• Title/Summary/Keyword: Computational creativity

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A Study on the Change of the Perception of Students' Computational Thinking and Scientific Attitudes in Earth Science Classes Using a Block-based Coding (블록형 코딩프로그램을 활용한 지구과학 수업에서 학생들의 컴퓨팅 사고력에 대한 인식 및 과학적 태도 변화 연구)

  • Han, Shin;Kim, Hyoungbum
    • Journal of the Korean Society of Earth Science Education
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    • v.12 no.2
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    • pp.131-140
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    • 2019
  • In this study, a block-base coding that could develop computing thinking was applied to Earth science teaching and learning to identify how the perception of computational thinking and scientific attitude was changed as part of creativity education. Based on the results of the study, the conclusions are as follows: First, an Earth science education program was developed using a block-based coding for elementary school students. The 12-hour program was designed for inquiry activities to encourage students to engage in various thinking by providing them with activity-oriented problems. Second, the Earth science education program using a block-based coding showed significant results in confidence in the use of a computer program, integrated learning with a computer, computational thinking, and problem-solving factors with computational thinking. Third, the Earth science education program using block-based coding showed significant differences in the categories of curiosity, criticism, cooperation, persistence, and creativity. It could be judged that it was effective for students in the process of questioning and trying to solve the problem themselves.

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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Solving for Missing Link of Exhaust Tube at the Household Gas Boiler USING TRIZ (TRIZ를 활용한 가정용 가스보일러 배기통의 연결부 이탈문제해결)

  • Leem, Sa-Hwan;Huh, Yang-Jeong
    • Korean Journal of Computational Design and Engineering
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    • v.12 no.6
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    • pp.461-465
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    • 2007
  • There have been 3E problems of energy, economy and environment since the earth has its history. Especially, the energy and environment problems have been getting serious after the modem industry revolution. Therefore, the demand of gas as an eco-friendly energy source is getting increased. With the demand of gas, the installation and use of gas boiler is also increased, so human life injury by the waste gas(CO) of boiler goes on increasing every year. It is the content about a life of the exhaust tube which is used at Gas boiler in this paper. We explain also the course to apply the 6SC(6 Step Creativity)of practical TRIZ and evaluate the resolution.

Development of Blended Learning Program for CPS (CPS를 위한 Blended Learning 프로그램 개발 - 고등학교 수학내용을 중심으로 -)

  • Kim Young-Mi;Kim Hyang-Sook;Im Sun-Woo
    • Communications of Mathematical Education
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    • v.20 no.3 s.27
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    • pp.407-423
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    • 2006
  • The reason why creativity becomes the important subject in 21th century is that it does an important role which solves many problems surrounding our whole life in this internationalization, globalization, knowledge-information age. But scholars who formerly researched the creativity-field explain the necessity of creativity with the internal and fundamental reasons. That is, scholars say that creative activities produce originative products and originality itself. And it is the root of which will be able to discover meaning of life and it -creativity - is successive activities that is demanded when individual life want to obtain important value by expressing one's inner world to the outside using creative resource. Recently, with the trends of present age and the educational needs, research about creativity is actively carried out and it draws out the results that creativity can be developed and enhanced through education and training. So, now many researches have focused on how to develop the creativity. Investigating those researches, we found that the recent issues of researches on creativity were changing and now they focused on creative instruction methods and behavioral factors. Especially, they were selected as the subject related to the creative education - creative instructional method and program, atmosphere in classroom, and factors of teacher. It means that the past researches which were a little bit conceptive have been changing to material ones which will be able to enhance creativity and its effect. So, in this research, we have developed the program for CPS(Creativity Problem Solving) and verified its effect.

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A Development and Application of Puzzle-Based Computer Science Learning Contents for Pre-service Teachers (초등 예비교사를 대상으로 한 퍼즐 기반 컴퓨터과학 학습 내용 개발 및 적용)

  • Oh, Jungcheol;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.18 no.3
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    • pp.391-400
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    • 2014
  • In this study, we reviewed educational trend of Puzzle-Based Learning Contents and case studies at domestic and international, and have developed Puzzle-Based Learning Contents with the contents using fundamental concepts of computer science. Thirty one prospective elementary school teachers were applied to this contents, total thirty two sessions for four months, and Torrance Tests of Creative Thinking(TTCT) verbal and figural tests were performed to evaluate the changes in creativity. The result showed that there were significant improvements in two subscales of verbal creativity, verbal creativity index, and three subscales of figural creativity, figural creativity index. In this paper, on the basis of proven effectiveness, we introduce the Puzzle-Based Learning Contents as the alternative computer science education.

Creative Programming Learning with Scratch for Enhancing Computational Thinking (계산적 사고 향상을 위한 창의적 스크래치 프로그래밍 학습)

  • Lee, Eunkyoung
    • The Journal of Korean Association of Computer Education
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    • v.16 no.1
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    • pp.1-9
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    • 2013
  • Computational thinking has been recently highlighted as an essential ability of the 21st Century so that many educational efforts have focused on broadening participation in computing and promoting computational thinking in K-12 settings. This paper describes the impact of creative learning activities with the Scratch on middle school students' computational thinking and creative potential. The learning activities were designed and implemented in 12 sessions with 34 middle school students. The pre and post creative potential assessment results show that students' creative personality and ideational behavior were significantly enhanced. Also, project portfolio analysis shows that students came to understand several computational concepts that are useful in a wide range of programming contexts: sequences, loops, conditionals, events, and operators.

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An Exploration of International Trends about the Core Competencies in Mathematics Curriculum (수학과 교육과정에 반영된 핵심역량의 국제적 동향 탐색)

  • Kim, Sun Hee;Park, Kyungmee;Lee, Hwan Chul
    • The Mathematical Education
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    • v.54 no.1
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    • pp.65-81
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    • 2015
  • The purpose of this study is to investigate the international trends of how the core competencies are reflected in mathematics curriculum, and to find the implications for the revision of Korean mathematics curriculum. For this purpose, the curriculum of the 9 countries including the U.S., Canada(Ontario), England, Australia, Poland, Singapore, China, Taiwan, and Hong Kong were thoroughly reviewed. It was found that a variety of core competencies were reflected in mathematics curricula in the 9 countries such as problem solving, reasoning, communication, mathematical knowledge and skills, selection and use of tools, critical thinking, connection, modelling, application of strategies, mathematical thinking, representation, creativity, utilization of information, and reflection etc. Especially the four most common core competencies (problem solving, reasoning, communication, and creativity) were further analyzed to identify their sub components. Consequently, it was recommended that new mathematics curriculum should consider reflecting various core competencies beyond problem solving, reasoning, and communication, and these core competencies are supposed to combine with mathematics contents to increase their feasibility. Finally considering the fact that software education is getting greater attention in the new curriculum, it is necessary to incorporate computational thinking into mathematics curriculum.

A Development of a Puzzle-Based Computer Science Instruction Model and Learning Program to improve Computational Thinking for Elementary School Students (초등학생의 컴퓨팅 사고력 신장을 위한 퍼즐 기반 컴퓨터과학 수업모형 및 프로그램 개발)

  • OH, Jung-Cheul;KIM, Jonghoon
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.5
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    • pp.1183-1197
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    • 2016
  • The purpose of this study is to develop a Puzzle-Based Computer Science Instruction Model and Learning Program and to confirm the effects. To do so, we selected 2 classes with a similar level of pre-computational thinking in elementary schools in the Jeju Province. After that, from 2 classes, we designated the 5th grade students in 'D' elementary school as group A and designated students of the same grade in 'J' elementary school as group B. In a total of 28 sessions during an 18 week period, a Puzzle-Based Computer Science Learning Program was used with 31 students in group A, and the traditional computer science course was used with 25 students in group B. The results showed that there were significant improvements in computational thinking, which is computational cognition and its creativity, of the students in group A compared to students in group B. Also, this study proved that the Puzzle-Based program correlated with positive changes group A students' Science-Related Affective Domain. In this paper, on the basis of proven effectiveness, we introduce the Puzzle-Based Computer Science Instruction Model and Learning Program as an alternative to traditional, computer science education.

Applying a Novel Neuroscience Mining (NSM) Method to fNIRS Dataset for Predicting the Business Problem Solving Creativity: Emphasis on Combining CNN, BiLSTM, and Attention Network

  • Kim, Kyu Sung;Kim, Min Gyeong;Lee, Kun Chang
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.8
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    • pp.1-7
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    • 2022
  • With the development of artificial intelligence, efforts to incorporate neuroscience mining with AI have increased. Neuroscience mining, also known as NSM, expands on this concept by combining computational neuroscience and business analytics. Using fNIRS (functional near-infrared spectroscopy)-based experiment dataset, we have investigated the potential of NSM in the context of the BPSC (business problem-solving creativity) prediction. Although BPSC is regarded as an essential business differentiator and a difficult cognitive resource to imitate, measuring it is a challenging task. In the context of NSM, appropriate methods for assessing and predicting BPSC are still in their infancy. In this sense, we propose a novel NSM method that systematically combines CNN, BiLSTM, and attention network for the sake of enhancing the BPSC prediction performance significantly. We utilized a dataset containing over 150 thousand fNIRS-measured data points to evaluate the validity of our proposed NSM method. Empirical evidence demonstrates that the proposed NSM method reveals the most robust performance when compared to benchmarking methods.

Development and Application of Software Education Program of App Inventor Utilization for Improvement of Elementary School Girls' Computational Thinking (초등학교 여학생의 컴퓨팅적 사고력 신장을 위한 앱인벤터 활용 S/W교육 프로그램 개발 및 적용)

  • Kim, Yongmin;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.385-398
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    • 2015
  • In this study, we presented a App Inventor utilization Software Education program in the process of education for Computational Thinking improvement of elementary school girls. In order to analyze the effects of education programs that have been developed, to elect the 3, 4, 5 grade girls of the sample of volunteers by volunteers form collection as an experimental population, was charged with the development programs, and It was analyzed educational effect using the results of the pre-post tests. The results of the analysis, App Inventor utilization Software Education program that was developed in this study it was found that help in Computational Thinking kidney of elementary school girls.