• Title/Summary/Keyword: Collaborative Creativity

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A Study on the Development of Learning Model for Improving Collaborative Creativity Based on CPS

  • PARK, Eunsook
    • Educational Technology International
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    • v.7 no.2
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    • pp.23-44
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    • 2006
  • As the educational paradigm has shifted from the traditional knowledge oriented instruction learning to the knowledge product oriented instructional learning, the development of student's creativity becomes one of the most important educational goals, because the ability that can produce the knowledge creatively is required in the digital information knowledge based society. The purpose of this study is to make a basic direction and strategy for the instructional design to develop an on and off line blended instructional design which will help a learning community to be a more collaborative and creative learning community. This research has investigated the concept and the characteristics of collaborative creativity and creative problem solving as the theoretical basis of the design. After that, on the basis of the theories connected with the collaborative creativity theory, the direction and the strategies for the development of collaborative creativity was designed. The design was applied into the real learning community and finally proved the effectiveness of the learning model for the development of the collaborative creativity by the quantitative evaluation.

A Study on Open Education for Developing Creativity in Mathematics Education (수학교육에서 창의성 신장을 위한 열린교육 방안에 대한 연구1))

  • 전평국;이재학;백석윤;박성선
    • Education of Primary School Mathematics
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    • v.5 no.2
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    • pp.71-94
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    • 2001
  • The purposes of this study were to design small group collaborative learning models for developing the creativity and to analyze the effects on applying the models in mathematics teaching and loaming. The meaning of open education in mathematics learning, the relation of creativity and inquiry learning, the relation of small group collaborative learning and creativity, and the relation of assessment and creativity were reviewed. And to investigate the relation small group collaborative learning and creativity, we developed three types of small group collaborative learning model- inquiry model, situation model, tradition model, and then conducted in elementary school and middle school. As a conclusion, this study suggested; (1) Small group collaborative learning can be conducted when the teacher understands the small group collaborative learning practice in the mathematics classroom and have desirable belief about mathematics instruction. (2) Students' mathematical anxiety can be reduced and students' involvement in mathematics learning can be facilitated, when mathematical tasks are provided through inquiry model and situation model. (3) Students' mathematical creativity can be enhanced when the teacher make classroom culture that students' thinking is valued and teacher's authority is reduced. (4) To develop students' mathematical creativity, the interaction between students in small group should be encouraged, and assessment of creativity development should be conduced systematically and continuously.

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The Effects of Scaffolding Types in Wiki-based Collaborative Learning on Creativity (위키 기반 협력학습에서 스캐폴딩 유형이 창의성에 미치는 영향)

  • Hwang, Kyung-Yang;Kim, Hoi-Soo
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.66-78
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    • 2019
  • This study aimed to investigate the effects of scaffolding on creativity in Wiki-based collaborative learning. Wiki-based collaborative learning was implemented over three sessions among 67 sixth graders in an elementary school, and subjects were divided into three groups: Group 1 had a teachers' scaffolding and self-questioning script; Group 2 had a teachers' scaffolding; and Group 3, the control group, had no scaffolding. Results showed a significant difference in creativity among the groups with different types of scaffolding(Wilks' Lambda=.238, F=8.678, p < .001). Group 1, had significantly higher performance compared to the Group in creativity. However, when self-questoning script and a teachers' scaffolding were offered, self-scaffolding was not found to have a significant effect on learners' Originality of creativity. Group 2 showed higher performance in Originality of creativity when only a teachers' scaffolding was offered in the collaborative learning. The results of this study suggest that teachers' scaffolding and self-scaffolding have positive effects on creativity, but the need for a differentiated self-scaffolding strategy to identify the factors that influence creativity in wiki-based collaborative learning.

The Structural Relationship among Individual Creativity, Team Trust, Team Efficacy and Collective Intelligence in Collaborative Learning at Universities (대학 협력학습에서 개인창의성, 팀신뢰, 팀효능감 및 집단지성의 구조적 관계)

  • Song, Yun-Hee
    • Journal of Convergence for Information Technology
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    • v.10 no.9
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    • pp.173-182
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    • 2020
  • In recent years, collaborative learning in university courses has been emphasized in order to improve collective intelligence. Based on literature reviews, individual creativity was used as a variable of personal characteristic, team trust and collective efficacy were used as variables of teams to see the relationship with collective intelligence as a variable of learning outcome. Data were collected from 770 students from A University in Gyeonggi-do, H University in the Daejeon, and K University in Chungcheong-do, and analyzed by using structural equations modeling. As results, individual creativity had significant influence on collective efficacy and collective intelligence. Team trust also had significant influence on collective efficacy and collective intelligence. In addition, collective efficacy had a positive effect on collective intelligence. This study will be able to utilize basic data for establishing instructional design and strategies of collaborative learning in the universities.

Effects of SW Education Using Robots on Computational Thinking, Creativity, Academic Interest and Collaborative Skill (로봇 활용 SW교육이 초등학생의 컴퓨팅 사고력, 창의성, 학업흥미, 협업능력에 미치는 효과)

  • Lee, Jeongmin;Park, Hyeonkyeong;Choi, Hyungshin
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.9-21
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    • 2018
  • The purpose of this study is to examine the effects of SW education using robots on Computational Thinking, Creativity, Academic Interest and Collaborative skill. In order to achieve the purpose, SW education using robots was conducted to 88 students in 5th grade in Seoul. After collecting data, we examined mean differences using matched pair t-test. The results indicated that the SW education using robots is associated with significant improvements in Computational Thinking, Creativity and Academic Interest while Collaborative skill is not associated with significant improvement. This research investigated the effects of the SW education using robots and expanded the understanding of the SW education using robots. In addition, this study provides several implications with regard to suggesting the direction to go further of SW education using robots.

Validation Through Perceptions between Leader and Team Members on Collaborative Competencies in Corporate Organization (기업체 조직의 협력역량 요인에 대한 팀장과 팀원들의 인식을 통한 타당화 연구)

  • Lee, Yu-Na;Ha, Yu-Ran;Lee, Sang-Soo
    • Journal of Fisheries and Marine Sciences Education
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    • v.26 no.2
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    • pp.284-295
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    • 2014
  • The purpose of the study was to validate the components of practical collaborative competencies by analyzing the perceptions of corporate personnel on practical collaborative competencies. The study reviewed the theories of collaborative intelligence, collective intelligence, cooperative learning, and learning communities. Based on the results of the literature review, the study derived seven categories of participative motivation for group activities, ability to share thinking and consciousness, motivation to share experiences, ability to control emotion, ability to promote interaction, creativity, and collaborative performance as the core competencies. To validate the elements, survey was conducted for 186 corporate personnels. The results showed that the personnels perceived the following elements as important collaborative competencies: participative motivation for group activities, motivation to form participatory atmosphere, ability to manage conflict effectively, ability to form relationships, ability to form positive team atmosphere.

Prospective Mathematics Teachers' Perceptions of Collaborative Problem-posing as a Means to Promote Students' Creativity and Character (창의성과 인성 교육 방안으로서 협력 문제 만들기에 대한 수학 예비교사의 인식)

  • Lee, Bongju
    • Communications of Mathematical Education
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    • v.36 no.3
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    • pp.373-395
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    • 2022
  • This study aimed to examine how prospective mathematics teachers (PMTs) perceive collaborative problem-posing (CPP) as a method to cultivate students' creativity and character in mathematics education. This is to propose the introduction of CPP at the stage of preparatory math teacher education as one of the ways to reinforce the creativity and character education capacity of PMT), and to attempt to be an opportunity to actively utilize CPP in math teaching-learning in the school field for the education of students' creativity and character. To achieve this objective, I designed PMTs taking the 'Educational Theories for Teaching Mathematics' course, required in the second year of university, to experience CPP tasks. Data were collected through questionnaires or interviews over three years on how PMTs recognized the CPP tasks as a tool to cultivate students' creativity and character in secondary schools. The results of the study are as follows. First, PMTs recognized regardless of their CPP experience that CPP might have a positive impact on improving students' ability to devise various ideas and that it positively influences students' attitudes toward building interpersonal relationships, including teamwork, respect, and consideration. Second, the experience of PMTs participating in the CPP made them more positively aware that CPP is effective in improving students' ability to elaborate on ideas. Third, the PMTs' experience of participating in CPP led to a more positive perception of the impact of CPP on the students' abilities and attitudes, namely, the students' ability to elaborate on ideas and their inner attitudes toward individuals, including honesty, fairness, and responsibility, and the attitude of students regarding logically presenting their opinions and making rational decisions. Finally, if there are downsides to the offline environment, an online environment may be more beneficial.

Development of an online robot programming education system based on Web 2.0 (웹2.0 기반의 온라인 로봇 프로그래밍 교육시스템 개발)

  • Sung, Young-Hoon;Ha, Seok-Wun
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.13-23
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    • 2010
  • In recent creativity becomes a new request in the knowledge and information age. Robot programming education is an effective teaching method for improvement of creativity. Existing robot programming tools includes text-based or GUI-based development environment. Most of programming tools provide a simple tutorial system without interactive activity for beginners. In this paper, we propose an online robot programming education system based on web2.0, which embedded collaborative code creating tool, interactive tutorial chat and video conference tool to support collaborative code creating via web 2.0. Knowledge sharing tool allows users to share their collaborative source code. Besides, it makes users gained the experience and knowledge of program designing efficiently.

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Research on Creative Thinking Program in Design Management Education (디자인 매니지먼트 교육에서의 창의적 아이디어 발상을 위한 교육프로그램)

  • Oh, Chi-Gyu
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.267-274
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    • 2010
  • A new awareness on design in economy and business domain has shifted the focus of design education from the description and presentation to the creativity. This contextual change raises new awareness on the importance of the design management training program. The goal of this research is to suggest a program of design management training program in Korean context. For the purpose, the history of design management activity is briefly reviewed. And then the curriculum between Korean design schools and design management schools abroad is reviewed. The result shows that the design management schools abroad emphasize leadership based on practicality and the program is also ran by School of Business Management. The curriculum consists of leadership program and creativity program. The leadership comprises individual, personal, and collaborative. The leadership takes the role of catalyst in the organization to draw a creativity and raise it. So both leadership and creativity are inseparable. The result of creativity, however, differ from one another based on individual's capacity, procedure, and social context. Thus, it is important to develop a design management program which considers individual, social context, as well as economy and business domain.

An Analysis on Open-ended Problem Solving of Gifted Students (수학 영재학생의 개방형 문제 해결 사례 분석)

  • Choi, Su A;Kang, Hong Jae
    • East Asian mathematical journal
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    • v.32 no.4
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    • pp.545-563
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    • 2016
  • The aim of this study was to observe processes and implication to a given program for the 20 gifted children grade 5 by making the number from 1 to 100 with natural numbers 4,4,9 and 9. Revelation of creativity, mathematical tendency of students and meaningful responses were observed by the qualitative records of this game activity and the analysis of result. The major result of a study is as follows: The mathematical creativities of students were revealed and developed by this activity. And the mathematical attitude were changed and developed, so student could actively participate. And students could experience collaborative and social composition learning by presentations and discussion, competition with a permissive atmosphere and open-game rule. It was meaningful that mathematical ideas (negative number, square root, factorial, [x]: the largest integer not greater than x, absolute value, percent, exponent, logarithm etc.) were suggested and motivated by students themselves.