• 제목/요약/키워드: Creative Education

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초등학교 3, 4학년 체육교과서에 담긴 무용 활동 창의성 교육 내용분석 (Analysis of Dance Activities Creativity Education Contents Contained in Physical Education Textbooks for 3rd and 4th Grades of Elementary School)

  • 장병권
    • 한국응용과학기술학회지
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    • 제39권2호
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    • pp.246-260
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    • 2022
  • 이 연구는 초등학교 3, 4학년 체육교과서 무용 활동의 창의성 교육 내용을 분석하기위해 수행되었다. 이를 위하여 초등학교 3, 4학년 체육과 검정교과서 16종과 보조자료를 수집하였으며 4P 모형에 기반한 체육교과서 창의성 교육 내용분석틀을 활용하여 분석하였다. 연구의 진실성을 확보하기 위하여 전문가협의를 운영하였다. 이에 따른 연구결과는 다음과 같다. 첫째, 창의적 사람 관점에서 창의적 심성에서는 '탐구심'이 가장 많았으며 나머지 요소들은 비교적 골고루 나타났다. 활동 주체는 '개인'과 '동료(팀)'가 비슷한 빈도를 보였다. 둘째, 창의적 과정 관점에서 활동 영역은 모두 '학습'으로 나타났고 활동 목적은 대부분의 요소들이 골고루 나타났으며 창의적 과정이 활용되는 모습이 탐색되었다. 셋째, 창의적 산출물 관점에서 활동 방식은 신체활동수행이 가장 많이 나타났으며 2~3개의 활동 방식이 함께 쓰이고 있었다. 창의성 요소는 모든 요소가 골고루 나타난 가운데 민감성과 정교성이 4개로 가장 많았다. 넷째, 창의적 환경 관점에서 활동 공간은 제약 없음이 대부분이었으며 활동 매체는 신체를 활용한 교육 내용이 많았다. 이 연구를 통하여 무용 활동의 창의성 교육이 양적으로 확대되고 질적으로 심화되어야 함이 요구되었고 무용 활동의 창의성 교육 내용이 타영역으로 확산되어야 할 필요성이 탐색되었다.

샌드박스형 게임을 활용한 게임기반학습이 창의적 문제해결력과 학습몰입도에 미치는 영향 (Effect of Game based Learning Utilized Sandbox Game on Creative Problem-solving Ability and Learning Flow)

  • 전인성;김정랑
    • 정보교육학회논문지
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    • 제20권3호
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    • pp.313-322
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    • 2016
  • 초등학생을 대상으로 샌드박스형 게임인 마인크래프트 에듀를 활용한 게임기반학습을 적용하여 창의적 문제해결력과 학습몰입도에 미치는 영향을 분석하였다. 그 결과 기존의 전통적인 강의식 교수법보다 샌드박스형 게임을 활용한 게임기반학습을 적용했을 때 창의적 문제해결력과 학습몰입도에서 긍정적인 효과가 있는 것으로 나타났다. 창의적 문제해결력은 모든 하위요소에서 유의미한 차이가 나타났으며 학습몰입도는 통제감, 시간 감각의 왜곡을 제외한 하위요소에서 유의미한 차이가 나타났다.

과학 기반 STEAM 프로그램이 초등과학 영재 학생들의 창의적 문제해결력과 과학적 태도에 미치는 영향 (The Effects of the Creative Problem Solving Ability and Scientific Attitude through the Science-Based STEAM Program in the Elementary Gifted Students)

  • 김권숙;최선영
    • 한국초등과학교육학회지:초등과학교육
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    • 제31권2호
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    • pp.216-226
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    • 2012
  • The purpose of this study was to examine the effects of the creative problem solving and scientific attitude through the science-based STEAM program for the elementary gifted students. For the purpose of this study, a teaching plan and worksheet for students based on STEAM was developed and applied. The objects of this study were the fourth grade of both an experimental class (18 students) and a comparative class (20 students) at the gifted class located in Gyeonggi Province. The results of this study were as follows: First, the change in students' science creative problem solving in the experimental group applying science-based STEAM program has statistically meaningful difference (p<.05). Second, the scientific attitude score of the experimental class improved, but it has no meaningful difference statistically. Third, according to the analysis of questionnaire for evaluating the program, experimental class students had a positive recognition in respect of the STEAM program and got higher satisfaction about the lesson. Therefore, science-based STEAM program applied in this study might be useful to improve the creative problem solving, and can be expected the scientific attitude' improving and better be widely applied to gifted education.

창의적 체험활동과 연계한 초등학교 지속가능발전교육 프로그램의 개발과 적용 (The Development and Application of Education for Sustainable Development (ESD) Program related to Creative-Experience Activity for Elementary School Students)

  • 오현주;박재근
    • 한국초등과학교육학회지:초등과학교육
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    • 제36권4호
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    • pp.316-330
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    • 2017
  • The purpose of this study was to develop the ESD program related to creative-experience activity, and to examine the effect of its application. The program was composed of 13 sessions for fifth-grade class in elementary school, including all of the environmental, economic, and social aspects of ESD. This program was connected to the domains of creative hands-on activities, that is, career activities, club activities, self-regulated activities and voluntary service activities. The results was as follows. First, the experimental group to undergo the ESD program related to creative-experience activity did not show significant differences in environmental literacy compared to the control group, but it is proven that this program contributed to the improvement of learners' environmental emotion, skill, and participation. Second, the experimental group did not show significant differences in scientific attitude compared to the control group, but it was considered to affect the elementary students' criticism, self-esteem, and patience in positive and effective manner. In conclusion, more ESD program that cultivate elementary school students' environmental literacy need to be developed continuously, and more intensive research should be conducted to earn better understanding of ESD.

온라인 창의성 교육에 있어 학습 환경과 교육 프로그램의 특성에 관한 실증연구 (Experimental Investigation of the Effects of Learning Environment and The Nature of Educational Program on the Outcome of Creativity Training)

  • 조남재;하주현
    • 한국경영과학회지
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    • 제27권3호
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    • pp.135-144
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    • 2002
  • The purpose of this study is to examine the effects of computer-based creativity training. Four groups of vocational high school students totaling 151 were used as experimental subjects. Two dimensions of treatment were designed. One treatment dimension is the use of computer medium in education: computer based vs. paper-pencil setting of education. The second treatment dimension is the method of creativity training: technique-oriented training program vs. factor-oriented training program. Both a pretest and a post-test were administered to all participated students. The tests were composed of a Creative Figural Test and a Creative Product Test. After the pretest 8 sessions of creative training were delivered as intended in the design of the experiment. The Dost-test was arranged a week after the completion of the training sessions. The results of the study include: First, all the 4 groups showed certain amount of improvements in their scores of Creative Figural Test, while no improvements was observed in the creative product test score. Second, the technique-oriented creativity training was more effective than the factor-oriented under the context of computer-based education, and the factor-oriented training was more effective in the paper-pencil setting. The results suggest that different pedagogical approaches should be employed for computer-based training as compared to the paper-pencil education.

컴퓨터 음악프로그램을 통한 창의적 활동 중심의 교수.학습 방안 (A Study on the Musical Instruction-Learning Method Focusing on Creative Activities using Computer-Based Music Programmes)

  • 조정은
    • 컴퓨터교육학회논문지
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    • 제14권4호
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    • pp.1-10
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    • 2011
  • 21세기를 주도할 자율적이고 창의적인 한국인 육성은 개정된 교육과정에서 강조하는 기본방향이다. 중등음악교육에서는 학습자의 시각과 청각을 함께 자극하고 창의적으로 활용할 수 있는 컴퓨터 음악프로그램이 교수 학습에 효과적인 매체라 할 수 있다. 본 연구에서는 컴퓨터 음악프로그램의 기능을 살펴보고, 그것을 음악수업에서 창의적인 학습활동으로 연계할 수 있는 방안을 모색하였다. 또한 음악활동 영역별로 그 적용방안을 제시하고자 한다. 이를 위하여 사보프로그램인 Finale 2010과 이미지 및 동영상 편집도구로 Window MovieMaker, 그리고 소리편집의 Goldwave를 사용을 중심으로 학생들의 창의적인 학습활동 방안을 제시하였다.

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귀추 추리 전략을 통한 과학영재를 위한 창의적 교수-학습 프로그램의 제안 (A Suggestion for a Creative Teaching-learning Program for Gifted Science Students Using Abductive Inference Strategies)

  • 오준영;김상수;강용희
    • 한국과학교육학회지
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    • 제28권8호
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    • pp.786-795
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    • 2008
  • The purpose of this research is to propose a program for teaching and learning effective problem-solving for gifted students based on abductive inference. The role of abductive inference is important for scientific discoveries and creative inferences in problem-solving processes. The characteristics of creativity and abductive inference were investigated, and the following were discussed: (a) a suggestion for a new program based on abductive inference for creative outcomes, this program largely consists of two phases: generative hypotheses and confirmative hypotheses, (b) a survey of the validity of a program. It is typical that hypotheses are confirmed in phases through experiments based on hypothetic deductive methodology. However, because generative hypotheses of this hypothetic deductive methodology are not manifest, we maintained that abductive inference strategies must be used in a Creative Teaching-learning Program for gifted science students.

STEAM 수업에서 나타난 초등학생의 창의적 설계 과정 질적 분석 (Qualitative Analysis of the Creative Design Process of Elementary School Students in STEAM Class)

  • 전정희;신영준
    • 한국초등과학교육학회지:초등과학교육
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    • 제37권2호
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    • pp.93-109
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    • 2018
  • The purpose of this study was to analyze the character of the creative design processes that appear at the creative design stage of the design thinking based on STEAM class and what factors affect the creative design process. Students who served as the subjects of this study were 4 elementary school students. We developed the design thinking based on STEAM program to look more specific the creative design process. The project was conducted with a total of 12 sheets of paper materials. The conclusions of this study are as follows. First, the problem solving process of the design thinking based on STEAM classes is not anticipatory and is cyclical and complex. So, teachers should provide sufficient time for students to create and simulate ideas and accept the solving problems through trial and error. Second, Having presented the STEAM class as a practical problem in the real world, there was less fear of students' failure and heightened motivation and enthusiasm. Providing with the real topic and open questions in classrooms can lead to students' voluntary participation in the classroom. Third, In the design thinking based on STEAM class, students develop concrete ideas through visualization courses. The group of students made the best solutions through communication.

수학영재의 창의적 산출물 평가 준거 개발 및 적용 (Development and Application of the Criteria of Evaluating Creative Product in Mathematical Gifted Education)

  • 이종희;김기연
    • 대한수학교육학회지:학교수학
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    • 제12권3호
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    • pp.301-322
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    • 2010
  • 영재교육의 세 가지 목표 중 실제 교육현장에서 학생들의 학습을 안내하고 평가함에 있어서 중심이 되는 것은 창의적 생산력의 신장이라 할 수 있다. 모든 교육 활동이 그러하듯이 평가는 교육목표 선정과 그에 따른 교육 활동의 설계에서부터 교수 학습 활동의 전개 및 반성과 수정에 이르기까지 병행되어야 한다. 그러나 수학 영재교육 현장에서도 창의적 생산력의 신장이라는 교육목표를 이루기 위한 교육 활동을 위해서는 창의적 산출물에 대한 명확한 개념 탐색과 이를 평가할 수 있는 평가 방법이 마련되어야 한다. 이에 본 연구에서는 수학영재교육에서 적용될 창의적 산출물의 개념이란 어떤 것인지를 탐색하고 이를 평가할 수 있는 방안을 제시하였으며, 평가틀과 준거를 개발하고 적용하였다.

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소집단 탐구기법을 활용한 '계절의 변화 원인' 학습이 공간지각 개념 및 창의적 인성에 미치는 효과 (The Effects of the Space Perception Ability and Creative Personality 'Source of Season Change' Using Small Inquiry Method)

  • 이용섭
    • 대한지구과학교육학회지
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    • 제5권3호
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    • pp.307-315
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    • 2012
  • The purpose of this study was to examine the effects of small inquiry method on space perception ability and creative personality. Testees of this research are 36 elementary pre-service teachers taking an astronomical observation class. Doing inquiry activity after 36 elementary pre-service teachers are classified into 6 Jigsaw small inquiry. Learning activity was split into two groups, expert group and a population. To find out research outcome, pre-test was executed space perception ability test, creative personality test. Analysis of test result was accomplished with statistical package SPSS 18.0 paired t testing hypothesis. The results of this study are as follows. First, 'source of season change' class using Jigsaw small inquiry method has effect on space perception ability improvement. This was interpreted that space perception ability improvement was effective because characteristic of Jigsaw small inquiry is made up of lots of semin Second, 'source of season change' class using Jigsaw small inquiry method has no effect on creative personality. This was interpreted that experiment and discussion activity getting accomplished in a short time has no effect on qualitative characterizing Creative Personality improvement.