The purpose of this study was to investigate implications of self-directed learning experiments in elementary science education through understanding elementary school students' awareness of their experiences in self-directed learning experiments. Twenty students joined the school science club voluntarily and conducted self-directed learning experiments. We collected data through observation of the experiments, interviews, and questionnaires. The students who participated in the club showed high satisfaction with self-directed learning experiments. The participants were aware that their scientific interest and knowledge, and the confidence in conducting experiments were increased. The students felt positive about the inquiry process of conducting self-directed learning experiments with their own subjects. They also felt a sense of achievement in attempting their experiments in defiance of several failures. The participants realized that the self-directed inquires led to increased declarative and procedural knowledge of science. The students stated that they had some difficulties in coping with the different results contrary to expectations and preparing laboratory materials and instruments. Nonetheless, they showed the promotion of their scientific literacy during overcoming those difficulties. We suggest that self-directed learning experiments can be a more effective way in science learning to make students experience the nature of science than existing school experiments. This can be implemented through a creative experience activities such as science clubs.
Journal of the Korea Society of Computer and Information
/
v.29
no.4
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pp.47-54
/
2024
The importance of cultural arts education utilizing digital tools is increasing in terms of enhancing tech literacy, self-expression, and developing convergent capabilities. The creation process and evaluation of innovative multi-modal AI, provides expanded creative audio-visual experiences in users. In particular, the process of creating music with AI provides innovative experiences in all areas, from musical ideas to improving lyrics, editing and variations. In this study, we attempted to empirically analyze the process of performing tasks using an Audio and Music Generative AI platform and discussing with fellow learners. As a result, 12 services and 10 types of evaluation criteria were collected through voluntary participation, and divided into usage patterns and purposes. The academic, technological, and policy implications were presented for AI-powered liberal arts education with learners' perspectives.
This paper was built for an activation of a merged education and development of non-subject, new type creative merged education program having effectivities. This program is disciplined a kind of flipped learning and camp program of 2 nights and 3 days. Given a problem which big enough and open-ended problem, multidisciplinary team that composed with engineering and design major students works the capstone design project. For ordinary engineering design process, 'how can we make?' was important. But in this program 'what can we make?' is more serious question. Our program was pursuing an creative idea that can induce innovation. Teaching or interference of professors was minimized and then students solve the problem theirselves by long time and liberal brainstorming. Last products is not real goods and only a proposal for manufacturing. Finally, the results are presented using ppt and board. After not only professors but also students of other teams can ask a question, resolve and comment on that proposal. The benefits of this program are that inner members of university take a whole process from planning and working to last evaluation. Besides economic benefit, they can secure an infrastructure for development of creative merged education program by running for several times and so can improve the program continuously. For an aspect of students, they can respond to recently highlighted creative experiences that required for recruitment.
International Journal of Computer Science & Network Security
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v.22
no.4
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pp.408-416
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2022
The new millennium is characterized by an unprecedented breakthrough in knowledge and information and communication technologies, and the challenges of the XXI century require modernized paradigms of interaction in all spheres of life. Education continues to play a key role in national and global growth. The key role of education and its leadership in developing creative potential, as the main paradigm of the countries' stability, have significantly influenced educational centers. The developers of educational programs use information technologies as an incentive to develop creative potential of educational process. Professional training of the educational candidate is enhanced by the use of information technologies, so the educational applicants should develop technological skills to be productive members of society. Using the latest achievements in the field of information technologies for the organization of the educational process helps to form the operational style of education applicants' thinking, which provides the ability to acquire skills of processing information, that is presented in the text, graphic, tabular form, and increase the level of general and informational culture necessary for better orientation in the modern information space. The purpose of the research is to determine the effectiveness of information technologies as an incentive to develop creative potential of educational process on the basis of the survey, to establish advantages and ability to provide high-quality education in the context of using information technologies. Methods of research: comparative analysis; systematization; generalization, survey. Results. Based on the survey conducted among students and teachers, it has been found out that the teachers use the following information technologies for the development of creative potential of the educational process: to provide video and audio communication process (100%), Moodle (95,6%), Duolingo (89,7%), LinguaLeo (89%), Google Forms (88%) and Adobe Captivate Prime (80,6%). It is determined that modular digital learning environments (97,9%), interactive exercises tools (96,3%), ICT for video and audio communication (96%) and interactive exercises tools (95,1%) are most conducive to the development of creative potential of the educational process. As a result of the research, it was revealed that implementation of information technologies for the development of creative potential of educational process in educational institutions is a complex process due to a large number of variables, which should be taken into account both on the educational course and on the individual level. It has been determined that the using the model of implementation information technologies for the development of creative potential in educational process, which is stimulated due to this model, benefits both students and teachers by establishing a reliable bilateral connection between teacher and education applicant.
Objective: The goal of this study is to design a creative tutoring service, which helps children gain confidence and creativity through learning activities. Background: Nowadays most kids are growing up in a very competitive environment under their parents' zeal for education. A stressful environment can deter a child from the confident undertaking of challenges, leading to depression, anxiety, and feelings of inadequacy. Art therapy helps children work through these issues, however the process led by instructors or parents, and kids still feel anxious studying adults' face to read their thought. Method: To help children address challenges, a creative tutoring service application can provide images with certain tasks instead of asking them to fill in blank areas. The tasks asked by the service system are 1) to visualize children's own experience utilizing visually associated images from given images and 2) to create an illustrated story modifying and re-composing given images. Another task is to learn basic math and words with numbers and alphabets in customized colors. By completing each task children collect awards, which allow them graduate to higher levels of challenges. The outcomes from the tasks are sent to the main server system and reviewed by analysts. Those results are sent to children's parents as a text message on smart phone. Results: Visual implication using images inspires children to make creative stories based on their own experience. Also, children can find their own patterns of reaching answers by using synaesthetic imagery through repetitive practices of creative thinking tasks. Conclusion: Understanding how they feel about doing tasks in certain environments and assessing them in varied situations should be carefully considered when designers approach service design for kids. By focusing on how to tutor children in creative ways, as opposed to focusing on the expected outcome, creative service applications can be designed to reduce children's stress and encourage self expression. Children are predicted to gain confidence through using the service without the concern of comparison by others. Application: The creative tutoring service needs to be developed and tested by varying types of children.
In this study, a STEAM program emphasizing the engineering design process was developed and applied to investigate its effects on the creative engineering problem-solving proficiency and self-directed learning ability of elementary school students. In addition, the study compared and analyzed differences according to gender. The program was conducted across five sessions targeting 141 students in the fourth grade in an elementary school in the Gyeongin area. The study measured the creative engineering problem-solving disposition and self-directed learning ability of the students before and after the STEAM program. It also administered satisfaction and perception tests. The result confirmed that the STEAM program that emphasizes the engineering design process is effective in improving the creative engineering problem-solving propensity and self-directed learning ability of elementary school students, particularly female ones. Analyzing differences in changes based on gender, the study pinpointed significant improvements among female students in all factors except for the subfactor communication and collaboration within tendencies toward creative engineering problem-solving. For male students, the study observed significant effects in the factors engineering design and communication and collaboration. Lastly, the study discussed the educational implications of the findings.
The aim of this paper is to explore various ways to utilize critical thinking in engineering education. To this end, this paper, in the light of the relationship between critical thinking and the program learning performance of ABEEK, reviews engineering design education, engineering ethics education, and engineering communication education, which are major areas where critical thinking can be utilized in engineering education. As a result, it was confirmed that critical thinking skills, especially the elements and criteria of critical thinking, can contribute to the creative problem-solving process in engineering design education, the rational decision-making process in engineering ethics education, and the effective communication process in engineering communication education.
This study was conducted to develop a dietary life education textbook and teaching manual for creative activities of elementary school students in middle grade. First, we extracted dietary life related contents from textbooks for third and fourth grade and created systematization of contents involving educational objectives, goals, contents and activities. The development of textbook and teaching manual were based on systematization of contents. The textbook was composed of five major chapters, which were 'nutrition', 'cooking', 'environment and hygiene', 'food' and 'dietary culture'. Each major chapter having six to seven smaller chapters, adding up to a total of 34 smaller chapters. The textbook was in activity format so that can be readily and directly used in actual classes. The textbook had fun characters and various activities (particularly a lot of cooking activities) to deliver the main theme of each chapter. The teaching manual was composed of background, goal, teaching plan and teaching point. The smaller chapters had learning goal, teaching-learning resources, important points, teaching-learning process and reference material. In evaluation after operating the model school, the developed textbooks were suited for students' needs and cognitive level. This textbook can be utilized at creative activities consisting of ten to fifteen students.
As the recent developments of artificial intelligence, particularly machine-learning, impact every aspect of society, they are also increasingly influencing creative fields manifested as new artistic tools and inspirational sources. However, as more artists integrate the technology into their creative works, the issues of diversity and fairness are also emerging in the AI-based creative practice. The data dependency of machine-learning algorithms can amplify the social injustice existing in the real world. In this paper, we present an interactive visualization system for raising the awareness of the diversity and fairness issues. Rather than resorting to education, campaign, or laws on those issues, we have developed a web & ML-based interactive data visualization system. By providing the interactive visual experience on the issues in interesting ways as the form of web content which anyone can access from anywhere, we strive to raise the public awareness of the issues and alleviate the important ethical problems. In this paper, we present the process of developing the ML-based interactive visualization system and discuss the results of this project. The proposed approach can be applied to other areas requiring attention to the issues.
The purpose of this study is to examine the effect of higher grades in elementary the science process skill and scientific attitudes by creative problem solving. To verify research problem, the subject of this study were sixth-grade students selected from two classes of an elementary school located in Ulsan : the experimental group is composed of thirty-two students who were participated in Treffinger's CPS teaching model situation, and the other is composed of thirty-two students(control group) who were participated in teacher map based learning situation. During six weeks, the CPS teaming-based instruction was executed In th experimental group while the teacher map based instruction in controled group. Post-test showed following results: first, the experimental group showed a significant improvement in the science process skill compared th the control group. Second, the experimental group did not showed a significant improvement in the science process skill compared th the control group. In conclusion, Treffinger's CPS teaching model was more effective than the teacher map based teaching model on science process skill. However, since the study has a limit on an object of the study and the applied curriculum, the additional studies need to be conducted with an extended comparative group and curriculum.
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