• Title/Summary/Keyword: Convergent Thinking

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An Analysis of Creativity-Personality Activiies in High School Science Textbooks according to 2009 Revised Science Curriculum (2009 개정 고등학교 과학 교과서에 제시된 창의·인성 활동 분석)

  • Han, Hwa-Jung;Shim, Kew-Cheol
    • Journal of Science Education
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    • v.38 no.3
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    • pp.599-611
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    • 2014
  • The purpose of this research is to analyze creativity-personality activities given in the high school science textbooks, which developed according to 2009 Revised Science Curriculum, and to examine how goals of new science curriculum were reflected in sceince the textbooks. An analysis shows that the proportion of inquiry is the best high among the types of creativity-personality activities. Also it is organized for a various activities such as reading, writing and debate. As a result of analyzing creativity-personality activities regarding creative thinking and personality element, a variety of creative thinking and personality element was not composed. The creative thinking is primarily divergent thinking, convergent thinking and associative thinking appears in order. In addition, the caring of personality elements is the most, and then honesty, cooperation and responsibility appears in order. Thus, it is necessary to structure a variety of activities for edification of creativity-personality in high school science textbooks. As an analysis of creativity-personality activities regarding elements of the decision-making, the review process do not appear at all, and there are few decision points generally. Therefore, a rational decision making for the sake of edification should be provided with specific decision-making factors.

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Exploring the Types of Elementary Students' Scientific Creativity According to the Structural Relationship between Creative Process and Product (창의 과정과 산물의 구조적 관계에 따른 초등학생의 과학 창의성 유형 탐색)

  • Kim, Minju;Lim, Chaeseong
    • Journal of The Korean Association For Science Education
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    • v.42 no.1
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    • pp.33-49
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    • 2022
  • This study aims to explore, using both quantitative and qualitative data analyzing the structural relationship between creative process and product, the types of elementary students' scientific creativity. For this, 105 fifth-graders responded to a scientific creativity test that assesses creative process and product, and four students who scored the highest were interviewed. In the interview, they were asked about the cognitive process they used in generating the creative product. Then, correlation analysis and structural equation modeling were used, along with the interview data, to type the students. The main findings of the study are as follows. First, the structural equation modeling of creative process and product gave satisfactory results in absolute and incremental fit indexes. Second, among the three components of creative process - knowledge, inquiry skill-observation, and creative thinking skills -, only creative thinking skills had significant effects on creative product. Third, divergent thinking skills had the strongest correlation with the creative product, followed by convergent thinking skills. Associational thinking skills did not have significant correlation. Fourth, elementary students' scientific creativity could be categorized into Creative Type, Useful Type, Original Type, and Non-creative Type, based on their creative product. The Non-creative Type could be further classified into Common Type, Repetitive Type, Non-response Type, Irrelevant Type, and Abstract Type. Fifth, most students used either knowledge or observation in their creative process, making them either Knowledge-oriented Type or Observation-oriented Type. In addition, there were DT Type, DT-CT Type, and DT-CT-AT Type among the students, based on the kinds of creative thinking skills they mainly used in the process. This study provides implications for educators and researchers in scientific creativity education.

A Study on the Method of Mathematics Education based on Rudolf Steiner's Anthroposophy Education Theory (루돌프 슈타이너의 인지학적 교육론에 기초한 수학교육 방법에 대한 고찰)

  • Kim, Young-Ok
    • East Asian mathematical journal
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    • v.34 no.2
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    • pp.127-154
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    • 2018
  • In the 2015 revised curriculum, "creative and convergent talent prize" was presented as a human resource to be pursued by current curriculum. The core competencies that future talent should have are self-management capacity, knowledge information processing capacity, creative thinking capacity, aesthetic capacity, communicative competence, and community competence. The researcher believes that among the six core competencies, the ability to have more attention today is aesthetic capacity and that mathematics education should pursue it. The mathematical teaching methods based on Rudolf Steiner's anthroposophy education theory is an education that actively raises the aesthetic sensitivity of students. Therefore, this study investigates the features of educational methods based on the Steiner's anthroposophy and examines mathematics education methods based on them.

An Exploratory Study on Consumer Behaviors and Media Use in Age of Digital Convergence: Qualitative Approach by Focus Group Interview for Future Consumers (디지털융합 시대의 소비자 행동과 매체 활용에 관한 탐색적 연구 : 미래소비자 대상 표적집단면접법에 의한 정성적 접근)

  • Park, Ki-Ho;Kim, Yeon-Jeong
    • Journal of Information Technology Services
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    • v.9 no.4
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    • pp.135-150
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    • 2010
  • In the age of digital convergence, it is expected that quality of life of human beings can be improved by converged devices and services. Researches concerning change of buying patterns and consumer behaviors in these contexts have to be progressed actively. To investigate future trend of consumer behaviors, we used focus group interview for Qualitative approach in the first step and then conducted questionnaire survey for experts in order to get validity and feasibility of research results. As result of research we suggested eight propositions by FGI for 20s target consumers. Additionally, on the basis of qualitative research, by questionnaire survey for 22 experts two perspectives of positive and negative views In future trends were proposed. Results can give lots of Implications and research motivations to academia, practices and workers in public policies who have interests in change of consumer behaviors, thinking styles, and life style under digital convergent environment.

Design Principles for Learning Environment based on STEAM Education

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.55-61
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    • 2021
  • In this study, a learning environment based on STEAM theory was proposed to support and improve learners' activities and achievements for convergent design education. The learning environment design influence STEAM education with intentional design and schedule coordination, schools can create informal environments that are crucial to STEAM education. The physical surroundings of the learning space should be applied to teaching methods and learning activity, especially for STEAM-based education, physical space conditions should support the learner's design thinking and process. Furthermore, STEAM-based education environment should support a vast array of experiences that allow students to learn the context around ideas and skills. For spaces for learning environment based on STEAM, common design principles should be considered such as technology integration, safety and security, transparency, multipurpose space, and outdoor learning. Therefore, the learning environment based on STEAM needs flexible and mobile, connected, integrated, organized, flipped, and team-focused surroundings to support the learners understand, participate, cooperate, and accomplish the design process.

Ability and Creativity : Their Role in Science and Technology

  • Kurt-A. Heller
    • Journal of Gifted/Talented Education
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    • v.3_4 no.1
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    • pp.37-77
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    • 1994
  • In addition to exceptional abilities and domain-specific aptitudes, frequently creativity potentials are used to explain high achievements in science and technology. In the Guilford tradition, research focuses increasingly on convergent versus divergent thinking, that is, a suspected dichotomy between intelligence and creativity. Despite important insights from this about relationship of ability and creativity, a number of important questions remain unanswered. These relate not only to conceptualization and measurement problems regarding the hypothetical constructs "scientific ability" and "creativity", but also their diagnosis and nurturance in childhood and adolescence. It would appear that, in view of current research paradigms, the role of ability and creativity needs to be redefinded in order to more reliably predict and explain excellent achievements in science and technology. Advances are mostly expected from synthetic approaches. Thus, I will be presenting new theoretical models and empirical research results. Finally, consequences for the prediction and promotion of mathematical-scientific and technical talents will be discussed including the consideration of sex-related problems.

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Analysis of Convergent Influence of Job Seeking Stress, Hopelessness and Depression on Childbirth Perception among Some College Women (일부 여대생의 취업스트레스, 무망감 및 우울이 출산인식에 미치는 융복합적 영향 분석)

  • Kim, Seung-Hee;Bae, Sang-Yun
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.389-397
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    • 2016
  • This study investigates convergent influence on childbirth perception and its association with job seeking stress, depression and hopelessness among some college women. The survey was administered to 531 college women in Jeonbuk area from March 28th to April 29th, 2016. The structured self-administered questionaries were used. The childbirth perception of respondents according to general characteristics turned out to be significantly higher in following groups: that of old age, that of religion, that of school life satisfaction, that of non drinker. The childbirth perception are significantly higher in higher job seeking stress group, moderate & severe hopeless group and moderate & major depression group. The childbirth perception was positively correlated with job seeking stress, hopelessness and depression. With the analysis of covariance structure, we could confirm relationship among the four factors such as job seeking stress, hopelessness, depression and childbirth perception. Job seeking stress was more influential on the childbirth perception than hopelessness and depression. The results are expected to be useful for health education to increase the positive thinking of childbirth perception of the college women. In the following study, the analysis about additional factors of convergent influence on childbirth perception will be needed.

Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.1
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    • pp.93-99
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    • 2020
  • With the development of digital technology and the increasing demand for learning how to improve one's ability to solve problems through play and participation interactions, a variety of edutainment game contents are being developed. The edutainment game contents developed until recently have received a large number of contents for intelligence development and transfer of knowledge such as Korean and English mathematics for children and children. Recently, there have been various researches on the necessity and effect of STEAM education that foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit through the fusion education method among the subjects including science, technology, engineering, mathematics, And there is a growing need for the development of a parish suitable for STEAM education. However, there is a lack of STEAM educational content development that incorporates the technology of creative convergence talent training to develop talented people who can think and solve problems by crossing various academic boundaries. Therefore, this study develops game contents for early childhood education by combining STEAM education which foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit. And we designed and implemented STEAM game contents for infant learning education which can induce the interest of children and have fun by using gyroscope sensor of smartphone.

Changing Aspect of Teacher and Student's Value in Mathematics Instruction (수학수업에서 나타나는 교사와 학생의 가치 변화 양상)

  • Cho, SooYun
    • Education of Primary School Mathematics
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    • v.21 no.3
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    • pp.273-287
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    • 2018
  • The purpose of this study was to analyze changing aspect of teacher and student's value in mathematics instruction. For this purpose, teacher and student's value are analyzed through value questionnaire by four times. The results of this study revealed that although value are individual's deep decision mechanism, it could change considerably by the time. Teacher wasn't compel students to follow her value. Rather, teacher was modified instruction goal to reflect students thinking what is important in mathematics lesson. First, in case of mathematical value, rationalism, objectism, mystery were convergent each other. And control was almost unchanged and openness has been onwards and upwards. Second, in case of mathematics educational value, understanding, pleasure, terminology and application were convergent each other. However achievement was almost unchanged. Also, to teach effectively, teacher using several kinds strategy while negotiate with student's value continuously. On the basis of these results, this paper includes several implications for the future study about values in mathematics which could be the critical factor in student centered instruction.

Study of Sibmi-yo(十味謠 ; 10 eyebrow poetry) image of Gyuhab-chongseo(閨閤叢書) (규합총서(閨閤叢書)의 십미요(十味謠) 이미지 연구)

  • Barng, Kee-Jung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.7
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    • pp.719-728
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    • 2018
  • Each country has its preferred image and how to convey it effectively. The study aims to find traditional Korean makeup methods and ways to effectively convey a preferred image. Among the ancient manuscripts of Joseon Dynasty, the book " Galgap Collection " has ten ancestors who express their favorite eyebrows in the form of a grandfather. In this study, we applied tens of thousands of words to the actual model to solve the problem and make up the methods of literature, the Internet, and example. The model stimuli were measured by conducting a street experiment of 10 makeup experts and 70 men and women's blinds. The result was that the " Gaewon- .aemi " type seemed to be the best, attractive and most consistent with the shape of the thinking eyebrows and the current fashion of eyebrows. In a variety of nonverbal ways expressed in the classics, the study looked at ways to use visual poetry to communicate effectively. This research will help transform design ideas and help understand cultural trends of different times.