• 제목/요약/키워드: Creative Analysis

검색결과 1,799건 처리시간 0.033초

초등학교 과학영재학급 학생선발을 위한 과학 창의적 문제해결력 검사도구 개발 (Development of the Scientific Creative Problem Solving Test for the Selection of Gifted Science Students in Elementary School)

  • 최선영;강호감
    • 한국초등과학교육학회지:초등과학교육
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    • 제25권1호
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    • pp.27-38
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    • 2006
  • The purpose of this study was to develop a test of a creative problem solving (CPS) for the selection of gifted science students in elementary school. For this, the methods and procedures of the selection of gifted science students was investigated through the internet homepages 23 gifted science education centers of universities and 16 city. province offices of education. The results of this study were as follows: Most of the gifted science students were selected through a multi-step examination process. They were selected on the basis of their records by recommendation of a principal or a classroom teacher in their school, by operation of standardized tests (ex. intelligence quotient score, achievements in science and mathematics, interest and attitude/aptitude for science as well as through other means), as well as through intensive observation of those gifted science students who are selected by interview and oral tests. The selection of gifted students was not evaluated through creativity testing; giftedness in city. province office of education. Testing of CPS was found to be especially lacking in these organizations. For the development of the test items of CPS in science, the five elements were extracted through the framework for the content analysis of the CPS: problem exploration, problem statement, solution thinking, experiment design, and assesment. In addition, suggestions were made regarding an appropriate scoring system for the test of the CPS. As the result of the developed test was applied to the 4th grade of the gifted and general student, we found that gifted students were superior to general students. In conclusion, it was that the CPS test developed in this study should be used to evaluate the CPS for the selection of gifted students.

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전통애니메이션과 슈렉시리즈에 나타난 몸과 정치권력에 대한 패러디적 특성비교 - 푸코의 정치권력 담론을 중심으로 - (A Parodic Comparison On Body & Political Power in Traditional Animation & Shrek Series - Centered on the Political Power Discourse of Foucault -)

  • 이혜원;김민자
    • 복식
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    • 제63권1호
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    • pp.56-63
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    • 2013
  • This study provides comparative analysis on the parodying of the body and political powers in the traditional animation and Shrek Series based on the discourse of Foucault. For the research, parody theories and Foucault's discourse were reviewed through the literature study, and Shrek Series was analyzed through positive study. The Shrek Series overturned stereotypes of the traditional animation by means of parody, especially showing a true body and a political power in the post-modern society. Foucault focused on the body and newly changed political power in the post-modern society. A body was changed into resistant and combative forms rather than obedient and submissive under control of the community power. In addition, political power was changed into relationship-oriented, decentralized and creative power rather than the centralized and class-based. In the traditional fairy tales, heroes and heroines are beautiful and perfect characters who obtain wealth and honor and live a happy life forever. However, heros and heroines in the Shrek Series are not attractive and do not have the ideal body shape, but rather have creative and active personalities and show indifference towards wealth and honor. Furthermore, their dress colors show the change into lower value and higher chroma. The Shrek Series is a future-oriented animation which created a fluid body and a creative political power in the post-modern society.

로봇 활용 알고리즘 학습 프로그램 (An Algorithm Learning Program with Robot)

  • 이영준;이은경
    • 컴퓨터교육학회논문지
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    • 제12권1호
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    • pp.33-44
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    • 2009
  • 본 연구에서는 중학생의 알고리즘 학습을 효과적으로 지원하기 위한 도구로 교육용 로봇을 선택하고 로봇의 활용 효과를 최대화하기 위한 교수 학습 프로그램을 개발하였다. 해당 프로그램은 알고리즘 학습에 대한 내적 동기 유발 및 창의적 문제해결력 향상을 위한 교수 학습 전략을 반영하여 구성하였으며, 중학교 학습자의 인지적 발달 특성과 알고리즘 학습을 처음 접하는 초보 학습자라는 특성을 반영하였다. 개발한 프로그램을 실제 중학교 학습자들에게 적용한 결과, 로봇 활용 알고리즘 학습을 수행한 집단이 일반 프로그래밍 언어를 활용한 알고리즘 학습을 수행한 집단에 비해 내적 동기와 창의적 문제해결성향이 유의하게 높게 나타났음을 확인하였다. 이러한 연구 결과는 향후 새로운 교육과정이 시행될 경우, 중학생의 알고리즘 학습을 위한 교수 학습 도구의 선정 및 교수 학습 설계에 유용한 방향을 제공해 줄 수 있을 것이다.

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중학생을 위한 창의적 재량활동 프로그램 요구도 (Analysis of Demand for Creative Discretionary Activity in the Middle School)

  • 김명자;김정순
    • 한국가정과교육학회지
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    • 제15권3호
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    • pp.1-12
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    • 2003
  • 이 연구는 가정과 교사들에게 창의적 재량활동 프로그램 개발을 위한 기초 자료를 제공하고자 서울시내 중학생 521명을 대상으로 실시 하였다. 청소년 발달 특성을 기초한 자기 자신에 대한 이해, 진로 탐색, 가족 관계,동료간의 우정, 성에 대한 이해, 예절 영역의 요구도 척도를 개발하여 조사 분석한 결과는 다음과 같다. 첫째, 중학생을 대상으로 창의적 재량활동 범교과 학습에 대하여 자기 자신에 대한 이해, 진로 탐색이 가장높은 요구도를 보였으며 다음으로 가족관계, 동료 간의 우정, 청소년의 부적응, 예절, 성에 대한 이해 순으로 나타났다. 둘째, 창의적 재량활동 범교과 학습 요구도의 문항내용을 분석해본 결과 자기 자신에 대한 이해 영역의 모든 문항과 나의 잠재 능력 찾기, 나의 적성에 대하여 알아보기 등이 4점 이상의 높은 요구도를 나타내었다. 아울러 3.5점 이상을 나타낸 것은 나의 흥미 알아보기, 변화하는 사회와 직업, 새로운 직업 건전한 직업 가치관, 삶의 목표, 나의 미래 모습, 가족 간의 사랑 일깨우기, 생활 속의 예절 등이다. 셋째, 사회인구학적인 변인에 따른 중학교 2학년 학생들의 창의적 재량활동 범교과 학습 요구도를 알아본 결과 성별, 가족유형, 경제수준 등에 따라 유의미한 차이를 나타내었다.

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조직구성원의 외재적, 내재적 동기와 창의성의 관계: 조건적 보상의 조절효과 (The Interactive Effects of Motivation and Contingent Rewards on Employee Creativity)

  • 황소연;정혜정
    • 산경연구논집
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    • 제9권7호
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    • pp.71-82
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    • 2018
  • Purpose - This study examined the effects of intrinsic and extrinsic motivation on employee creativity. Past research has consistently shown that intrinsic motivation is positively related to creativity. Yet conflicting results have been reported about the relationship between extrinsic motivation and creativity. To explore the reason why extrinsic motivation can either help or hurt creativity, we examined the role of contingent rewards as a moderator and tested whether either tangible or intangible rewards contingent upon creative performance significantly impact the relationship between extrinsic motivation and creativity. Research design, data, and methodology - Survey data was collected from employees working for diverse organizations in Korea through online research firm. Only employees who reported their job or organization provided opportunities to use their creativity were allowed to continue the survey. Out of 305 initial responses collected, those with too much missing data were deleted, which finally left 278 responses for statistical analyses. To examine the validity of the measurements, confirmatory factor analysis was first conducted. Next, to test the hypothesized relationships, multiple hierarchical regression analyses were conducted. Results - As hypothesized, both intrinsic and extrinsic motivation had positive effects on creativity. It was shown that contingent rewards did not influence the positive relationship between intrinsic motivation and creativity, but did significantly moderate the relationship between extrinsic motivation and creativity in a way that tangible rewards strengthened the relationship while intangible rewards mitigated the same relationship. Conclusions - This research enhances our understanding on the relationship between motivation type, rewards, and creativity. Intrinsically motivated employees showed a high level of creativity regardless of whether rewards were expected or not. In contrast, extrinsically motivated employees showed more or less creative behavior depending on whether they were expected to have tangible or intangible rewards. As extrinsic motivation is typically associated with tangible rewards such as pay, promotion, etc., tangible rewards were seen to be more effective in promoting creative performance from extrinsically motivated employees than intangible rewards. Our findings make a significant theoretical contribution to reconcile prior inconsistent findings. Furthermore, they provide useful insights for managers and organizations into developing effective strategies for facilitating employee creativity.

5각 12면 체의 기호해석과 이를 이용한 새로운 놀이 방법의 창안에 대한 분석 (An analysis of the interpretations of the symbols on an archaeological dodecahedron with pentagon facets and proposals of a new game method obtained by a creativity tournament)

  • 육근철;김명환;하종덕
    • 영재교육연구
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    • 제12권1호
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    • pp.1-30
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    • 2002
  • 제4회 대전사랑·과학사랑 창의력대회에 참가한 3명 1조의 고등학생들에게 충남 서천군 한산지방에서 출토된 5각 12면체로 만들어진 속이 빈 토기의 12 면에 나타나 있는 기호를 해석하게 하고, 이 유물의 활용성 예측과 5각 12면체를 활용한 새로운 놀이 방법을 창안해 보도록 장기문제로 제시하였다. 그 결과 학생들은 5각 12면 체에 음각된 12개의 기호를 숫자, 십이지, 방위, 오행 등으로 해석하고 있었다. 특히 이 5각 12면체를 오늘날 놀이 도구로 활용할 수 있는 방안 찾기에서는 음양 오행진 놀이, 숫자 놀이, 말판놀이 등 아주 독창적인 아이디어들이 많이 제안되었다. 따라서 본 연구에서는 5각 12면체를 이용한 창의성 프로그램이 영재들의 창의성 교육에 활용될 수 있음을 제안하고자 한다.

스크래치를 활용한 데이터 시각화 활동이 예비 코딩 강사의 창의성 향상에 미치는 효과 (Effect of data visualization using scratch on improvement of creativity of preliminary coding instructors)

  • 김용민;김종훈
    • 정보교육학회논문지
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    • 제21권3호
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    • pp.309-320
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    • 2017
  • 본 연구는 스크래치를 활용한 데이터 시각화 활동 프로그램을 개발하여 예비 코딩 강사를 대상으로 적용한 후 그 효과를 검증하였다. 활동 프로그램은 컴퓨터교육 전공 현직 초등교사 20명을 대상으로 실시한 사전 요구 분석 결과를 바탕으로, ADDIE 모형의 절차에 따라 개발하였다. 개발한 프로그램은 '${\bigcirc}{\bigcirc}$ 창조경제혁신센터'에서 주관하고 '${\bigcirc}{\bigcirc}$대학교'에서 진행한 '청년 코딩 사업'에 주 2회 3시간씩 4주 동안 총 21차시의 집합 강의 및 실습 시간에 적용하였다. 프로그램의 적용 결과 창의성에 미치는 효과에 대한 검증을 위하여 Torrance의 TTCT(Torrance Tests of Creative Thinking) 검사지 도형 A, B형을 투입하여 사전 사후 검사를 실시하였다. 검증 결과, 본 연구에서 개발한 교육 프로그램이 예비 코딩 강사의 창의성 향상에 효과적인 것으로 나타났다.

수학 문제 만들기 유형에 따른 가추 유형과 가추에 동원된 사고 전략 분석 (Analysis of abduction and thinking strategies by type of mathematical problem posing)

  • 이명화;김선희
    • 한국수학교육학회지시리즈A:수학교육
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    • 제59권1호
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    • pp.81-99
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    • 2020
  • 본 연구는 학생이 만든 수학 문제에 따른 가추 유형과 가추에 동원된 사고 전략에 대해 알아보았다. 중학교 2학년 4명의 학생이 네 개의 과제에 대해 문제 만들기 활동을 하여, 동치문제, 동형문제, 유사문제를 만들었다. 동치문제의 경우 조작적 가추가 주로 발현되었다. 동형문제와 유사문제는 조작적 가추, 이론적 가추, 창의적 가추가 모두 발현되다. 가추에 동원된 사고 전략으로, 조작적 가추는 대상으로 인식하기, 패턴 찾기, 숫자나 그림으로 변환하기, 유추하기, 반대로 생각하기, 결합하기, 제거하기의 사고전략이 나타났다. 이론적 가추에서는 수학적, 경험적, 확산적 지식을 활용하는 사고전략이 나타났다. 창의적 가추에서는 상승화 전략, 형식화 전략, 창조적 전략이 나타났다. 결합하기, 제거하기, 수학적, 경험적, 타교과 지식의 활용, 문제와 직접적 관련이 없는 규칙을 접목시켜 만드는 창조적 전략은 본 연구에서 새롭게 도출된 사고 전략이다.

DC23, a Triazolothione Resorcinol Analogue, Is Extensively Metabolized to Glucuronide Conjugates in Human Liver Microsomes

  • Shon, Jong Cheol;Joo, Jeongmin;Lee, Taeho;Kim, Nam Doo;Liu, Kwang-Hyeon
    • Mass Spectrometry Letters
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    • 제9권1호
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    • pp.24-29
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    • 2018
  • DC23, a triazolothione resorcinol analogue, is known to inhibit heat shock protein 90 and pyruvate dehydrogenase kinase which are up-regulated in cancer and diabetes, respectively. This study was performed to elucidate the metabolism of DC23 in human liver microsomes (HLMs). HLMs incubated with DC23 in the presence of uridine 5'-diphosphoglucuronic acid (UDPGA) and/or ${\beta}$-nicotinamide adenine dinucleotide phosphate (NADPH) resulted in the formation of four metabolites, M1-M4. M1 was identified as DC23-N-Oxide, on the basis of LC-MS/MS analysis. DC23 was further metabolized to its glucuronide conjugates (M2, M3, and M4). In vitro metabolic stability studies conducted with DC23 in HLMs revealed significant glucuronide conjugation with a $t_{1/2}$ value of 1.3 min. The inhibitory potency of DC23 on five human cytochrome P450s was also investigated in HLMs. In these experiments, DC23 inhibited CYP2C9-mediated tolbutamide hydroxylase activity with an $IC_{50}$ value of $8.7{\mu}M$, which could have implications for drug interactions.

Geo-Crowdsourcing Contributions for Cultural Mapping

  • Ribeiro, Vitor;Remoaldo, Paula;Pereira, Miguel;Goja, Ricardo;Matos, Olga;Freitas, Isabel;Alves, Juliana
    • Journal of Information Science Theory and Practice
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    • 제8권1호
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    • pp.56-67
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    • 2020
  • Over the years, cultural mapping methods have been used in several applications and contexts, for diverse cultural assets and to create new conditions for the development of local and regional resources. These methods were inspired by the development of big urban centres and regions, which have been the great engine of cultural mapping growth. The main objectives of the present paper are to provide a literature review on cultural mapping methodologies and to develop exploratory research on crowdsource tools on creative tourism which were applied to one Portuguese municipality in 2017. The research was supported by the implementation and integration of geographic information systems (GIS) and web mapping, which will become part of the solution for the growth of less developed territories and to make more interactive tourist activities. Web mapping's contribution to enhance crowd participation was measured via analysis of 12 digital photos shared through crowdsourcing. The originality of this research lies in the attempt to develop a new model for creative tourism, trying to extend the implementation of Web Mapping crowdsourcing to deprived low density territories. Results show how public participation can be amplified for the tourism market by crowdsourcing tools. These tools look very promising since they can help several members of the public at different ages to contribute to territorial knowledge, engage in activities, and collaborate through digital tools. It is a step to fulfil the lack of studies in this subject and it contributes to the way we think about future studies.