• Title/Summary/Keyword: Creative Problem-Solving Skills

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Using Calculators in Mathematics Education in Koran Elementary Schools

  • Ahn, Byoung-Gon
    • Research in Mathematical Education
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    • v.5 no.2
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    • pp.107-118
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    • 2001
  • Mathematics subject of the seventh national curriculum in Korea, which has been effective since 2000, strongly encourages the use of calculators and computers to help children gain a better understanding of basic mathematical concepts and develop creative thinking and problem-solving skills without spending too much time and effort on making mechanical computations. Despite the recommendation by the national curriculum, however, only a small segment of elementary school teachers have been using calculators because of the fear that children\\`s dependence on calculators might bring about negative consequences. As a result, little research has been conducted in this area as well. This study has been conducted on the assumption that calculators have the potential for being a useful instructional tool in certain areas of elementary school mathematics education. To investigate the usefulness of calculators, a review was made of the scanty literature in the area. The literature review indicated that calculators are effective when they are used for the following purposes: understanding concepts and properties in numbers and operations, deducing mathematical rules, and solving problems. In view of the available research finding, we will give some concrete learning and teaching models of such uses of calculators. The teaching-learning models are organized around three categories: concept formation, discovery of principles and rules, and problem solving. Such organization is intended to help teachers use the models with ease.

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A Study on the STEAM Program Development of Zero Energy House Design for Middle School Students (중학생을 위한 제로에너지 주택디자인 STEAM 교육프로그램 개발 연구)

  • Lee, Yun-Hee;Lee, Myung-A;Han, Hae-Ryon;Lee, Jae-Kyung
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.24-32
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    • 2017
  • STEAM education is an effective teaching method to develop self-problem-solving skills through creative thinking. In order to revitalize STEAM education, various program models are being developed recently. The purpose of this study is to develop a STEAM education program based on the project-based learing method that includes the process of solving global environmental problems. The STEAM element was extracted by linking the zero energy house design with the middle school curriculum, and the STEAM education program was developed considering career activities. It was analyzed whether the developed program can improve STEAM core competence and job preparation ability. The education program was conducted for middle school students and the program was evaluated through questionnaires. In order to strengthen the STEAM competency, project-based learning method was applied and it was able to enhance the active problem solving ability of learners. In addition, opportunities for career experience could be provided through career exploration programs and various activities. Through this STEAM education program, it is expected to contribute to cultivating human resources with convergence knowledge and core competency.

Proposition of Information Processing and Analysis Technology Education in the Era of Hyperconnection, Hyperintelligence, and Hyperconvergence

  • Seung-Woo, LEE;Sangwon, LEE
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.94-101
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    • 2022
  • For the purpose of this study, in order to adapt to the era of intelligent informatization in the 4th Industrial Revolution, we propose an information processing and analysis technology education plan that can solve problems through information search and collection. To this end, first, we explored the necessity and content of information processing and analysis technology in hyperconnection, hyperintelligence, and hyperconvergence under the theme of various majors in IT, focusing on understanding information technology in the software and hardware curriculum. Second, the curriculum improvement plan was proposed based on information literacy, computing thinking skills, and cooperative problem-solving skills for efficient software and hardware-linked curriculum operation based on information processing and analysis technology. Third, I would like to emphasize that it is essential to secure connectivity between other studies for future innovation in new technologies related to computer technology, machine technology, and infrastructure technology through hyperconnection, hyperintelligence, and hyperconvergence in the software and hardware curriculum. Through this, we intend to cultivate creative convergence talent required by the future society.

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.

Effectiveness of Designing and Applying SW Classes Using Havruta (하브루타를 활용한 SW 수업 설계 및 적용의 효과성)

  • Kim, Changhee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.4
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    • pp.137-148
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    • 2019
  • This paper is designed to examine the effectiveness of Computational Thinking and programming awareness by designing and applying programming classes using Havruta. In the present society, where the Fourth Industrial Revolution was in full swing, the capacity to be equipped has changed, and the education has been changed accordingly. Programming education is logically capable of thinking and improves comprehensive problem solving skills. This direction of programming education allows us to get ideas for solving problems based on computing thoughts and to create our own creative results. However, because they require the grammar of the programming language and many additional abilities, they are not easy for learners, and individual differences in competencies make learning less immersive and interesting. In this paper, to solve the problems of the uniform programming class, this study is designed and applied to the class applying the Jewish traditional teaching method, Havruta's teaching method, to find out the effect of computing thinking and programming perception.

A Study on the Effects of ESG Entrepreneurship Education and Participatory Learning Method on Creative Problem-Solving and Social Value Recognition (ESG기업가정신교육과 참여적 학습 방식이 '창의적 문제해결' 및 '사회적 가치 인식'에 미치는 영향에 관한 연구)

  • Lee Sunyoung;Kim Seungchul
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.2
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    • pp.201-219
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    • 2023
  • ESG (Environment, Social, Governance) is becoming the core of the interest of today's entrepreneurs concerning about the earth crisis. Numerous studies are going on these days about the importance of ESG, but most of them seem confined to the introductory level. This study concentrates on "ESG education" that will teach the learners how to put various ESG ideas into practice, knowing that the earth crisis would not be overcome without actual practice of those ideas. First, elementary and junior·senior high school, professors in university and educational consultants in the field designed educational programs and related content materials under "ESG entrepreneurship education" integrated with ESG and Entrepreneurship education, which have been implemented previously. Participatory learning methods are converged with the program. The researcher analyzed the learning effects in depth after implementing the programs in the education field. Thus, this study first examined the effects of key variables of ESG educational program i.e., ESG entrepreneurship education, student participatory learning, and team-based learning on creative problem-solving and social value recognition with an essential variant of ESG educational programs and identified the relations to creative problem-solving and social value recognition. Besides, this study investigated the moderating effects of school atmosphere, and teachers' enthusiasm, regarding traits of educational programs and social value recognition. Findings indicate that sub variants of the traits of educational programs i.e., ESG entrepreneurship education, student participatory learning, and team-based learning significantly affect creative problem-solving skills and social value recognition and that creative problem-solving impacts social value recognition. In addition, teachers' enthusiasm has moderating effects between traits of educational programs and social value recognition. This study provides content-program learning methods that can be practically applied in education, emphasizing practice in ESG in elementary and junior·senior high school education. Implications suggest that ESG entrepreneurship education and active participatory learning affect social value recognition and that teachers' enthusiasm plays a significant role in education.

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Development of PBL Package - focusing on dental hygienist roles - (치과위생사 역할중심의 문제중심학습 패키지 개발)

  • Jung, Young-Ran;Hwang, Yoon-Sook
    • Journal of Korean society of Dental Hygiene
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    • v.4 no.1
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    • pp.119-132
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    • 2004
  • The purpose of this study was to introduce PBL to dental hygienist education in an effort to raise a question about the inauthentic and inappropriate curriculum. PBL is one of learning methods to enhance the problem-solving ability of learners, and it's attempted to develop a PBL package focusing on dental hygienist roles to lay the foundation for producing competent and expert dental hygienists with a good problem- solving ability. The literature concerned was reviewed from November 2002 through January 2003 to determine whether or not PBL was applicable to dental-hygienist course, and that turned out to be effective for dental hygienist education. And then a PBL package was developed to train students to be knowledgeable and have a knowhow and excellent problem-solving skills. The characteristics of the PBL package could be described as follows: First, that focused on dental hygienist roles to serve the purpose of this study to remedy the current unrealistic and improper curriculum and improve the problem-solving skills of learners. Second, time factor was taken into account. In this four-week course for two credits, there are four classes a week, and it's required to take six or eight weeks to apply the PBL package, which is expected to demotivate students. Therefore, it's planned to conduct more weekly classes to make a proper progress. Third, a wide variety of teaching aids were put to use, and learner would be encouraged to be more interactive and utilize teaching aids properly, and eventually, they could have an opportunity to better express themselves. Fourth, online real-time learner discussion would be attended by this researcher. Learners would have a discussion in real time in the Internet cafe chat room, and different discussion time would be allocated to each team. This researcher would take part in each team's discussion once or more. Fifth, learners would prepare one or more journal(s) about four-hour Internet cafe learning. They have to make it twice a week at least, and it would be a good opportunity for learners to look back on themselves and their teams, and their learning effect would be greater. Specific rules were presented to help them make a successful self-examination. Sixth, there are some spaces in the lower part of objective test sheets to have students describe why they make a particular answer choice. They would be asked to depict the reason of their prior evaluation and lecture assessment especially because their responses would be important for more successful discussion and feedback. Seventh, problem-solving approach was designed to attain learning objectives, stimulate the creative thinking of learners and help them share a more systematic discussion. That would serve as a secondhand guide not to make them digress when they discuss by using information they acquire from a scenario presented in class.

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Study of the Application of Economics Class Using PBL Mongolian University (몽골 대학에서 PBL을 이용한 경제학 수업의 실제적 적용에 관한 연구)

  • Bayarmaa, Natsagdorj;Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.11
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    • pp.738-743
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    • 2018
  • This paper applied to the economics subject using PBL(Problem-Based Learning) for improving students many skills in Mongolian University that 21st century demands. For the first time at Mongolian University, the PBL problem was developed for the use of PBL and applied to the class and confirmed its effectiveness. The study subjects were 60 freshman students in D university who took 'Economics'. We applied 5 problems for 16 weeks. Students wrote and submitted a reflective journal when they finished the every activity. In addition, they completed a class evaluation form after the PBL program ended. The study showed that they experienced various effects such as understanding of learning contents, understanding of cooperative learning, practical experience, creative problem solving ability, presentation skill, communication ability, self- directed learning ability, self - confidence. In the PBL learning activities, the learning environment was not well prepared yet, so some difficulties were encountered. Mongolian students perceived it as a new and effective way to develop their expertise as a future leader in the 21st century. The main goal of Mongolian university is to produce leaders with professional talent with creative problem solving ability and active learning direction.

A study on the development of enrichment learning program for the verbally gifted student (영어 영재 학생의 심화학습 프로그램 개발)

  • Choi, Jong-Oh
    • Journal of Gifted/Talented Education
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    • v.13 no.3
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    • pp.87-120
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    • 2003
  • The purpose of this study is to verify empirically whether or not the linguistically creative problem-solving ability progress by developing and applying an enrichment learning program for the verbally gifted elementary school students. The total number of the verbally gifted students who participated in this study were 60 children. Half of them were subjects for evaluating the appropriateness of the enrichment learning program and the verbally creative problem-solving ability test developed by the researcher. The other half were divided into three groups for applying the teaching materials by Korean Educational Development Institute, the enrichment learning program by the present researcher, and the textbook enrichment program. The data were analyzed by the statistical method of repeated measures ANOVA. The results were as follows: First, the enrichment learning program developed by this researcher has greatly contributed to the advancement of verbally creative problem-solving ability. The program was especially effective in reading and writing, but not in speaking. second, the sub-category of reading includes factual, inferential·critical, and imaginary understanding. Among them, factual and imaginary understanding had not significantly advanced, while inferential·critical understanding had significant progression. Third, it was found that both logical and creative expression did not improve significantly by the enrichment learning program developed by the present researcher. Speaking is difficult to instruct. In conclusion, it was found that the systematic enrichment learning program was effective in developing language skills of the verbally gifted elementary school children. It was also proved to be more effective to teach them reading and writing together in everyday life. Also, it was turned out that continuous development of the enrichment learning program for the verbally gifted students is needed.

The Effect of STEAM Camp Program for Gifted High School Students on Their Creative Leader Competency and STEAM Literacy (STEAM 캠프를 통한 영재학급 고등학생의 융합인재소양과 창의적 인재 역량 변화)

  • Kim, Hak Bum;Cha, Jeongho
    • Journal of Science Education
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    • v.45 no.2
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    • pp.231-246
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    • 2021
  • The Korean Ministry of Education has emphasized the convergent ability for human resource cultivating the development of science and technology in the future. Based on this, Korean STEAM education aims to enhance students' interest and their understanding of science and technology as well as to develop students' convergence thinking and problem-solving skills. Through the camp for gifted students, students are generally introduced to produce self-directed outputs in order to solve the problem in everyday life. In this study, the author aims to find out whether the gifted high school students' creative leader competency and STEAM literacy changed after they experienced STEAM-based camp. 517 gifted students from 52 high schools in the Metropolitan city region join the camp, which is focused on generating student-centered outputs for problem-solving in daily life context. Before and after the camp, the creative leader competency and the STEAM literacy of participants were tested and compared. From the result, we found that the gifted high school students' creative leader competency and STEAM literacy improved after participating in the STEAM camp. In particular, all the sub-factors except for the social value pursuit domains in the social characteristic area of creative leader competency and the areas of creativity, respect, and communication in STEAM literacy increased. Educational implications will be discussed.