The scientific creativity problem solving ability of children has been greatly emphasized in recent years, because it has been regarded as an example of highly developed reasoning and thinking skills. This study aimed to identify the relationships between scientific aptitude, creativity, and scientific creative problem solving abilities in children. The subjects were 100 5th graders residing in Seoul and a small city in Choongnam. Data was analyzed by t-test and by correlation using spss program packages. The main results of this study were as follows: first, a significant difference was found in the scientific creative problem solving ability of children by their respective levels of science aptitude. Secondly, the scientific creative problem solving ability of the children by their levels of creativity was found to be insignificant. Thirdly, no significant difference was found between creativity and scientific creative problem solving ability among the children examined; however there was a significant difference found between the science aptitude and scientific-creative problem solving ability and between science aptitude and creativity in the children who participated in this study.
Despite the popularity and convenient accessibility of puzzles, the variety of puzzles have led to a lack of research on the nature of the puzzle itself. In guiding certain skills, such as abstractness, creativity, and logic, a teacher should have the thinking skill and strategy that appear in solving puzzles. In this study, the mathematical thinking that appears in solving puzzles from the perspective of experts is identified, and the strategies and characteristics are described and classified accordingly. For this purpose, we analyzed 85 math puzzles including the well-know puzzles to the public, plus puzzles from a popular book for the gifted student. The research analysis shows that there are 6 types of mathematics puzzles in which require mathematical thinking.
Key areas of digital contents, the games and animation industries are increasingly expanding. Therefore, training of a specialized workforce is required in accordance with these enterprises' growing demand. Education in the field of games and animation lies in cultivating talents with creative thinking, collaboration, and problem-solving skills. Thus, this paper aims to propose a PBSL teaching model for creative convergent talent through game and animation projects. The study will focus on the characteristics of creative convergence talents, project teaching, and related job competencies for game and animation education. Based on literature research, a 'Project Based Self Learning' instructional model is presented, in which creative thinking and collaboration competencies are explained in a way they can be performed by the learner. As a case study, D University's class was applied with PBSL. A survey showed that the autonomy aspects were higher than the creativity and convergence attitudes, indicating that the students improved their autonomy and motivation. However, the team composition needs further supplementation.
Journal of the Korean Society of Earth Science Education
/
v.17
no.2
/
pp.168-180
/
2024
In this study, we developed a STEAM program based on digital astronomical and space resources and applied it to 167 randomly selected elementary school students to examine the effectiveness of the STEAM program in enhancing creative problem solving skills. The results of this study are as follows: first, the statistical analysis of pre-test and post-test scores for creative problem-solving skills related to the STEAM program showed significant results (p<.05). This suggests that the STEAM program contributed to improving creative problem-solving skills through the procedural process involved in generating ideas and convergent thinking during the digital problem-solving. Second, the paired sample t-test based on the pre-test and post-test of the STEAM attitude test also showed significant results (p<.05). Analyzing digital materials and presenting pixel art projects positively influenced STEAM attitudes in terms of interest, communication, and usefulness. This underscores the need for developing integrative education programs utilizing advanced technologies in the future. Third, in the class satisfaction test conducted after the application of the STEAM program, the satisfaction factor scored an average of 3.55, interest scored 3.35, and overall class difficulty scored 3.46. The main difference from traditional classes was the focus on 'acquisition of future career information.' However, given the slight decrease in interest during the digital transformation and interpretation process, it is recommended that future classes allocate sufficient time for experiential activities. To generalize the developed program, future studies should consider various school levels, implementation periods, and difficulty levels.
Journal of The Korean Association For Science Education
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v.32
no.2
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pp.210-235
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2012
The purpose of this study was to develop a valid and reliable assessment tool for measuring scientific creative problem solving ability for middle school students. To achieve this aim, an assessment framework, four assessment items, and detailed rubrics for scientific creative problem solving were developed. The assessment framework had three dimensions (i.e. science contents, inquiry process, and thinking skills) and sub-elements for each dimension. The assessment items were tested with 320 middle school students in order to determine reliability, difficulty, and item discrimination. Science teachers and experts in science education checked the validity of the items and the rubrics. The results proved that the assessment tool was reliable enough to evaluate students' scientific creative problem solving skills.
In the midst of a continued discourse and development concerning design education and its impact on innovation and creativity, I believe that design education still holds the key to enhancing design methodology while increasing creativity by having students take on several creative roles in an interactive and enjoyable studio course. Clearly, there exist impediments that block the creative process in our standard track in design education; however, a course entitled "The Creative Workshop" can overcome such obstacles. Through this course, a student can learn the essential skills of a designer: inventive thinking, a sense of aesthetics, and a spirit of collaboration. In addressing each of the three essential elements, this course has devised role-plays in the way of projects. Simply put, students will be required to demonstrate and, therefore, express their unique creativity that may have otherwise gone muted. Such creative expression can take form in a low stakes, open forum that heralds the invaluable attribute in design such as creative freedom. As a result, the true spirit of creativity is fostered rather than mere aesthetics and styling. Moreover, through role plays, the focus shifts its center from design, allowing each student to explore the uncharted areas of one's own creativity which may come naturally to some extend while disconcerting to others. It may prove particularly uncomfortable for Korean students whose ideas about education have been directly connected to the strict and regimented school system that stresses adherence to standardization such as the national college entrance exam. This course, therefore, is aimed stretch the scope and scale of students' creativity as they learn to collaborate on role plays, utilizing diverse skills from various disciplines.
This study aims to explore the effect of an appropriate technology program related to water acquisition and purification on scientific attitudes and creative problem-solving skills in elementary school students. Thus, this study developed a learning program related to the appropriate technology composed of 8 sessions, and some were for exploring water acquisition-related scientific principles and the appropriated technology of Warka Tower, and the others were for conducting water purification-related inquiry experiments, such as Life Straw and Drinkable Book, and the last two sessions were for presenting practical tasks through creative ideas and designs and carrying out the relevant campaign activities. For research subjects, this study selected 51 students from two sixth-grade classes, and after modifying the scientific attitude questionnaire and the creative problem-solving skill questionnaire fit for the environment and situation, this study conducted a paired-sample t-test by applying both the questionnaires before and after this program. In addition, while looking into the correlation between scientific attitudes and creative problem-solving skills, based on the post-test results, this study examined relationships between sub-domains perceived by the students after this program was applied. The results can be summarized as below. Out of all the scientific attitudes, curiosity, openness, cooperation, and creativity showed statistically significant results with an increase in the average value when their overall averages of the pre-test were compared with those of the post-test. With creative problem-solving skills, the domain of mastering a specific area and the domain of divergent thinking showed statistically significant results. The correlation analysis results showed that cooperation out of the scientific attitudes had a significant correlation with all the domains of creative problem-solving skills, especially showing the highest correlation coefficient with such sub-domains as critical and logical thinking. All the four domains of creative problem-solving skills showed a number of significant correlations with the sub-domains of scientific attitudes. Through the research results above, this study has several implications on how and where to apply such appropriate technology-related topics in the future and various responses from students.
Purpose: The present study was designed to understand the conceptual definition and attributes of the clinical critical thinking ability(CCTA) in nursing and to grasp the characteristics of clinical critical thinking abilities. Methods: The data were analyzed using the Hybrid model of Schwartz-Barcott and Kim(2000). Results: Having the skills and dispositions to think critically, CCTA refers to something that implies the cognizant ability to interpret contextual meanings, analyze the relationships between materials or circumstances, draw out the best conclusions, predict things using relevant information and evaluate the reliability of information and the strength of inference on the one hand and the emphatic disposition to be curious, open-minded, intellectually integral, systematic and creative and to reflect on things in contextual terms on the other. Conclusion: CCTA is characterized by clinical circumstances, such as guessing the reasons for facts, predicting things, connecting theory to practice and approaching individual situation in total terms as well as by the Korean circumstances, such as taking another person's perspective. Hence, this study proposes developing the tools to measure the clinical critical thinking ability and the strategies to improve the clinical critical thinking ability and seeking to verify their validity, on the basis of the findings.
The objectives of this study were (1) to determine the rank of purposes of Korean secondary school home economics education related to three systems of action: technical, communicative, and emancipatory action by home economics(HE) teachers and HE teacher educators, (2) to compare differences between HE teachers and HE teacher educators concerning the degree of importance and achievement of the purposes of current Korean secondary school HE education. Respondents in this study were 225 HE teachers and 35 HE teacher educators. The survey method was used in this descriptive study. To determine the rank, Borich's needs assessment model was used. The data were analyzed by using t-test to compare the differences between the two groups. To promote a good life and the full development of human beings, to develop creative and critical thinking, to make morally defensible judgments, and to develop self-esteem were needed purposes for Korean secondary school HE education. Overall, the most high ranked purpose needs for both groups related to emancipatory action. The two groups were significantly different on the degree of the importance of evaluating family and social conditions, acquiring the skills needed as a wage earner and a homemaker, developing creative and critical thinking, and demonstrating proficiency of homemaking work. The teachers and teacher educator groups were significantly different on the degree of the achievement of making morally defensible judgments, understanding Korean traditional culture, and taking care of each other.
The purpose of this study is to analyze the differences in the perception and education requirements between industry and engineering students on engineering convergence competency, and to suggest implications for fostering engineers suitable to industry demand and direction of focus improvement in the current engineering education field. To this end, 73 industrial representatives and 104 engineering students are surveyed the engineering convergence competency and educational needs. The results of this analysis are as follows: first, the difference in engineering convergence competency by background variable was significantly different in gender of engineering students. Second, it is found that there is a significant difference between the current level and the required level of engineering convergence competency from an industry perspective. In the IPA results, it shows that new knowledge generation and future-oriented vision skills are urgently needed to be improved. And it is showed that the creative thinking, knowledge utilization, communication, and cooperation capabilities skills need to be maintained continuously. Third, as a result of the analysis of the differences in recognition of the current competency levels between industry and engineering students, there is statistically significant differences in systemic thinking, communication and cooperation, understanding of other academic fields, humanities, and future-oriented perspectives. Therefore, it is necessary to specific plans and efforts to reduce this perception gap should be prepared at the university.
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