• 제목/요약/키워드: Creative Problem Solving Ability

검색결과 337건 처리시간 0.026초

산업기술계열 융합형 학과 운영 체제의 구축에 대한 연구 (Study on Courses Integration of Industrial Technology Departments)

  • 나승훈;서지한;박병태;이명우
    • 대한안전경영과학회지
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    • 제13권4호
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    • pp.253-261
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    • 2011
  • The purpose of this paper is to construct the interfaced and interdisciplinary curriculum among departments of the industrial technology for enhancing an engineer's creative problem-solving ability and reflecting the industrial demands. This ability is one of the important objectives in modern engineering education. To achieve this purpose the research is performed as followings : (1) the curriculums of the departments of the industrial technology are surveyed and reviewed, and then (2) the relationship with the curriculums of the three departments of the industrial technology are analysed. (3) With this results the interfaced and interdisciplinary curriculums are constructed. (4) The integrated engineering education curriculum to enhance effectively the engineer's creative problem-solving ability and reflect the industrial demands is suggested.

TPACK 기반 테크놀로지 활용 STEAM 프로그램 개발 및 적용 효과 - 순환 기관을 중심으로 - (Development and Application Effect of STEAM Program Using Technology Based on TPACK - Focused on the Circulatory System -)

  • 고동국;홍승호
    • 한국초등과학교육학회지:초등과학교육
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    • 제39권1호
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    • pp.84-99
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    • 2020
  • The purpose of this study is to develop a STEAM program using technological pedagogical and content knowledge (TPACK) model to effectively utilize technology to solve the difficulties in the teaching of 'structure and function of our body' unit in the primary science curriculum and to confirm the effect on the academic achievement, creative problem solving ability and scientific interests of elementary students. The program was developed as the STEAM program of the 8th class by utilizing the construction knowledge of the TPACK model. The developed program was applied to 29 experimental group students in 5th grade. And the textbook-oriented circulatory system learning program was applied to 29 5th graders in the same school. As a result of the application of the program, the experimental group showed significant improvement over the comparison group in its creative problem solving ability and scientific interests, and the satisfaction of the class was also high. This caused a positive effect on students because the process of self-directing information about the circulatory system using smart devices, making outputs creatively using 3D printers, and presenting them through role play using produced outputs.

Association between interpersonal relationships and 4C (communication, critical thinking, collaborative self-efficacy, and creative problem-solving) core competencies of dental hygiene students

  • Jang, Kyeung-Ae;Lee, Jung-Hwa;Kim, Ji-Soo
    • 한국치위생학회지
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    • 제21권2호
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    • pp.109-118
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    • 2021
  • Objectives: This study aimed to investigate the association between interpersonal relationships and the 4C core competencies of dental hygiene students. It also examined how interpersonal competence can be enhanced by the development and application of programs so that the 4C core competencies of university students can be improved. Methods: A survey was conducted from March to May 2019 on students from the Department of dental hygiene in Busan, South Korea, and 177 valid responses were analyzed. The general characteristics of the students were calculated using frequency and percentage, and their degree of 4C core competencies and interpersonal abilities were expressed as means (±standard deviation). Multiple regression analysis was used to analyze the effects of interpersonal competence on the 4C core competencies. Results: The findings revealed the factors affecting the 4C core competencies as; (a) communication ability was affected by interpersonal cognition and confidence building; (b) critical thinking ability was affected by person-oriented, self-expression, and confidence building; (c) creative problem-solving ability was affected by self-confidence, person-orientation, self-expression, and confidence building, and (d) cooperative self-efficacy was affected by person-oriented and confidence building. Conclusions: Based on the above findings, it is necessary to develop systematic program items and education systems that can effectively develop interpersonal competency, and thereby improve 4C core competencies among students.

창의적 문제해결력 중심의 수학 교육과정 개발 및 적용: 초등학교 수준을 중심으로 (Development and Implementation of Elementary Mathematics Curriculum)

  • 김정효;권오남
    • 한국수학교육학회지시리즈C:초등수학교육
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    • 제4권2호
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    • pp.83-103
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    • 2000
  • The purpose of this study is to develop and implement an alternative elementary mathematics curriculum to enhance creative problem solving ability. The curriculum consisting of three main elements was developed. The three elements are content knowledge, process knowledge and creative thinking skills. The curriculum contents and the units were developed by mathematics educators, elementary educators, psychologists, elementary school teachers and curriculum specialists for 3 years. In order to test the effectiveness of the developed curriculum, the 5 units based on a problem-based-learning (PBL) method were implemented in a 5th grade class as an experimental group during the second semester. For the comparison group the ordinary lesson based on the 6th national mathematics curriculum was implemented during the same period. Performance assessment was developed and used for the pre and post test. T-est was use to testify that the effect of the curriculum is statistically signigicant. The results of the test showed that the experimental group progressed significantly in the creative problem solving ability, but the comparison group did not.

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노벨엔지니어링을 활용한 피지컬 컴퓨팅 융합수업이 초등학생의 학습몰입도와 창의적 문제해결력에 미치는 영향 (The Effect of the Physical Computing Convergence Class Using Novel Engineering on the Learning Flow and the Creative Problem Solving Ability of Elementary School Students)

  • 양현모;김태영
    • 정보교육학회논문지
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    • 제25권3호
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    • pp.557-569
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    • 2021
  • 미래 사회를 위한 대비로 교육과정은 시대의 흐름에 맞게 변화하고 있으며 4차 산업혁명 시대가 도래하면서 새로운 2015 개정 교육과정의 목적이 창의적인 융합인재를 육성하는 것으로 제시되었다. 소프트웨어 교육의 목적은 창의성 증진이며 나아가 실생활과 연계하여 문제해결력을 기르도록 하는 것이다. 또한, 학습에 대한 몰입도는 뛰어난 교육 성취로 이어진다. 그러나 여전히 초등학교 컴퓨터 교육에서는 학생들이 쉽게 몰입하고 창의적인 문제해결력을 증진하기 위한 융합수업 모델의 개발이 부족한 실정이다. 이에 본 연구에서는 이러한 교육 여건에 맞는 융합수업 모델인 노벨엔지니어링(novel engineering)을 활용한 컴퓨터 융합교육을 설계하고, 이를 수업에 적용하였다. 그리고 학습 몰입도와 창의적 문제해결력 증진에 미치는 영향을 측정하기 위하여 초등학교 6학년을 대상으로 노벨엔지니어링 기반 컴퓨터 수업을 실험 집단에 적용하였고, 일반적인 컴퓨터 수업을 통제 집단에 적용하였다. 집단 간 사전-사후 검사 결과 노벨엔지니어링을 활용한 컴퓨터 수업은 학습몰입도와 창의적 문제해결력 신장에 긍정적인 영향을 미치는 것으로 밝혀졌다.

수학 영재 판별 도구 개발 - 수학 창의적 문제 해결력 검사를 중심으로 -

  • 김홍원
    • 영재교육연구
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    • 제8권2호
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    • pp.69-89
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    • 1998
  • The purpose of this study is to develop a test which can be used in identification of the gifted students in the area of mathematics. This study was carried out for two years from 1996. Mathematical giftedness is, in this study, regarded as a result of interaction of mathematical thinking ability, mathematical creativity, mathematical task committment, background knowledge. This study presumed that mathematical thinking ability is composed of seven thinking abilities: intuitive insights, ability for information organization, ability for visualization, ability for mathematical abstraction, inferential thinking ability(both inductive and deductive thinking abilities), generalization and application ability, and reflective thinking. This study also presupposed that mathematical creativity is composed of 3 characteristics: fluency, flexibility, originality. The test for mathematical creative problem solving ability was developed for primary, middle, and high school students. The test is composed of two parts: the first part is concentrated more on divergent thinking, while the second part is more on convergent thinking. The major targets of the test were the students whose achievement level in mathematics belong to top 15~20% in each school. The goodness of the test was examined in the aspects of reliability, validity, difficulty, and discrimination power. Cronbach $\alpha$ was in the range of .60~.75, suggesting that the test is fairly reliable. The validity of the test was examined through the correlation among the test results for mathematical creative problem solving ability, I. Q., and academic achievement scores in mathematics and through the correlation between the scores in the first part and the scores in the second part of the test for mathematical creative problem solving ability. The test was found to be very difficult for the subjects. However, the discrimination power of the test was at the acceptable level.

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디자인 사고 기반 메이커 교육 프로그램이 초등학생의 창의적 문제해결력에 미치는 영향 (The Effect of a Design Thinking-based Maker Education Program on the Creative Problem Solving Ability of Elementary School Students)

  • 이승철;김태영;김진수;강성주;윤지현
    • 정보교육학회논문지
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    • 제23권1호
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    • pp.73-84
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    • 2019
  • 최근 4차 산업혁명의 핵심 영역 중 하나로 메이커 운동(maker movement)이 떠오르고 있다. 메이커 운동은 오픈소스 소프트웨어 및 하드웨어, 3D 프린터, 레이저 커팅기 등 다양하고 저렴한 제작 도구를 이용하여 사용자가 필요한 물건을 직접 제작하고 공유하는 것이다. 메이커 교육을 초 중등(K-12) 수업에 적용할 때 디자인 사고를 기반으로 한다면 그 효과가 증진될 것으로 생각한다. 본 연구의 목적은 디자인 사고 기반 메이커 교육 프로그램을 개발하고 수업에 적용하여 초등학생의 창의적 문제해결력에 미치는 영향을 밝히는 것이다. 연구 내용을 검증하기 위해 초등학교 5~6학년 학생을 통제집단과 실험집단으로 나누고 통제집단에는 일반적인 강의식 메이커 수업을 적용하였고, 실험집단에는 개발된 디자인 사고 기반의 메이커 수업을 적용하였다. 창의적 문제해결력 검사를 사전, 사후 실시하였고, 통계적 t-검정을 이용하여 그 효과성을 검증하였다. 결론적으로 본 연구를 통해 디자인 사고 기반 메이커 교육 프로그램은 초등학생의 창의적 문제해결력에 긍정적인 영향이 있음을 밝혔다.

실내에서 수행할 수 있는 지질 관련 STEAM 프로그램 개발 및 적용 효과 (STEAM Program Development and the Application Effect for the Geological Feature Relation Which can be Executed at an Indoors)

  • 김덕호;홍승호
    • 한국초등과학교육학회지:초등과학교육
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    • 제33권3호
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    • pp.510-523
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    • 2014
  • Modern society is rapidly changing in the fields of science and technology, with new information and knowledge constantly being discovered. So enhancing the creativity and positive attitude of students is important. STEAM education enables students to develop their creativity, personality, intelligence and sensitivity with a well-balanced curriculum. In this study, considering the student's interest, a theme-centered STEAM program was developed in the 'Strata and Fossils' unit of elementary 4th grade science. The purposes were to find the impact on the academic achievement, creative problem solving abilities, and scientific attitude of elementary school students. The STEAM program are composed of contents which can be applied effectively indoors. As application results for STEAM program to J elementary school's students in J province, the experimental group increased significantly in the academic achievement, creative problem solving abilities and scientific attitude compared to the control group. Therefore, it is necessary to be developed continuous and systematic STEAM programs in units of various subjects to improve the students' academic achievement, creative problem solving abilities and scientific attitude.

지역기관을 활용한 중·고등학교 융합인재교육(STEAM) 프로그램 개발 및 적용 (A Study on Development and Application of STEAM Program for Middle and High School Students using Local Institution(KAIST))

  • 최진수;김영민;이영주
    • 공학교육연구
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    • 제23권5호
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    • pp.3-15
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    • 2020
  • With the 4th Industrial Revolution, educational change is required to cultivate the ability to adapt in the rapidly changing future. Accordingly, the importance of nurturing convergent talents to create new values using the humanities imagination, science and technology creativity, and engineering problem solving ability has emerged. The purpose of this study is to develop STEAM education program with Daedeok R&D Zone and KAIST resources for middle school and high school level. With this program, we investigated the effectivenss of STEAM education on creative problem solving ability, self-efficacy and the perception of STEAM education with pre-test and poste-test model. For this study, 91 students(46 middle school, 45 high school) participated in STEAM education program. As a result student participated in the STEAM program improved the creative problem-solving ability and students' interest in math and science. Also, students perceived STEAM program provided benefits of science-related career information. The suggestions were discussed based on the results.

지질 관련 야외 학습과 STEAM 교육을 융합한 프로그램 개발 및 적용 효과 (The Development and Application Effects of Convergence Program for Field Trip and STEAM Education related Geology)

  • 김덕호;홍승호
    • 한국초등과학교육학회지:초등과학교육
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    • 제33권2호
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    • pp.364-379
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    • 2014
  • In this study, a theme-centered STEAM program converged with field trip was developed in the 'The stratum and fossils' unit of elementary science. The objectives were to find the influences on academic achievement, creative problem solving abilities and scientific attitude of elementary school students. The STEAM education program was composed of content which can be applied effectively by converging field trip and STEAM elements. As the results applied the STEAM program to elementary school students, the experimental group improved effectively in the academic achievement, creative problem solving abilities and scientific attitude compared to the control group, which took the theoretical lesson. In conclusion, it is necessary to develop systematically and continuously programs converging STEAM and field trip in various units of science subject which field trip is possible.