013
  • Recently, the discussion of domain-generality vs. domain-specificity of creativity has been continued. At this point in time, we need to research computer programming activities related to creativity again. While most of existing relative researches have performed TTCT figural tests for evaluating learners' creativity of learning education programming language, our perspective is that verbal creativity is needed on learning education programming language more. In this research, we have developed scratch programming learning based on CPS with the contents using fundamental concepts of computer science from the viewpoint of that programming is a kind of learning required verbal thinking style. This learning program was applied to 17 students of 4th and 5th grade for each 4 classes in 5 days, total 20 classes, this group passed normality test has the result of t-test has found that three subscales (fluency, flexibility and originality) and creativity index (mean of three standard scores) of verbal creativity were improved significantly using the mean of standard scores (100) of TTCT verbal tests as the test value.

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A Study on Development of Creativity Improvement Program for Information Communication Technology Education (정보통신 기술교육 수업을 위한 창의성 증진 프로그램 개발 연구)

  • Kim Jong-Hoon;Kim Jong-Jin;Kim Sung-Bin
    • The Journal of the Korea Contents Association
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    • v.6 no.6
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    • pp.88-99
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    • 2006
  • Because the creative thinking or idea is essential to survive at the age of competition, most of advanced nations focus their education on development of creative thinking. So many researches are being carried out in Korea, but it's not easy to improve students's creativity through teaching computer because many teaching materials and manuals are composed of the software application and simple skill. Therefore this study will present effective Creativity-Improvement Program which can develop students's creativity and be applicable to classwork through concentrating on content system.

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Method of Teaching Material to Develop Computer Creativity by Accessing to the Computer Principle in Elementary School (컴퓨터 원리 교육을 통한 초등 창의성 교재 개발 방안)

  • Jung, Eun-Young;Kim, Jong-Jin;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.281-288
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    • 2004
  • 오늘날 IT의 급속한 진보는 많은 변화를 가져왔다. 단순한 자원이나 노동력보다는 첨단과학기술을 이용하여 얼마나 의미 있는 정보를 찾아내고 활용하는가에 따라 개인의 경쟁력이 좌우된다. 즉, 개개인의 창의적인 아이디어와 지식, 정보의 생산과 활용이 앞으로의 국가경쟁력을 좌우하게 된다. 이에 따라 교육계에서도 창의적인 능력을 발휘할 수 있는 인간상을 추구하고 있다. 전국의 초 중등학교가 정보인프라 구축으로 컴퓨터를 활용하는 교육이 가능하게 되었다. 비로소 미래사회를 대비하여 정보우수인력을 길러낼 수 있는 여건이 조성된 것이다. 그러나 현재까지 개발된 초등 컴퓨터 교재는 소프트웨어의 활용법을 소개하는 데 그치고 있다. 컴퓨터 교육이 활용교육으로 치우치다 보니 창의력 제한, 자기 주도적 학습 능력 부족 등 여러 가지 문제점이 발생하고 있다. 따라서 본 연구는 컴퓨터 활용법에만 두었던 기존의 교육방법을 탈피하여 체계적이고 쉬운 초등 컴퓨터 창의성 교재 개발 연구 방안을 제시하고자 하는데, 특히 컴퓨터 구조, 운영체제, 네트워크 등의 동작 원리를 기반으로 한다.

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A Research on Education of Computer Algorithm for the Development of Creativity for Gifted Elementary Students in Computer Science (초등 정보영재의 창의성 개발을 위한 컴퓨터 알고리즘 교육에 대한 연구)

  • Gyo, Sik-Moon
    • Journal of the Korea Computer Industry Society
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    • v.9 no.5
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    • pp.197-206
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    • 2008
  • Gifted education has drawn much attention in education in recent years and gifted education in computers in elementary education has been emerged as well throughout the country. Now computer algorithm education is considered as a core subject in the area because computer algorithm is the essence of computer technology on which information society relies technically, and also it provides theoretical basis for problem solving using computers. And we observe that fostering learner's creativity is crucial in learning computer algorithms because problem solving requires creativity in general. In the paper, we discuss the procedure to foster learner's creative problem solving ability which would greatly help students learn computer algorithms, and then we discuss how we can make algorithmic ideas into reality. Furthermore, we note that an appropriate level education is necessary for better results for outstanding students in the program, and lastly we propose ideas to improve current gifted elementary education in computers. The content of the paper is largely originated from experiences of teaching gifted elementary students conducted by a local university and sponsored by its municipal government for six years.

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