• Title/Summary/Keyword: Creative Thinking Skills

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Development And Application of CNP Model for the Enhancing Creativity of Scientifically Gifted Students (과학영재의 창의성 신장을 위한 CNP 모형의 개발과 적용)

  • Hwang, Yo-Han;Park, Jong-Seok
    • Journal of Gifted/Talented Education
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    • v.20 no.3
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    • pp.847-866
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    • 2010
  • Enhancing creativity is possible to offer systematic education programs and several conditions as variable thinking, experiment lesson, opened-situation. We developed CNP model as program for enhancing creativity. The CNP model emphasizes that parts of problem finding, embodying and solving ability and includes scientific problem finding tool, Integrated Process Skills and Science Writing Heuristic. The CNP Model is comprised of six step. We developed teachers' guide and student's worksheets for application. Result of applied CNP model to students of scientifically gifted education center in K University, students were able to enhanced originality and fluency and had solved problems by creative way. And creative problem finding, embodying and solving ability were increased. Therefore, the CNP model was effective in enhancing the creativity of scientifically gifted.

An Investigation into the Equivalence of Three Pictures for Creative Story Writing: 'Dog Owners', 'Lost Dog', and 'Overslept' (창의적 이야기 작문용 세 그림의 동형 조사: 'Dog Owners,' 'Lost Dog,' 'Overslept')

  • Suh, Heejung;Bae, Jungok
    • Journal of Gifted/Talented Education
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    • v.26 no.4
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    • pp.699-719
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    • 2016
  • Alternate pictures that are proven to be equivalent are in high demand to assess creative thinking and language skills. This study aimed to investigate the equivalence of three pictures ('Dog owners,' 'Lost Dog,' and 'Overslept') recently developed for use in a creative writing task. Middle school students (N=183) wrote a story in English based on one of the three prompts distributed randomly. Four writing features (fluency, syntactic complexity, lexical diversity, and temporality) were analyzed with Coh-Metrix and MANCOVA. The three prompts were largely equivalent in their capacity to detect differences among writers in all the features of writing. The difficulty levels of the three prompts, however, were not necessarily the same. Two prompts, Dog Owners and Lost Dog, were verified as equivalent prompts, and therefore, they are recommended as alternate forms to assess creative language skills in repeated measurements. The Overslept prompt had greater facility in eliciting diverse words and more temporal connectives in composing stories. The differential difficulty shown among the prompts suggests that the validity of using different picture versions in repeated assessment remains questionable unless those versions undergo equivalence verification.

Effect of Systems Thinking Based STEAM Education Program on Climate Change Topics (시스템 사고에 기반한 STEAM 교육 프로그램이 기후변화 학습에 미치는 효과)

  • Cho, Kyu-Dohng;Kim, Hyoungbum
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.113-123
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    • 2017
  • This research is designed to review the systems thinking and STEAM theory while ascertaining the effects of the classroom application of the STEAM programs based on systems thinking appropriate for studying climate change. The systems thinking based STEAM program has been developed by researchers and experts, who had participated in expert meetings in a continued manner. The program was applied to science classes over the course of eight weeks. Therefore, the application effects of the systems thinking based STEAM program were analyzed in students' systems thinking, STEAM semantics survey, and students' academic achievement. The findings are as follows. First, the test group has shown a statistically meaningful difference in the systems thinking analysis compared to the control group in the four subcategories of 'Systems Analysis', 'Personal Mastery', 'Shared Vision' and 'Team Learning' except for 'Mental Model'. Second, in the pre- and post-knowledge tests, the independent sample t-test results in the areas of science, technology, engineering, art and mathematics show statistically meaningful differences compared to the control group. Third, in the academic performance test regarding climate change, the test group displayed higher achievement than the control group. In conclusion, the system-based STEAM program is considered appropriate to enhance amalgamative thinking skills based on systems thinking. In addition, the program is expected to improve creative thinking and problem-solving abilities by offering new ideas based on climate change science.

Empowerment on Clinical Nursing Skills Core Program (임상 시나리오 중심 핵심 간호기술 강화 프로그램의 효과)

  • Kim, Hye-Suk;Park, Hae-Ryoung;Park, Eun-Hee
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.589-599
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    • 2014
  • Critical thinking includes creative thinking, open-mindedness, inquisitiveness. Critical Thinking Disposition was significantly higher in experimental group that was enhanced by the scenario-based learning contents than that of the control group(t=4.102, p<.001). Problem Solving process was significantly higher in experimental group that was enhanced by the scenario-based learning contents than that of the control group(t=5.082, p<.001). However, there was no significant difference between the two groups in Clinical Competence(t=2.646, p=.009). But experimental group was significantly higher score than that of the control group score decreased. These results support that the implementation of a scenario-based learning contents need to be continued as an effective educational material but we need more research to establish how this can be effectively implemented in a students' practicum.

Effects of Time Perspectives and Smart Phone Addiction on Abstract Thinking and Growth Mindset of Adolescent (시간관과 스마트폰 중독이 청소년의 추상적 사고와 성장 마인드세트에 미치는 영향)

  • Park, Chan Jung;Hyun, Jung Suk
    • The Journal of Korean Association of Computer Education
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    • v.16 no.6
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    • pp.21-32
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    • 2013
  • Since creativity has been emphasized and creative problem solving has also been a big topic recently, various kinds of research works have proceeded. Among them, this paper focuses on abstract thinking and growth mindset, which affect on problem solving. Also, this paper analyzes what kinds of relationships time perspectives and smart-phone addiction have with the two factors and how they influence on them. In order to do so, we survey on 441 primary, middle, high school, and college students. Our analysis results cover the relationships among the two factors, smart-phone addiction level, present-hedonic perspective, and future time perspective. In addition, we analyze the relationship among the factors with a structural equation model. By doing these, we propose educational alternatives in terms of time and plan to improve our adolescent's abstract thinking level, which helps their problem solving skills and their academic achievement.

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Development and Effect of the Creative Problem Solving Capacity Education Program for University Freshmen Using Game component (게임적 요소를 활용한 대학 신입생의 창의적 문제해결 교육 프로그램 개발 및 효과)

  • Jeon, Shin-young;Park, Joo-Hee
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.139-150
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    • 2021
  • This study analyzed the effectiveness by developing an online program to enhance collaborative problem-solving capabilities for college freshmen using gamification. According to the research results, the operational model of the online program for enhancing collaborative problem-solving capabilities using gamification was presented in five stages: 1 preparation, 2 team building, 3 assessment, 4 feedback, and 5 achievement sharing. The results of the "pre-test" and post T-test of creative problem-solving capabilities, the variables related to creative problem-solving skills, academic challenge, creative thinking ability, and convergence value creation have been significantly improved. What should be discussed in the future is the need to experience collaborative problem solving process online, and to develop game design and platform that can discuss and communicate.

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.

Fashion Illustration Curriculum an analysis in Pursuit of Better Design Education (디자인 교육 강화를 위한 패션 일러스트레이션 교육과정의 개선방안 연구)

  • Kim, Mi-Hyun
    • Journal of the Korean Home Economics Association
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    • v.46 no.6
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    • pp.115-122
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    • 2008
  • In today's college curriculum, fashion illustration courses are regarded as fundamental sources of knowledge in the fashion industry and the fine arts. The purpose of this study was to critically examine current curricula and educational objectives of fashion illustration courses offered by domestic fashion-related universities and academic institutions, in order to help the development of more effective tertiary level fashion education. Based on the results of data analysis, we suggest the following recommendations: Firstly, university courses should focus on drawing-centered fundamental education. Secondly, design education linked to fashion illustration should be strengthened. Thirdly, creativity-boosting design education is necessary. The range of curricula that could foster creativity and problem-solving skills in professionals should be enlarged, and future education should place emphasis on lateral and creative thinking. The result of this study are expected to contribute to the development of better curriculum in fashion-related education.

A Study on Pedagogy of Computer Programming using Programming Essay (프로그래밍 에세이를 활용한 프로그래밍 교수법 연구)

  • Choi, Changbeom
    • Journal of Engineering Education Research
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    • v.18 no.6
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    • pp.46-51
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    • 2015
  • Recently, Information Communication Technology(ICT) is one of the most important technology that supports the modern society. As the ICT rises, the needs of the nurturing talents, who can develop a service or hardware on the basis of the humanities increases. As a result, teaching programming skills to students studying humanities and social science are essential. Also, it is important to train students studying science and engineering to write their thoughts logically. In order to serve these students, we introduce a pedagogy for computer programming using programming essay. Since a program is a sequence of the operations based on the programmer's logical thinking, programming can be considered as describing programmer's logic in the proper order using programming syntax. In this research, we train students to describe their logic using natural language. Students write down their essays for a given programming problems. Also, we introduce a pedagogy guideline using programming essay.

Development of Subject-Convergent Teaching-Learning Materials for Core Principles of Support Vector Machines

  • Hwang, Yuri;Choi, Eunsun;Park, Namje
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.42-46
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    • 2022
  • To cultivate talented people with creative and convergent thinking skills to live in the era of the 4th industrial revolution, the national curriculum of Korea is gradually emphasizing convergence education and software education. To meet the demands of the times, this paper suggests subject-convergent teaching-learning materials for educating core principles of Support Vector Machines, especially targeting elementary learners. Based on analysis of the national curriculum, achievement standards of three subjects are integrated. After printable worksheets for traditional face-to-face classes had developed, they were transformed to online interactive worksheets for non-face-to-face classes. The teaching-learning materials are expected to promote the growth of the learners' academic motivation and knowledge.