• Title/Summary/Keyword: Creative Learning Process

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Study on the Development of Convergence Class Model about Marketing and Business English in Mongolia University (몽골 대학에서 상업영어와 마케팅 교과간 융합수업 모형 개발에 관한 연구)

  • Bayarmaa, Natsagdorj;Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.610-616
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    • 2018
  • A variety of creative convergence education studies have been conducted around the world, but the study of creative convergence education based on problem-oriented learning is insignificant. STEAM education development research for engineering human resources also recognizes important factors like ethics awareness and consideration, cooperation, leadership, and communication skills. This study developed a model of interdisciplinary classes between marketing and commercial English classes as a way to effectively learn to cultivate the creative and fusion talents required by modern society. A model was developed for the process of convergence classes to be developed for evaluation after class by designing courses, selecting subjects, designing classes, drawing questions, and developing problems, as well as for discussion of pre-convergence courses, class performance, and class evaluation. The Mongolian university discussed in this paper plans to introduce a suitable educational environment by developing a problem for interdisciplinary classes in marketing and business English. Based on the need to nurture talent required by the rapidly changing knowledge-based society, Mongolian universities should continue the strategy of fostering creative convergence talent through the convergence of technology. This is because creativity is the most important thing in the current situation.

A Case Study on the 'Theory of Home Economics Education' Using Online ProblemBased Learning (온라인 문제중심학습을 활용한 '가정교육론' 수업 사례 연구)

  • Choi, Seong-Youn
    • Human Ecology Research
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    • v.60 no.2
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    • pp.187-209
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    • 2022
  • The objective of this study was to conduct a 'Theory of Home Economics Education' class using online problem-based learning(PBL) for prospective home economics(HE) teachers. The aim was to enable teachers to analyze the learning experience in the classroom, and to prepare operational strategies for online PBL on this basis. In order to achieve this, online PBL was applied to 31 students participating in the 'Theory of Home Economics Education' at the Department of HE in a university in Seoul, and the results were collected from the learning process. This also involved a reflective journal, a survey on the learning experience and the impacts was conducted. Moreover, analysis was undertaken on the learning activities, learning difficulties, and improvements. The main research results are as follows. Firstly, students accessed Webex, an online video conferencing program, and performed two PBL tasks: 'Making Home Economics Promotion Materials' and 'Presenting Teaching Strategies to Improve Learner's Immersion in Online Classes'. Secondly, learners established their own identity of HE learned about the HE class plans themselves. They also encountered realistic experience as HE teachers and learned communication and collaboration skills. Furthermore, they acquired creative problem-solving and self-directed learning ability, community consciousness, as well as the attitude of consideration and respect. Thirdly, students lacked knowledge of learning content and encountered difficulty in solving data research, analysis processes, and unstructured problems. They were affected by a lack of time and encountered problem in communicating with other team members in an online environment. As an improvement in online class operation, it was considrered necessary to reduce the learning burden by securing time and reducing the number of assignments, as well as to explain active interaction with instructors and PBL.

A Study on a Student's General Recognition of Web-Based PBL and Learning Activity of Students by Their Reflective Thinking Level (웹 기반 문제중심학습에 대한 학습자의 인식, 성찰수준, 학습활동에 관한 연구 - 간호학 대학원 학생을 중심으로 -)

  • Lee, Sun-Oak;Park, Young-Suk
    • The Journal of Korean Academic Society of Nursing Education
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    • v.15 no.2
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    • pp.194-204
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    • 2009
  • Purpose: Level of reflective thinking of students are important factors in the area of nursing studies on web-based PBL. These factors were used as a component of learning strategies. One was to understand general recognition to web-based PBL and reaction to the use of reflective journal. The other was to investigate the level of reflective thinking was related to learning activity. Method: PBL was adopted for an online course titled 'Nursing Assessment and Intervention'. Twenty graduate students were evaluated from questionnaire, reflective journals, and individual assignments. Result: Web-based PBL was strong for self-directed learning, team activity, creative thinking, diversity of thinking, and diverse process of learning while hard time, lack of cooperation, uncertainty of outcome, and lack of time were considered as weakness. Reflective journal gave moderate help to learning activities. The learners' learning activities was the lowest in the middle level of reflective thinking. Conclusion: Generally, graduate students in college of nursing showed slightly positive attitude to PBL experience and slightly positive reaction to the learning effect of reflective journal. PBL was estimated to be valuable and meaningful. There was no relationship between the level of reflective thinking and learning activities.

Comparison on Effectiveness of SW Education using Robots based on Narrative-Paper Art Activities (내러티브-종이아트 활동 기반 로봇활용 SW교육 효과성 비교)

  • Sohn, Kyungjin;Han, JeongHye
    • Journal of The Korean Association of Information Education
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    • v.22 no.4
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    • pp.419-425
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    • 2018
  • The national curriculum includes the problem solving process, algorithms, and programming of SW education. The education using robots is one of attractive alternatives for students who have no interest of SW or are poor at programming. We have developed a courseware using robots for SW education based on paper art activities with narrative storytelling to enhance students' creative thinking and problem solving within limitation of class time in schools. We apply the courseware and obtained the result of pre and post-test on the creative problem solving ability of third graders in the elementary school The four factors of creative problem solving have shown significantly increase. In addition, it had an significant effects for understanding robot technology and for learning attitude using robots of SW or programming.

Analysis of Teaching and Learning Process in Physical Computing Class for Elementary Gifted Students in Science (코딩블록을 활용한 초등 과학영재 대상 피지컬 컴퓨팅수업의 교수·학습 과정 분석)

  • Kim, Jiye;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
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    • v.22 no.6
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    • pp.613-628
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    • 2018
  • The purpose of this study is to analyze the teaching and learning process of physical computing using coding block for elementary gifted students in science. In order to obtain implications for teaching physical computing, we set the learning objectives from the Computer and Information Literacy Evaluation Standards developed by the International Association for the Evaluation of Educational Achievement(IEA) and developed a teaching and learning program for physical computing through collaboration between science education and computer education experts according to learning objectives. The developed program was related to the use of the coding block MODI(TM) and 32 classes of physical computing instruction were conducted for 15 students of the 4th to 6th grade who belong to an education institute for the gifted in science affiliated to the University. In the physical computing class, the teaching and learning process was analyzed by collecting data such as classroom videos, class observation logs, teacher and student questionnaires, and interviews. Based on the results of the study, the implications of the teaching and learning process of physical computing using the coded blocks in the school education field were suggested. And we also explored the strategy of expanding the computational thinking through the activities of coding instruction to realize creative ideas.

The Effect of Creative Education Program Based on AR/VR : Focusing on the Area of Astronomy (AR/VR을 활용한 창의교육 프로그램의 효과 분석 : 천문 영역을 중심으로)

  • Seo, Youngjun;Han, Doyoon;Son, Yunjeong;Heo, Younjeong;Kim, Hyoungbum
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.2
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    • pp.310-321
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    • 2022
  • This study aimed to find out how creative education programs using AR/VR affect student's creative problem-solving skills and class satisfaction. For this purpose, a total of 179 students in 7 classes of the first grade of J High school located in the chungbuk region were the subjects of this study. The data were analyzed by performing two-dependent samples (t-test) based on the difference between the pre- and post-scores of creative problem-solving ability test, and the value of class satisfaction was analyzed and interpret using descriptive statistics and interview. The results of this study are as follows. First, except for 'execution', 'problem discovery and analysis', 'idea generation', 'execution plan', 'conviction and communication', and 'innovation tendency' showed statistically significant results. Second, in terms of class satisfaction of the creative education program, it was an average of 3.75 and it was difficult for learners to derive creative ideas, outputs, and results through groups within a given time in regular class, but generally showed a positive response. Therefore, it was confirmed that the creative education program using AR/VR increased student's learning motivation and interest in the process of generation or expanding ideas to solve problems like educational effect of STEAM.

Analysis of Learning Objectives on Elementary School Biology (초등학교 자연과 생물 영역의 교육 목표 분석)

  • Shim, Kew-Cheol;Lee, Hyun-Uk;Chang, Nam-Kee
    • Journal of The Korean Association For Science Education
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    • v.18 no.4
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    • pp.539-544
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    • 1998
  • The consistency and balance of objectives by objective domains in units, sub-units and instructional units were investigated. The 6th elementary biology curricular teaching guidebooks were analysed. Domains of objectives are cognitive, inquiry process, instrumental skill, creative, affective and STS. Cognitive objectives were most dominant in all units, sub-units and instructional units. But no objective for creative domain were suggested. In unit and sub-unit, proportions of objectives were cognitive, inquiry process, affective, instrumental skill and STS domains in order. Objectives for cognitive and inquiry process domains were more than others in instructional units, Except cognitive and inquiry process domains, objectives for the others were not consistent in all units, sub-units and instructional units. Especially, the percentages of objectives for affective domain decreased in units, sub-units and instructional units orderly. These resulted from teaching objective domains categorized formally, Thus, it is necessary to develope curriculum and textbook to be consistent and balanced with objective domains and reflect upon the characteristics of them.

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A Study on the Process of Teaching.Learning Materials Development According to the Level in the Figurate Number Tasks for Elementary Math Gifted Students (초등 수학 영재를 위한 도형수 과제의 수준별 교수.학습 자료 개발 절차와 방법에 관한 연)

  • Kim, Yang-Gwon;Song, Sang-Hun
    • Journal of Elementary Mathematics Education in Korea
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    • v.14 no.3
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    • pp.745-768
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    • 2010
  • The purpose of this study at gifted students' solving ability of the given study task by using all knowledge and tools which encompass mathematical contents and curriculums, and developing the teaching learning materials of gifted students in accordance with their level which tan enhance their mathematical thinking ability and develop creative idea. With these considerations in mind, this paper sought for the standard and procedures of teaching learning materials development according to the levels for the education of the mathematically gifted students. presented the procedure model of material development, produced teaching learning methods according to levels in the task of figurate number, and developed prototypes and examples of teaching learning materials for the mathematically gifted students. Based on the prototype of teaching learning materials for the gifted students in mathematics in accordance with their level, this research developed the materials for students and materials for teachers, and performed the modification and complement of material through the field application and verification. It confirmed various solving processes and mathematical thinking levels by analyzing the figurate number tasks. This result will contribute to solving the study task by using all knowledge and tools of mathematical contents and curriculums that encompass various mathematically gifted students, and provide the direction of the learning contents and teaching learning materials which can promote the development of mathematically gifted students.

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Implementation of a Web-based Virtual Educational System for Java Language Using Java Web Player (자바 웹플레이어를 이용한 웹기반 자바언어 가상교육시스템의 구현)

  • Kim, Dongsik;Moon, Ilhyun;Choi, Kwansun;Jeon, Changwan;Lee, Sunheum
    • The Journal of Korean Association of Computer Education
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    • v.11 no.1
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    • pp.57-64
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    • 2008
  • This paper presents a web-based virtual educational system for Java language, which consists of a management system named Java Web Player (JWP) and creative multimedia contents for the lectures of Java language. The JWP is a Java application program free from security problems by the Java Web Start technologies that supports an integrated learning environment including three important learning procedures: Java concept learning process, programming practice process and assessment process. On-line voice presentation and its related texts together with moving images are synchronized for efficiently conveying creative contents to learners. Furthermore, a simple and useful compiler is included in the JWP for providing user-friendly language practice environment enabling such as coding, editing, executing, and debugging Java source files on the Web. Finally, simple multiple choices are given suddenly to the learners while they are studying through the JWP and the test results are displayed on the message box. In order to show the validity of the proposed virtual educational system we analysed and assessed the learners' academic performance on the five quizzes for one semester.

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A Study Basic Engineering for Improving the Creative Practice PBL Case (기초 공학의 창의적인 실습 능력 향상을 위한 PBL 적용 사례 연구)

  • Park, Il-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.11
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    • pp.5396-5402
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    • 2013
  • In this study, one for grades 1 Institute of Foundation Engineering Practice training to enable the creativity of problem-based learning as an alternative (PBL: Problem-Based Learning) training system was applied. The reason for the development of education systems engineering knowledge and practice skills related to the University no basis for first year students in the theory and practice based on the characteristics of the materials used and the tools to use, how to use the machine was to be accomplished. Hands-on training for existing structured learning plan driven by the faculty and students conducted hands-on training in the uniform limits on the ability of the practice has been shown. However, in this study on the basis of PBL learning materials, and the students themselves leading learner-centered practice problems derive and small unit exercises the ability to decide how to proceed on improving the educational process proposes. As a result of these studies, about 30% more than traditional hands-on training to improve the ability of learning respectively.