• Title/Summary/Keyword: Creative Problem-Solving

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The Effects of Gifted Education on School Achievements and Academic Skills (영재교육 수혜 경험이 학교 성적 및 학업 능력에 미치는 영향)

  • Choi, Jeong-Won;Lee, Eunkyoung;Lee, Youngjun
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.10
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    • pp.245-252
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    • 2013
  • The purpose of this study is to propose the implications after investigating how gifted education affected the school achievements and academic skills of students who have experience of gifted education. In this study, academic skills include academic knowledge, creative problem solving skills, logical thinking, persuasive skills, collaborative skills, self-directed learning skills, communication skills. The survey was conducted with 1,156 science high school and science academy students who have ongoing gifted education experience and depth interviews were also analyzed with some students to gather further in-depth information. As a result, students responded that gifted education affected very positively on knowledge, collaborative skills, communication skills and increased interest in related subjects. On the other hand, it showed lower positive responses on self-directed learning skills and persuasive skills. Also, students replied gifted education did not affect the school achievements but there was an opportunity to learn how to debate, research, and experiment and practice methods. The direction of gifted education to step forward was suggested based on these results. This study can be the basis for revising gifted education curriculum.

Fostering Primary Pre-service Teachers' Computational Thinking through Self-Assessment (초등예비교사를 위한 컴퓨팅 사고력 자기평가 방법)

  • Kim, Misong;Choi, Hyungshin
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.61-70
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    • 2018
  • It is urgent in the context of the Fourth Industrial Revolution that students become creative and integrative thinkers. In this vein, in the last few years, drawing upon constructivism as an innovative learning paradigm, new coding curricula using MIT's Scratch have been introduced in the number of countries to enhance computational thinking (CT). However, constructivism encouraging collaborative and active learning may not be explicitly utilized in instructional design focusing mainly on learning to code as technical skills - some of which exist today in large numbers of school and after-school code activities. To respond to such a misleading way of developing CT through coding, the present study aims to propose the benefits of CT self-assessment rubrics for primary pre-service teachers within a CT course entitled "Problem Solving by Computational Thinking". Our findings show how meaningful collaborative CT self-assessment in a group impacts their learning of CT. We end this paper with the discussion of implications of our findings for CT assessment towards a new paradigm in education.

Development of a Gifted Behavior Checklist Based on the Observation Probability and Importance of the Behavior in Class (관찰가능성과 중요도를 고려한 관찰·추천용 초등 영재 행동 특성 체크리스트 개발)

  • Lee, In-Ho;Han, Ki-Soon
    • Journal of Gifted/Talented Education
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    • v.25 no.6
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    • pp.817-836
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    • 2015
  • This research focuses on the development of gifted child behavior checklist which feasibly has application on the nation-wide gifted children observation-recommendation method. Corresponding measure has significance as it reflects actual observations of teachers teaching gifted children first-hand and involves measure of importance regarding each characteristic. An open survey on gifted children behavior characteristics lists and specific behavior patterns has been acquired from teachers in gifted education, and the checklist was developed through expert group review, pre-test, and confirmatory factor analysis process. The former checklists have shown several difficulties on application of observation-recommendation on the field due to behaviors that can't be observed in school, less important behaviors, and collide and duplicate behaviors etc. With regard to such problems, problematic clauses were removed based on the observation probability and importance of the behaviors. Ultimately, total of 32 behavior characteristic checklist consisting of ten sub factors(logical thinking, high achievement, originality, perfectionism, creative problem solving, curiosity, task commitment, conversation ability, creativity, passion) and two to three questions on each factor had been drawn. Through internal consistency test and item-total score correlation, each item of the measure has been analyzed to be consistently evaluating corresponding variables. In addition, the result of confirmatory factor analysis showed every item to be weighed appropriately on its sub-factor, strongly suggesting its feasibility on observation-recommendation of elementary gifted children as an appropriate checklist.

A Study on the Relative Weights of the Components of Core Competence Based Learning Outcomes in STEAM (Science, Technology, Engineering Art, Mathematics) (융합인재교육에서 핵심역량 기반 학습성과 구성요소의 상대적 가중치 연구)

  • Park, Ki-Moon
    • 대한공업교육학회지
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    • v.40 no.2
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    • pp.239-258
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    • 2015
  • The purpose of this study is to provide basic data that can be used in a reasonable assessment of the learning outcomes of STEAM. It presented a learning outcome evaluation method, relative weights of key competencies standard that a learner should cultivate. For this study, a pairwise comparison questionnaire about the key competencies was conducted on the STEAM professionals, and AHP was applied to analyze the priority of main factors of key competencies. The results of this study are as follows. First, the importance of capabilities of convergence accomplishment and capabilities of convergent cognition, in the first layer of key competencies, were 39.4% and 36.8%, respectively. In the education evaluation of the STEAM, capabilities of convergence accomplishment and capabilities of convergent cognition showed similar level of importance, and were considered more important factor than capabilities of convergence attitude (23.8%). Second, the relative importance of capabilities of problem solving (20.0%) was highest in the second layer of key competencies, and followed by capabilities of creative thinking (18.3%), responsibility (15.3%), and understanding convergence knowledge (11.0%). Third, it will be a foundation of a competency evaluation, which reasonably evaluates, based on the relative weights, whether to accomplish educational objectives of the STEAM program In addition, this results is expected to become a guide to develop an education program that can improve the teaching and learning process and raise the learning outcome, as well as an education evaluation of the STEAM.

The Effect of STEAM Program using Arduino on Preservice Science Teachers' STEAM Core Competencies (아두이노를 활용한 STEAM 프로그램이 예비 과학교사의 융합인재 핵심역량에 미치는 영향)

  • Kim, Sun Young;Hyun, Yun Se
    • Journal of Science Education
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    • v.44 no.2
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    • pp.183-196
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    • 2020
  • This study explores the effects of STEAM program using Arduino on preservice science teachers toward their STEAM core competencies. The STEAM program using Arduino consists of four stages: presentation of situation, creative design, emotional touch, and evaluation. The preservice science teachers learned the theoretical backgrounds of STEAM and Arduino. Then, they were given the chance to think about an environmental issue, which is fine dust. The preservice teachers designed an air cleaner and a fine dust measuring instrument using Arduino. The preservice science teachers also produced the air cleaner and the measuring instrument using Arduino. They measured the level of fine dust in the classroom before and after the use of the air cleaner. That is, the preservice teachers experienced each stage of STEAM: seriousness of fine dust, design and production of the measuring instrument of fine dust and air cleaner, and evaluation of the effectiveness of air cleaner. Further, they reflected on their experiences of STEAM program using Arduino. The results indicate that these preservice science teachers statistically improved communication competency, problem-solving competency, gathering information competency, logical analytical thinking competency, and creativity competency. However, there were no statistical improvements on teamwork competency and self-development competency. This study suggests that experiencing STEAM program using Arduino is valuable for the preservice science teachers to develop STEAM core competencies and further implement STEAM program their science classes in the future.

A Study of a Semantic Web Driven Architecture in Information Retrieval: Developing an Exploratory Discovery Model Using Ontology and Social Tagging (정보검색의 시맨틱웹 지향 설계에 관한 연구 - 온톨로지와 소셜태깅을 활용한 탐험적 발견행위 모델개발을 중심으로 -)

  • Cho, Myung-Dae
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.21 no.3
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    • pp.151-163
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    • 2010
  • It is necessary, due to changes in the information environment, to investigate problems in existing information retrieval systems. Ontologies and social tagging, which are a relatively new means of information organization, enable exploratory discovery of information. These two connect a thought of a user with the thoughts of numerous other people on the Internet. With these connection chains through the interactions, users are foraging information actively and exploratively. Thus, the purpose of this study is, through qualitative research methods, to identify numerous discovery facilitators provided by ontologies and social tagging, and to create an exploratory discovery model based on them. The results show that there are three uppermost categories in which 5, 4 and 4 subcategories are enumerated respectively. The first category, 'Browsing and Monitoring,' has 5 sub categories: Noticing the Needs, Being Aware, Perceiving, Stopping, and Examining a Resource. The second category, Actively Participating, has 4 categories: Constructing Meaning, Social Bookmarking and Tagging, Sharing on Social Networking, Specifying the Original Needs. The third category, Actively Extends Thinking, also has 4 categories: Social Learning, Emerging Fortuitous Discovery, Creative Thinking, Enhancing Problem Solving Abilities. This model could contribute to the design of information systems, which enhance the ability of exploratory discovery.

Influence of Core Competencies of Lifelong Educators on the Lifetime Ability of Adult Learners: Focusing on Mediating Effect of Adult Learners' Wisdom (평생교육자의 핵심역량이 성인학습자의 생애능력에 미치는 영향: 성인학습자 지혜의 매개효과를 중심으로)

  • Kim, Eun-Im;Song, Sun-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.11
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    • pp.711-720
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    • 2018
  • The purpose of this study was to explore the impact of lifelong educators' core competencies as a mediating effect on adult learners' ability to function. The subject of this study was aimed at adult learners participating in lifelong education programs at lifelong educational institutions located in Gyeonggi Province. and was finally used for a total of 520 additional analyses. The main findings of this study are as follows: first, regarding the correlation between the core competence of lifelong educators and the life ability of adult learners, core competence has a static association with wisdom. In addition, wisdom has a high static association with life expectancy. Second, the core competence and wisdom of lifelong educators were found to have a significant static impact on adult learners' life abilities, accounting for 66.8%. Specifically, the most significant predictors of life's ability were creative problem solving, consideration for others, and acceptance of change, which were lower factors of wisdom. Third, the impact of a lifetime educator's core competence on adult learners is not significant. It was found that core competence has an indirect influence on life capacity through the mediating effect of wisdom, and that wisdom has directly interfaced the relationship between core competence and life ability. Taken together, these results proved that the core competence and wisdom of a lifelong educator are important variables for adult learner's life abilities. Based on this, the core competence of lifelong educators being taught in the field of lifelong education should be enhanced, and the ability of adult learners to utilize the wisdom that has been developed through the experiences of adult learners, to improve their life skills.

Student-Centered Discrete Mathematics Class with Cyber Lab (학생중심의 대학 이산수학 강의 운영사례)

  • Lee, Sang-Gu;Lee, Jae Hwa
    • Communications of Mathematical Education
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    • v.33 no.1
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    • pp.1-19
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    • 2019
  • This study deals with the case of student-centered discrete mathematics class with cyber lab. First, we provided lecture notes and cyber labs we developed. In particular, discrete mathematics is a course that covers the principles of algorithms. The purpose of this study is to provide students with basic mathematics, aiming to actively participate in the learning process, to improve their abilities and to reach the ultimate goal of student success with confidence. Second, based on interactions, students were able to prepare for the lectures, review, question, answer, and discussion through an usual learning management system of the school. Third, all the students generated materials through one semester, which were reported, submitted, presented and evaluated. It was possible to improve the learning effectiveness through the discussions and implementation of using some easy open source programming language and codes. Our discrete math laboratory could be practiced without any special knowledge of coding. These lecture models allow students to develop critical thinking skills while describing and presenting their learning and problem-solving processes. We share our experience and our materials including lecture note and cyber lab as well as a possible model of student-centered mathematics class that does not give too much of work load for instructors. This study shares a model that demonstrates that any professor will be able to have an individualized, customized, and creative discrete education without spending much of extra time and assistant, unlike previous research.

City-to-City Cooperation for the Megacity-Region Infrastructure and Planning (광역 도시계획 시설의 조성을 위한 국내외 도시 간 협력 방향에 관한 연구)

  • Jo, Yoo-Jung;Chae, Eol;Kang, Dong-Wan;Kim, Do-Nyun
    • International Area Studies Review
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    • v.20 no.2
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    • pp.195-214
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    • 2016
  • The City-to-City cooperation(C2C) in Korea has been made by economic needs based on industrial conditions. However, now it is necessary to cover environmental and social aspects as well as economic in order to respond to the realization of the international value, the domestic demands, and the changing comprehensive conditions. In particular, inter city cooperation is important because the efforts for solving environmental problems are impossible individually in each local government. In Korea, C2C have promoted in various ways by complex interests between cities. C2C build a creative environment by catalysis in the process of exchanges between different cities. And its purpose and the process and results appeared in environmental, social and economic sustainability of the green city. Therefore, this study analyze the C2C cases in Korea by pursuing value types. The purpose of this study is awaken to the importance of C2C and seek a direction for its successful realization and activation. The result of this study can be a guide for the success of C2C.

Educational Psychology in the Age of the Fourth Industrial Revolution (제4차 산업혁명 시대의 교육심리학)

  • LEE, Sun-young
    • (The)Korea Educational Review
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    • v.23 no.1
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    • pp.231-260
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    • 2017
  • The Fourth Industrial Revolution foreshadows radical changes in our lives. In the era of the fourth industrial revolution called the digital revolution, individualized learning based on ubiquitous learning is emphasized. The contents of learning will be centered on procedural knowledge rather than narrative knowledge, and fusion education in which boundaries between learning domains are broken down will be achieved. First of all, learners in the fourth industrial revolution era should have critical thinking and problem solving abilities. Metacognition based on self-control and cognitive flexibility is important for effective self-directed and active learning. Creativity-based collaborative activities, social vision skills, and social and emotional skills are also important competencies. Therefore, in order to provide individualized learning contents to learners in the fourth industrial revolution era, they should be transformed into learning paradigm based on personal characteristics such as learners' self-efficacy, interest, curiosity and creativity. In addition to this, evaluation forms should be diversified according to changing teaching and learning methods. In order to cultivate teachers to lead such educational innovation, it is necessary to reconsider the teaching capacity. Teachers should be able to construct creative lessons by skillfully exploiting technology in future learning environments. In addition to this, it should also have the ability to collaborate and cognitive flexibility to converge with other academic disciplines. Along with these discussions, we proposed the need for policy intervention along with changes in education.