• Title/Summary/Keyword: Computational creativity

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An Analysis on the Mathematical Creativity and Computational Thinking of Elementary School Mathematical Gifted Students in the Convergence Class Programs (융합 수업 프로그램에서 나타나는 초등 수학 영재들의 수학적 창의성과 컴퓨팅 사고 분석)

  • Kang, Joo Young;Kim, Dong Hwa;Seo, Hae Ae
    • East Asian mathematical journal
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    • v.38 no.4
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    • pp.463-496
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    • 2022
  • The purpose of this study is to analyze the mathematical creativity and computational thinking of mathematically gifted elementary students through a convergence class using programming and to identify what it means to provide the convergence class using Python for the mathematical creativity and computational thinking of mathematically gifted elementary students. To this end, the content of the nine sessions of the Python-applied convergence programs were developed, exploratory and heuristic case study was conducted to observe and analyze the mathematical creativity and computational thinking of mathematically gifted elementary students. The subject of this study was a single group of sixteen students from the mathematics and science gifted class, and the content of the nine sessions of the Python convergence class was recorded on their tablets. Additional data was collected through audio recording, observation. In fact, in order to solve a given problem creatively, students not only naturally organized and formalized existing mathematical concepts, mathematical symbols, and programming instructions, but also showed divergent thinking to solve problems flexibly from various perspectives. In addition, students experienced abstraction, iterative thinking, and critical thinking through activities to remove unnecessary elements, extract key elements, analyze mathematical concepts, and decompose problems into small components, and math gifted students showed a sense of achievement and challenge.

Development and application of a physical computing program applying design thinking to improve the creativity and computational thinking ability: Focusing on Microbit (창의성과 컴퓨팅 사고력 향상을 위한 디자인 사고 적용 피지컬 컴퓨팅 프로그램 개발 및 적용: 마이크로비트를 중심으로)

  • Seo, Youngho;Kim, Gwanmin;KimWoon, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.25 no.2
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    • pp.377-385
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    • 2021
  • This study attempted to develop and apply a physical computing SW education program applying design thinking. The produced SW education program was applied to 22 students in the 5th and 6th grades of J and B elementary schools located in Jeju-si. Computational thinking ability and creativity pre-test was conducted, and Physical computing software training applied design thinking was conducted over a total of 5 sessions for 20 hours, followed by a post-test on creativity and computational thinking ability. As a result of the verification, it was found that physical computing SW education program applying design thinking was effective in improving the creativity and computing thinking ability of elementary school students.

Gender Differences in Computational Thinking, Creativity, and Academic Interest on Elementary SW Education (초등 SW교육에서 성별에 따른 컴퓨팅 사고력, 창의성, 학습흥미의 차이)

  • Lee, Jeongmin;Jung, Yeonji;Park, HyeonKyeong
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.381-391
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    • 2017
  • The purpose of this study was to propose instructional-learning strategies for designing effective software education investigating gender differences in computational thinking, creativity and academic interest on elementary SW education. 86 elementary school students who had SW education for 4 months, consisting of 49 boys (57%) and 37 girls (43%), participated for this study. They responded surveys regarding computational thinking, creativity, and academic interest. With the use of independent t-tests, this study found that there was significant differences in creativity and academic interest between boys and girls at elementary SW education. The mean of creativity of girls was higher than that of boys. however, the mean of academic interest of males was higher than that of girls. On the other hand, there was no difference in computational thinking between boys and girls. In conclusion, this study suggests design and implementation of successful SW education class considering gender.

A Research on Blockchain-based Copyright Protection for Computational Creativity (컴퓨터적 창의력을 위한 블록체인 기반 저작권 보호 연구)

  • Lee, Eun Mi
    • Journal of the Korea Convergence Society
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    • v.9 no.9
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    • pp.23-29
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    • 2018
  • Computational creativity is a field of artificial intelligence research to replicate creativity of human beings, creating works in various fields or helping human authors. The copyright of works produced by computational creativity has not been established in most countries yet, however, there will be the need for systems to protect the copyrights with the development of the technology in the future. In this paper, we propose a copyright protection system based on blockchain technology that protects the copyright of various contributors contributing to the creation of computer creative creativity, and transparently and safely records the contribution of copyrighted works. The proposed system records the contribution of all related works from the machine learning of computer creativity to the creation of the final work on the blockchain so that it is possible to establish quantitative evaluation criteria for the copyright when the future copyright law system is revised.

A Service-Oriented Architecture for Computational Creativity

  • Veale, Tony
    • Journal of Computing Science and Engineering
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    • v.7 no.3
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    • pp.159-167
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    • 2013
  • Creativity is a long cherished and widely studied aspect of human behavior that allows us to re-invent the familiar, and to imagine the new. Computational creativity (CC) is a newly burgeoning area of creativity research that brings together academics and practitioners from diverse disciplines, genres and modalities, to explore the potential of computers to be autonomously creative, or to collaborate as co-creators with people. We describe here an architecture for creative Web services that will act as a force magnifier for CC, both for academic research, and for the effective deployment of real CC applications in industry. For researchers, this service-oriented architecture supports the pooling of technologies in a robust interoperable framework, in which CC models are conceived, developed and migrated from lab settings to an industrial strength platform. Industry developers, for their part, will be able to exploit novel results of CC research in a robust, low-risk form, without having to re-implement algorithms from a quickly moving field. We illustrate the architecture with the first of a growing set of creative Web services that provide robust figurative language processing on demand.

The Effects of PBL-based Data Science Education classes using App Inventor on elementary student Computational Thinking and Creativity improvement (앱인벤터를 활용한 PBL 기반 데이터 사이언스 교육 수업이 초등학생의 컴퓨팅 사고력과 창의성 향상에 미치는 효과)

  • Kim, Yongmin
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.551-562
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    • 2020
  • The purpose of this study is to investigate the effects of Data Science Education classes using PBL-based App Inventor on elementary student Computational Thinking and Creativity. Based on the results of the pre-requisite analysis by Rossett's demand analysis model, PBL-based Data Science Education class was designed according to the procedure of ADDIE model which is 42 hours of classroom instruction for elementary student. As a result of the Paired t-test, it was proved that the Computational Thinking was statistically significantly improved in the post-test. In addition, as a result of the Paired t-test and Wilcoxon's signed rank test, it was found that the sub-factors of Creativity were 'Originality', 'Fluency', 'Closure', 'Average', and 'Index'. Therefore, it was confirmed that the PBL-based Data Science Education class using App Inventor is effective in improving Computational Thinking and Creativity of elementary student.

A Study on Teaching using Website 'Code.org' in Programming Education based on Computational Thinking (컴퓨팅 사고력이 중요한 프로그래밍 교육에서 'code.org'를 활용한 교수방안)

  • Rim, Hwakyung
    • Journal of Korea Multimedia Society
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    • v.20 no.2
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    • pp.382-395
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    • 2017
  • Learning computational thinking is very important in programming education. Computational thinking refers to the problem solving ability based on the theories of computer science, indicating the importance of algorithm thinking. That is the reason for focusing on promoting creativity and improving the problem solving ability of the students in programming education. This paper commented the elements to consider for teachers when teaching computational thinking to elementary school students with online coding education website 'code.org' that helps beginners have easy programming experiences based on the characteristics of the website, and proposed the appropriate teaching methods.

Analysis of Effect that Pair Programming Develope of Computational Thinking and Creativity in Elementary Software Education (초등학교 SW교육에서 동료 프로그래밍 교육 방법이 컴퓨팅 사고력과 창의성 신장에 미치는 효과 분석)

  • Seo, Youngho;Yeom, Miryeong;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.219-234
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    • 2016
  • In this study, It analyzed the effect of pair programming teaching methods in elementary software education. At first, for the development of SW educational programs it surveyed 162 elementary students and 34 teachers in J area. As a result, developed SW educational programs based on geometry in elementary mathematics and it was applied. For application SW programs it was constructed 22 students experimental group, 22 students comparison group of 44 students in 3, 4, 5th grade the winter break of ${\bigcirc}{\bigcirc}$ university education donation application. First, software education using pair programming will be more effective on the development of elementary school students' computational thinking. Second, software education using pair programming will be more effective on the development of elementary school students' creativity. Test results, pair programming is to show a significant difference on the development of computational thinking and creativity in elementary software education.

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.

The Effect of Education Data Visualization using Unplugged Program on the Computational Thinking of Third Grade Students (언플러그드 방식을 활용한 데이터 시각화 교육이 초등학교 3학년 학생의 컴퓨팅 사고력에 미치는 효과)

  • Kim, Jungah;Kim, Bomsol;Kim, Taehun;Kim, Yongmin;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.283-292
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    • 2019
  • In this study, an unplugged education method which focuses on the data visualization training was applied to third grade students of an elementary school and analyzed its impact on enhancing their computational thinking. The analysis was conducted on 60 elementary school teachers and 124 third grade students and the unplugged education program based on the data visualization procedure was developed. The education program developed was carried out with 24 third grade students for 36 hours over six days. The effect of the program applied was analyzed through the pre-to-post comparison performed with perceptive strength test and creativity test in order to examine the enhancement in computational thinking. According to the analysis result, the unplugged education method which focuses on the data visualization training has significant effect on the 'computational perception' and 'creativity' of third grade students.