• Title/Summary/Keyword: Creative Behaviors

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A Study of Teaching-Learning Practices in Education Center for the Talented in Invention (발명 영재 교육기관의 교수-학습 실태 분석)

  • Park, Gwang-Lyeol;Choe, Ho-Seong
    • Journal of vocational education research
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    • v.30 no.4
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    • pp.281-300
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    • 2011
  • This study tried to look into what are happening in the 'class for the talented in invention' using COS-R developed by VanTassel-Baska. Teaching and learning activities within the classroom were observed and analyzed in terms of teacher's observation and teacher's observation, respectively. Based on results of this study, conclusions are as follows. First, it was founded that there are some commonalities between teacher observations and student observations. Based on teacher observations, differentiated teaching activities considering individual characteristics are rarely observed, and for students, it was true. Therefore, supplying a special training program for teachers are needed in order to make teachers and students engage in changing their teaching and learning behaviors. Second, on the side of teachers, they usually emphasize the importance of curriculum planning and implementation, problem solving, creative thinking et al. However, they barely stress the characteristics of research methods, critical thinking, and considering individual characteristics and the level of intellectual ability. Third, on the side of students, they frequently respond to solving problems and critical thinking at the same degree. On the other hand, systemic efforts of considering individual differences and adapting to them have been less regarded in both teaching and learning. In sum, for the successful 'Invention gifted classroom', establishing an educational environment to consider individually guided instruction and taking a balance among various factors embedded in teaching and learning situation should be required.

Factors Affecting Community Resilience in the Process of Environmental Pollution Purification: Focusing on the Restoration of Soil Pollution around the Janghang Smelter (환경오염 정화 과정에 나타난 지역공동체 회복력 영향 요인: 장항제련소 토양오염 복구를 중심으로)

  • Lee, Jin-Wook
    • Journal of the Korean Regional Science Association
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    • v.37 no.4
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    • pp.61-74
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    • 2021
  • The objective of this study was to evaluate the community's capacity and hindrance factors affecting the community's activities by exploring the process of restoring the community's environmental pollution. This study examined the community activities related to the restoration of pollution that occurred at the former Janghang smelter in Seocheon-gun. The results of this study showed that leaders, cooperative resources, and the media were elements positively influencing the recovery of the community. The starting point that became the driving force for community activities was the presence of a leader who had a small stake in it. Moreover, it required cooperation such as the continuous interest of local active groups and residents to continue this effort. Above all, the media publicized the incident and amplified the activities of members. Meanwhile, there were various conflicts hindering the activities of local communities in the process of restoring the pollution such as the internal conflicts of community groups, conflicts between residents and active groups, and conflicts with the government. The behaviors that appeared in the process of restoring the pollution revealed a form of united governance. Moreover, they changed from an initial "supportive" character to "resistant" and "defensive" activities. Later, it was transformed into "subjective" and "creative" activities.

Characteristic Trends of Vernacular Design Culture and Products in Post-industrial Society - a case of products: vernacular playing-culture of children and Infants - (후기산업사회의 버내큐러 디자인문화와 산물의 특징적 경향1 - 산물의 실례: 유소년 버내큐러 놀이문화 -)

  • 진선태
    • Archives of design research
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    • v.16 no.2
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    • pp.179-188
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    • 2003
  • We can discover some facts that vernacular design products with a property of volunteer culture coexist with ready-made products as an useful objects in the post-industrial society. Currently, few attempts had been made at studies of the vernacular design objects with understanding cultural context in post-industrial society, it is necessary to illuminate the relationships between the user with a role of design producer and the product viewed in culturally. In chapter 2, by examining documentary, t have been understood the definition, apprehensions, attributes linking creative use's culture with vernacular design culture, and distinctions between vernacular design and main stream design system. In chapter 3, by verifying products of everyday street and construction site, have been investigated the public characters and the differences compared with the past. In chapter 4, as a subtle example, have been analyzed design feathers and cultural characters of the products which children and infants culture generates by reflecting the socio-economic backgrounds and the culture from 60c and 70c to now according to the phases of the times. In conclusion, first, it seems quite probably that all of artificial objects exist a state of ready-made but that is not appropriate to correspond with user's whole behaviors. supplementally, it causes the phenomenon of vernacular design products. Secondly, it is reasonable to suppose that such main-stream design system and vernacular design go forward continually and crossly with coexistent relationships as high culture and sub culture. Third, three concepts: long-life design, ecology design and recycling revealed in vernacular design are useful distinguishing marks for the future design directions, moreover instant-response, fast and flexible process, three distinctions have a possibility of alternative process which can overcome the control-based process such as the systematic approach and the planning MTG in present. Finally, in children and infants culture, vernacular design products have changed the pure style products in the past into the modified techno playing products in the present. These should De a substitute product that supplyes variousness to ready-made design system and a design culture that maintains continually as a independent culture.

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