• Title/Summary/Keyword: Creative Problem Solving Ability

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The Effect of CPS-based Scratch EPL on Problem Solving Ability and Programming Attitude (CPS에 기반한 스크래치 EPL이 문제해결력과 프로그래밍 태도에 미치는 효과)

  • Cho, Seong-Hwan;Song, Jeong-Beom;Kim, Seong-Sik;Lee, Kyung-Hwa
    • Journal of The Korean Association of Information Education
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    • v.12 no.1
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    • pp.77-88
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    • 2008
  • A programming education has favorable influence on creative / logical thinking and problem solving ability of students. However, students typically have to spend too much effort in learning basic grammar and the usage model of programming languages, which negatively affect their eagerness in learning. In this respect, we proposed to apply the 'Scratch' using the Creative Problem Solving(CPS) Teaching Model; Scratch is an easy-to-learn and intuitive Educational Programming Language(EPL) that helps improving the problem solving ability of the class. Then we verified the effect of Scratch EPL through the design of both pretest and posttest for a subject group. In summary, the CPS based Scratch EPL was shown to significantly improve the problem solving ability and also help them develop favorable attitude in programming.

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The Effect of Problem-Centered Learning Based STEAM Field Experience Learning Program on Science Process Skills, Creative Problem Solving Ability, and Scientific Attitude of Gifted Students in Elementary Science (문제중심학습 기반 STEAM 현장체험학습 프로그램이 초등과학 영재의 과학 탐구 능력, 창의적 문제해결력 및 과학적 태도에 미치는 영향)

  • Ko, Dong Guk;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.40 no.1
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    • pp.113-125
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    • 2021
  • In this study, a problem-centered learning based STEAM field experience learning program was developed and the effects of applying it were investigated. The program was composed of 8 sessions by using problem-centered learning education method and integrating STEAM elements between disciplines. The contents of program are as follow. In the step of sharing problems and making a problem-solving plan, they understood the various examples and meanings of endangered species, explored the project activities, and made an inquiry plan. In the search and re-exploration phase, a smart device was used to investigate the appearance, habitat environment and cause of extinction for Clithon retropictus, and a site inquiry plan was established for each group. Then, they moved to the field to explore brackish-headed gallops and discuss ways to protect endangered species. In the step of creating a solution, a web-based report was produced as the final product using smart devices based on the results of the inquiry. In the presentation and evaluation stage, the produced web-based report was used to present each group, conduct mutual evaluation, and organize project activities. The developed program was applied to 6th grade 29 students enrolled in the J University Gifted Education Center. In order to find out the effectiveness of the program, tests of science process skill, creative problem-solving ability, and scientific attitude were conducted before and after of program learning, and the results were statistically analyzed by t-test. In addition, a STEAM program satisfaction test was conducted after project in order to find out the satisfaction of the class. As a result of application of the program, the results were significantly improved in openness, criticism, and creativity among the sub-factors of creative problem-solving ability and scientific attitude. Satisfaction with the STEAM program was also high, but no significant result was found in science process skill. Therefore, the program of this study could be influenced on improvement of creative problem-solving ability and scientific attitude of gifted students in elementary science.

Math Creative Problem Solving Ability Test for Identification of the Mathematically Gifted Middle School Students (중학교 수학 영재 판별을 위한 수학 창의적 문제해결력 검사 개발)

  • Cho, Seok-Hee;Hwang, Dong-Jou
    • Journal of Gifted/Talented Education
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    • v.17 no.1
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    • pp.1-26
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    • 2007
  • The purpose of this study was to develop a math test for identification of the mathematically gifted on the basis of their math creative problem solving ability and to evaluate the goodness of the test. Especially, testing reliability and validity of scoring method on the basis of fluency only for evaluation of math creative problem solving ability was one of the main purposes. Ten closed math problems and 5 open math problems were developed requiring math thinking abilities such as intuitive insight, organization of information, inductive and deductive reasoning, generalization and application, and reflective thinking. The 10 closed math test items of Type I and the 5 open math test items of Type II were administered to 1,032 Grade 7 students who were recommended by their teachers as candidates for gifted education programs. Students' responses were scored by math teachers. Their responses were analyzed by BIGSTEPS and 1 parameter model of item analyses technique. The item analyses revealed that the problems were good in reliability, validity, item difficulty and item discriminating power even when creativity was scored based on the single criteria of fluency. This also confirmed that the open problems which are less-defined, less-structured and non-entrenched were good in measuring math creative problem solving ability of the candidates for math gifted education programs. In addition, it was found that the math creative problem solving tests discriminated applicants for the two different gifted educational institutions.

Development of CanSat Instruction Materials using Raspberry Pi for Space Education in University and Its Application (대학생의 우주 교육을 위한 라즈베리 파이 기반 캔위성 수업자료 개발과 적용)

  • Yoo, Seunghoon;Lee, Sanghyun;Lee, Sangku;Lee, Younggun
    • Journal of Engineering Education Research
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    • v.26 no.1
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    • pp.3-11
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    • 2023
  • The purpose of this study is to develop Raspberry Pi-based CanSat instruction materials for liberal arts classes to be used in university space education. The educational satellite simulation program is developed by applying the ADDIE program consisting of analysis, design, development, execution, and evaluation of 15 lessons per semester. The usefulness of the instruction materials is evaluated by a validity test of a total of 6 experts. The proposed materials are applied to 100 college students from various majors. To analyze the impact on creative problem-solving ability, a questionnaire is conducted before and after class, and as a result, it is confirmed that there is a significant improvement in all areas after class. The class satisfaction survey is conducted for a total of 10 questions, and the average score is 4.41 out of 5, which is high. In conclusion, the proposed instruction materials make it possible to achieve successful space education using Raspberry Pi and improve creative problem-solving ability in universities.

Development and Implementation Effect of a Learning Consulting Model Based on Creative Problem Solving for University Students (대학생을 위한 창의적 문제해결 기반 학습컨설팅 모형 개발 및 적용효과)

  • Jung, Se Young;Kim, Jungsub
    • (The) Korean Journal of Educational Psychology
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    • v.32 no.1
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    • pp.1-27
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    • 2018
  • The proposes of this study were to develop the learning consulting model based on creative problem solving and to verify the effects of its implementation. The model was developed based on ADDIE program developing model. In the analysis stage, literature review and needs survey were conducted for data collection on learning consulting at universities including the literature in related fields. Specific areas needed in the learning consulting model were selected from the results of this collected data. During the design and development stage, the learning consulting processes were established. These constituted the learning consulting model developed and it had been based on the Creative Problem Solving. To verify the validity of the learning consulting model based on the creative problem solving, a pilot study was implemented. The model was completed content a validity verification process performed by experts through focus group interviews. The aim this final model is to improve the self-directed learning ability and creative problem solving capacity of the university students. The study results showed that mean scores on self-directed learning ability of the experimental group increased significantly compared to the control group. Based on these findings, the learning consulting model seemed very effective in improving the university students' self-directed learning ability, as well as their creative problem solving capacity. Based on the results of this study, implications and limitations of the final model and its implementation were discussed.

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

  • Kim, Gwon-Suk;Choi, Sun Young
    • Journal of Korean Elementary Science Education
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    • v.31 no.2
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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.

An Analysis on Educational Needs of Creative Engineering Design Ability of Engineering Students (공과대학생의 창의공학설계능력 교육요구도 분석)

  • Park, Shin Young;Lee, Yunso;Kim, Kyeong Eon;Kang, Seung Chan
    • Journal of Engineering Education Research
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    • v.21 no.2
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    • pp.7-16
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    • 2018
  • The purpose of this study is to develop and implement engineering education program by drawing out the educational needs creative engineering design ability. The importance and current level of creative engineering ability were surveyed and analyzed by using 29 sub - factors of creative engineering design ability presented by Kim Dae young et al(2006). from 234 engineering students in 6 universities. As a result, students recognized that all items of creative engineering design ability were important, and their level was generally recognized. The educational needs for creative ability and creative problem solving ability was high and the educational needs for creative engineering design project was relatively low. Based on these results, it is necessary to develop an educational program to enhance creative engineering design ability by considering learner's perception and professional and industrial recognition.

The Comparison of the Scientifically Gifted and General Children's Characteristics on Reasoning Patterns in Creative Science Problem Solving Processes (초등 과학 영재와 일반 아동의 과학 창의적 문제 해결 과정에서 나타난 사고 유형 및 특성)

  • Lee, Soo-Jin;Bae, Jin-Ho;Kim, Eun-Jin
    • Journal of Korean Elementary Science Education
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    • v.25 no.spc5
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    • pp.567-581
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    • 2007
  • This study examined patterns of reasoning of both the scientifically-gifted and children of average ability as witnessed in their science problem solving skills. Science problem solving skills are one of the significant characteristics of scientifically gifted children, and by using methods such as individual interviews, inductive reasoning, abductive reasoning, and deductive reasoning, the characteristics of these children can be to be further explored and categorized. The study also compared the findings with those of average children. This study sought to determine efficient guidelines fur teaching the scientifically-gifted, to come up with basic materials for developing relevant programs, and to find suggestions for identifying such students. The results of the study are as follows: Firstly, the creative science problem solving skills of the scientifically-gifted were better than that of the average students. Secondly, all of the three reasoning patterns used revealed in creative science solving processes were different between the gifted and the average, especially in terms of abductive reasoning, which was proved to reveal the greatest distinction between the two groups.

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The Effects of a Robot Based Programming Learning on Learners' Creative Problem Solving Potential (로봇 활용 프로그래밍 학습이 창의적 문제해결성향에 미치는 영향)

  • Lee, EunKyoung;Lee, YoungJun
    • 대한공업교육학회지
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    • v.33 no.2
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    • pp.120-136
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    • 2008
  • Using the tangible programming tools, which combines physical objects (e.g. robot) and educational programming language, may help to encourage learners' creative thinking as well as to enhance problem solving ability. That is, learners can have opportunities to simulate problem solving processes through the physical objects, such as robots. Therefore, they can minimize an fixation about problem solving process. These experience is effective to induce creative thinking that is useful to find new solutions and change environment actively. Therefore, we developed a robot based programming teaching and learning curriculum and implemented it in college level introductory programming courses. The result shows that the robot based programming learning has a positive effect in all three factors of learners' creative problem solving potential, especially in a cognitive factor. The cognitive factor includes general problem solving abilities as well as factors that explain creativity, such as divergent thinking, problem recognition, problem representation. These result means that the developed robot based programming teaching and learning curriculum give positive effect to creative problem solving abilities.

The Effect of Maker Education Program Utilizing Virtual Reality Creation Platform on Creative Problem Solving Ability and Learning Flow (가상현실 콘텐츠 제작 플랫폼을 활용한 메이커 교육이 창의적 문제해결력 및 학습몰입에 미치는 영향)

  • Lee, Min-Woo;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.23 no.2
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    • pp.65-72
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    • 2020
  • The purpose of this study was to examine effects of maker education program using the virtual reality content creation platform on the creative problem solving ability and learning flow of elementary school students. To achieve this purpose, we selected a virtual reality content creation platform that elementary school students can handle and share easily, and analyzed its effectiveness by applying the educational program in which the step-by-step activities of the TMSI model were reconstructed in relation to virtual reality content production education among existing maker education teaching and learning models. Through this study confirmed that the maker education program using the virtual reality content creation platform has a positive effect on the improvement of creative problem solving ability and learning flow of elementary school students.