• Title/Summary/Keyword: Creative Skill

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The Enhancement of Creative Thinking Skill through the Writing Activity about the Basic Inquiry and the Integrated Inquiry Elements (탐구 요소 별 글쓰기와 통합적 문제 해결 글쓰기 활동을 통한 창의적 사고력 신장 방안)

  • Park, Hyejin;Kang, Soonhee
    • Journal of the Korean Chemical Society
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    • v.57 no.6
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    • pp.845-854
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    • 2013
  • The purpose of this study was to develop a teaching strategy focused on science writing and to investigate its effects on enhancing students' creative thinking skills. In advance, students in the experiment were led to write by inquiry elements. And students in the experiment group were taught by science writing strategy. Students in the control group were taught by traditional lecture-based instructions. The program was implemented over a semester. The results indicated that the experimental group presented statistically meaningful improvement in creative thinking skills(p<.05). Especially, science writing was effective on fluency and flexibility development(p<.05). This study suggests that science writing can be effective for improvement of creative thinking skills.

A Study on the Role of Children's Librarian in the 21st Century (정보사회에 있어서 어린이도서관인의 위상)

  • Kim Hyo-Jeong
    • Journal of the Korean Society for Library and Information Science
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    • v.26
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    • pp.35-51
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    • 1994
  • This article presents the role of children's librarian in the age of information. Preparing the 21st century, there should have been to identify the humanities of health, independent, creative, and moral fact with educating children in future Korea. Children's library should service all the children to improve the information skill and technology, to creat a whole person with high order intellectual thinking skill for the consumer, the voter and the leader of the next generation. It has been identified that the children's librarian should playas a mediator of literacy and culture of children, a creating counselor of personality, a negotiator of recoginating all knowledge, and a leader of the information skill or communication skill in the children education at the 21st century.

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The Developing and Applying of the R.G.B. Technique for Combined Thinking Learning in the Elementary Science Classes (초등과학 수업에서 통합적 사고 학습을 위한 R.G.B. 기법 개발 및 적용)

  • Moon, Byoungchan;Lee, Kyounghak;Seo, Hanyoung;Kim, Haigyoung;Oh, Kangho
    • Journal of Korean Elementary Science Education
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    • v.32 no.1
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    • pp.10-21
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    • 2013
  • The purpose of this study was to research applying possibility of the R.G.B. technique for combined thinking learning in the elementary science classes. For this, R.G.B. technique which was designed to mark students' output with red, green and blue colors depending one's judgement was developed and applied in elementary science classes. The results were follows. Firstly, the propriety of questionnaires constitution which was developed to achieve study objects in science classes was given credit by experts. Secondly, the evaluating results of student's outputs which had been done during science classes were credible on focused achieving the objects of science classes. Thirdly, in a point of view achieving creative thinking skill as well as knowledge, R.G.B. technique was effective. Fourthly, the combined thinking learning joined R.G.B. technique has possibility of applying to general science classes. Fifthly, the students who were participating in combined thinking learning science classes based on R.G.B. technique said with great satisfaction. Consequently, combined thinking learning based on R.G.B. technique should be paid attention to the value of possibility to achieve study effects both creative thinking skill and knowledge.

Developing a Scientific Creativity Test to Explore the Relationship between Elementary Students' Creative Process and Product - Focusing on Biology - (초등학생의 창의 과정과 산물의 관계를 탐색하기 위한 과학 창의성 검사 도구 개발 - 생명 영역을 중심으로 -)

  • Kim, Minju;Lim, Chaeseong
    • Journal of Korean Elementary Science Education
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    • v.40 no.4
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    • pp.520-544
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    • 2021
  • This study aims to develop a scientific creativity test for exploring the relationship between elementary students' creative process and product. For this, the researcher reviewed the literatures of scientific creativity and developed the items based on the constructs of creative process and product. After a review conducted by nine science education specialists, a pilot test, and additional revision and supplementation of observation test, the test, consisting of two sets-"animals" and "plants"-was finally conducted on 105 fifth-grade students. The test results were analyzed by using statistical analysis software. WinSteps, SPSS, and AMOS. The main findings from this study are as follows. First, when it comes to scientific creativity, creative process consists of science knowledge, inquiry skills, and creative thinking skills (divergent, convergent, and associative thinking skills). Creative product in science is a new and scientifically useful idea realized in a certain form. Second, observation, which was selected as a representative inquiry skill in this research, should not be related to creative thinking skills. Third, among the rest of the items, usefulness had the lowest averages, as it was, perhaps, difficult to satisfy the teachers' criteria for the scientific validity and usefulness. Fourth, the Spearman correlation coefficients between the items of "animals" and "plants" to find out the parallel-form reliability were significant, except for the item of originality. Fifth, the test was satisfactory with regard to the three aspects of construct validity-convergent, discriminant, and nomological. This study concludes by discussing the usefulness of this test, which has the possibility of exploring the relationship between creative process and product and of playing a role as an authentic evaluation tool in school.

Aesthetic Value Reflected to Digital Virtual 3D Card Game Animation -Focused on the (디지털 가상 3D 카드게임 애니메이션에 반영된 예술적 가치 - 작품 제작 중심으로-)

  • 이선주
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.575-578
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    • 2004
  • This paper will intend to find the artistic value of playing card and 3D animation that is having much skill and entertaining points through digital virtual3D card animation . And this paper will consider the popularity and explore the creative cooperation relation of skill and art.

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Strategical Approaches for Establishing Learning Organization: S-Steel Case (철강산업의 학습조직 구축을 위한 전략적 접근 : S-철강(제조업) 사례연구)

  • Park, Gi-Ho
    • 한국디지털정책학회:학술대회논문집
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    • 2007.06a
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    • pp.377-384
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    • 2007
  • This paper is about how to establish the strategic teaming organization in digital age. Through the case study of action teaming, this research can give some implications to small-sized organizations who want to establish teaming culture and positive activities in their own companies. The case site was S-steel, which belongs to the steel industry. To improve and drive teaming activities, I made use of skills: action learning, fishbone analysis, creative thinking, brainstorming, creative discussion skill, and organization diagnostic method.

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The Creative Context and the Process Analyzed by Creativity Theory - The case study of Nam June Paik and Louis I. Kahn - (창의성 이론으로 분석한 창의적 환경과 과정 연구 - 백남준과 루이스 칸의 사례 -)

  • 이민아
    • Korean Institute of Interior Design Journal
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    • no.37
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    • pp.39-47
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    • 2003
  • The purpose of this paper was to analyze and to compare the creativity of Nam-June Paik and Louis 1. Kahn to understand the characteristics of creative people. Both of them got strong supports from their family and close people. As they were not originally from the U.S., political and city environments where they settled in the U.S. for the first time strongly influenced their creative activity. The difference in the creative contexts of Paik and Kahn is that Paik had more visual cues in his childhood due to the rich environments. The various visual cues influenced his wide interests in video arts. In creative process, even though both of them more focused on the beginning stage of creative process, there were differences in creative problem solving styles. Kahn considered the imaging and perception as the most Important working process. For him, intuition(gestalt view) and ideation(generator) are more important than intellectual skill. On the other hand, Paik thought the symbolization(conceptualizer) based on his own experience and philosophy(associationism) was the most important.

Effects of Teamwork Competence on Problem Solving in Engineering Students: Mediating Effect of Creative Personality (공과대학생의 팀워크역량이 문제해결능력에 미치는 영향: 창의적 인성의 매개효과)

  • Bae, Sung Ah;Ok, Seung-Yong;Noh, Soo Rim
    • Journal of Engineering Education Research
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    • v.22 no.3
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    • pp.32-40
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    • 2019
  • This paper deals with the effects of teamwork competence on problem solving ability through the mediating effect of creative personality for the engineering students. For this purpose, a regression-based statistical mediation analysis has been performed for a simple mediation model in which teamwork competence and problem solving ability were treated as independent and dependent variables respectively, and creative personality was included as a mediation variable. The analysis results showed that the teamwork competence has direct effect on the problem solving ability as well as indirect effect through the creative personality. This result implies that the problem solving ability can be improved directly by improving the teamwork competence, and moreover, it can be further improved indirectly or through the mediation effect by improving the creative personality. Thus, in order to develop excellent problem solving ability, it is necessary to form team members in a balanced way between teamwork competence and creative personality in the team-based learning.

Application and Examination the Effect of mathematics Curriculum to Enhance Creative Problem Solving Abilities (창의적 문제해결력 중심의 수학 교육과정 적용 및 효과 분석)

  • 권오남;김정효
    • The Mathematical Education
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    • v.39 no.2
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    • pp.81-99
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    • 2000
  • The Purpose of this study is to develop and implement an alternative secondary mathematics curriculum to enhance creative problem-solving abilities. The curriculum consisting of three main elements-content knowledge, process knowledge and creative thinking sills-as developed. Lessons were taught by a problem-based-learning method in an experimental group. In order to examine the effect of the curriculum, performance assessment was developed and used for pre and post.. There were significant group differences in the creative problem-solving abilities, so we could examine the effect of developed program and confirm the group differences in the attitude for lessons. But there were no significant group differences in motive for learning, a study skill and the achievement test.

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A Study on Educational Utilization of 3D Printing : Creative Design Model-based Class (3D 프린팅의 교육적 활용 방안 연구 : 창의적 디자인 모델 기반 수업)

  • Choi, Hyungshin;Yu, Miri
    • Journal of The Korean Association of Information Education
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    • v.19 no.2
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    • pp.167-174
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    • 2015
  • A recent increase of interests on the influence of 3D printing and low prices of 3D printers makes a high possibility of 3D printer adoption as a educational equipment in public education settings. The Ministry of Science, ICT and Future Planning and Ministry of Trade, Industry and Energy proposed '3D printing industry development strategies', and had pilot schools to include understanding of 3D printing concepts and practices in the primary, secondary and high schools' curriculum. However, even if 3D printers were provided in educational settings, the research on educational content and methods to properly react to this change is very limited. Therefore, this study reviewed various 3D modeling software because a modeling skill is a prerequisite skill to use 3D printers, and proposed a creative design spiral based teaching content that can be incorporated in elementary school contexts.