• 제목/요약/키워드: Creative-Class

검색결과 524건 처리시간 0.024초

고등학교 수업 실재를 통한 창의 중심의 수학 수업 내실화 가능성 탐구 (Investigation on mathematical instruction involving creative factor in High School)

  • 황혜정;고호경;한세호
    • 한국수학교육학회지시리즈E:수학교육논문집
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    • 제24권3호
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    • pp.745-776
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    • 2010
  • 본 연구에서는 창의적인 수학 수업을 실시하고 있는 교사의 수업 사례를 발굴하고, 해당 수업을 중심으로 연구를 수행함으로써 창의적인 수학 수업 방안을 모색하고자 하였다. 이로써 본 연구는 궁극적으로 창의 중심의 미래형 수학과 교육과정의 개발과 보완적인 관계를 유지하면서 효율적이면서도 적합하게 수행되는 창의적인 수학 수업을 발굴하여 창의적인 수학 수업의 질적 향상을 도모하고자 하였다. 본 연구에서는 창의 중심의 수학 수업 특정 및 요소를 '과제 특성', '교사 역할', '수업 환경'의 세 영역으로 나누어 제시하였다. 이러한 요소를 근간으로, 현재 창의 중심의 수업을 진행하고 있는 고등학교 교사 2명을 선정하여 이들의 수업을 관찰 분석하여, 교사 자신이 생각하는 창의 중심의 수업의 주요 요소 및 각 수업에서의 창의 요소별 특징은 무엇인지 살펴보았다. 또한 이의 결과를 토대로 여러 연구자들과 전문가들의 의견을 종합하고 수렴하여 창의 중심의 수학 수업을 활성화하기 위안 방안을 모색하였다.

창조도시 담론의 비판 : 생성의 로컬리티 탐색 (Critical Study on the Discourses of Creative City : Becoming Locality as an Alternative Thinking and Practice)

  • 박규택;이상봉
    • 한국지역지리학회지
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    • 제19권1호
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    • pp.60-74
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    • 2013
  • 창조도시 담론이 서구 자본주의 국가를 중심으로 진행된 세계화 혹은 탈산업화 사회 속에서 도시 발전 혹은 재생을 위한 정책수단으로 활용됨에 따라 다양한 논의가 진행되고 있다. 현실적으로 세계의 많은 국가의 도시들이 창조도시에 관한 충분한 검토를 결여한 채 도시 발전 혹은 재생 정책으로 채택하여 실천하고 있다. 본 연구는 창조도시, 특히 창조산업과 창조계급에 관한 문헌을 비판적으로 검토한 뒤 새로운 틀로 생성의 로컬리티를 제시하고자 한다. 이 틀은 창조성 혹은 창조도시와 관련된 문화 예술, 창조 행위자, 장소에 토대를 두고 있으며, 기존의 창조도시 논의를 생성하는 로컬리티 측면에서 새롭게 해석하고 나아가 도시 및 지역이 직면한 현실 문제들을 해결하는 데 도움을 줄 것이다. 생성의 로컬리티로서 창조도시는 세 가지 요소가 지속적으로 상호작용하는 관계 속에서 존재한다. 향후 제시된 틀은 다양한 창조도시 이론의 비판적 검토와 사례 연구를 통해 보완되고 정교화될 필요성이 있다.

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귀추를 이용한 가설 설정이 과학 탐구 능력과 창의적 사고 활동에 미치는 영향 (The Effect of Hypothesis Formulation using Abduction on Science Processing Skills and Creative Thinking Activities)

  • 김나영;유병길
    • 대한지구과학교육학회지
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    • 제5권1호
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    • pp.60-67
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    • 2012
  • The purpose of this study is to find out the effect of hypothesis formulations using abduction on science processing skills and the creative thinking activities. As the subject, 2 classes in the $6^{th}$ grade of B elementary school located in Busan were selected. Through the pre/post inspection design between experiment and comparison class, the units of science courses in the second semester of $6^{th}$ grade '1. A change in the weather' and '2. Various gases' were applied. The results were as follows: Firstly, the test on science processing skills showed that there was not statistic meaningful differences between the two groups. And, in the sub-parts, there was not statistic meaningful differences between the two groups. Secondly, it was observed that it would have a meaningful effect to improve the creative thinking activities of students who performed hypothesis formulation using abduction. Especially, through this, the experimental class gave a positive effect on the 'Fluency' and 'Elaboration', one of lower categories of the creative activities. The results of 'Flexibility' and 'Originality' in the experimental class were higher than those of students in the comparative class. However, according to statistical analysis, this result is meaningless. Thirdly, on the survey about the hypothesis formulation using abduction, many students thought that this learning method was very interesting and helpful to study science. In addition, it was observed that the ability to use abduct thinking was improved more than ever before.

A Study of College Students Local Volunteering Activity Making Use of Software Creativity Donation

  • Lee, KyungHee
    • 한국컴퓨터정보학회논문지
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    • 제27권6호
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    • pp.181-188
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    • 2022
  • 본 연구는 소프트웨어 창의 나눔 수업을 통한 나눔 활동의 효과성을 분석하고, 관련 활동이 지속해서 이루어질 수 있는 위한 방안을 모색하고자 하는 데 목적을 두고 있다. 본 연구를 위해 충남 소재 4년제 대학생 25명을 대상으로 자아존중감과 책임감, 공동체 의식 변화에 관한 사전・사후 설문을 시행하였다. 수집된 자료는 SPSS 24를 사용하여 분석을 시행하였다. 본 연구를 통해 도출된 결과는 다음과 같다. 첫째, 소프트웨어 창의 나눔 수업 사전과 비교해 사후에서 자아존중감이 유의하게 높게 나타났다. 둘째, 소프트웨어 창의 나눔 수업 사전과 비교해 사후에서 책임감이 유의하게 높게 나타났다. 셋째, 소프트웨어 창의 나눔 수업 사전과 비교해 사후에서 공동체 의식이 유의하게 높게 나타났다. 따라서 소프트웨어 창의 나눔 수업이 자아존중감, 책임감, 공동체의식에 긍정적인 영향을 미치는 것으로 나타났다. 이러한 자료를 기초로 재능 나눔에 지속적 참여를 확대할 수 있는 방법을 제언하였다.

대학생의 우주 교육을 위한 라즈베리 파이 기반 캔위성 수업자료 개발과 적용 (Development of CanSat Instruction Materials using Raspberry Pi for Space Education in University and Its Application)

  • 유승훈;이상현;이상구;이영건
    • 공학교육연구
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    • 제26권1호
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    • pp.3-11
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    • 2023
  • The purpose of this study is to develop Raspberry Pi-based CanSat instruction materials for liberal arts classes to be used in university space education. The educational satellite simulation program is developed by applying the ADDIE program consisting of analysis, design, development, execution, and evaluation of 15 lessons per semester. The usefulness of the instruction materials is evaluated by a validity test of a total of 6 experts. The proposed materials are applied to 100 college students from various majors. To analyze the impact on creative problem-solving ability, a questionnaire is conducted before and after class, and as a result, it is confirmed that there is a significant improvement in all areas after class. The class satisfaction survey is conducted for a total of 10 questions, and the average score is 4.41 out of 5, which is high. In conclusion, the proposed instruction materials make it possible to achieve successful space education using Raspberry Pi and improve creative problem-solving ability in universities.

간호학 문제중심학습에 기초한 창의성통합교육모형(C-PBL) 개발 및 효과 (Development of Creativity Integrated Problem-Based Learning Model for Nursing Education)

  • 강소영
    • 한국간호교육학회지
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    • 제17권3호
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    • pp.433-443
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    • 2011
  • Purpose: This study aimed at (a) developing an instructional model of creative thinking education on the problem-based learning method (C-PBL) in undergraduate nursing curriculum at one University, and (b) examining its effect on nursing students' level of creativity and outcomes from problem-based learning. Methods: The C-PBL model was implemented on 43 juniors of the experimental group with a 30 hour-nursing class during one semester. The control group, with 54 seniors, received 4 hours of problem based learning training in an adult nursing class. Pre-and post-tests were done with the Torrance Tests of Creative Thinking for creative thinking ability, the Integrated Creativity Instrument for creative motivation and attitudes, the Problem Solving Competency questionnaire, and the Self-Directed Learning Instrument. Results: The C-PBL model was developed using a caring situation scenario to solve nursing problems with 3 training steps of 'encountering a patient in a caring situation', 'exploring nursing knowledge', and 'designing creative caring beyond given knowledge'. Between the experimental group and the control group, there were significant differences in creativity (p<.010), problem-solving ability (p<.010), and self-directed ability (p<.010). Conclusion: This C-PBL method could contribute in increasing creative competency as well as problem-solving ability for nursing students.

A Study on the Effectiveness of Smart Education Based on Learning Ability

  • Song, JeongBeom
    • 한국컴퓨터정보학회논문지
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    • 제21권9호
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    • pp.165-176
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    • 2016
  • This study developed the learning ability-based smart education program. The effectiveness of the developed materials was investigated using the quantitative-qualitative mixed method, and the process and results of the investigation are as follows. The quantitative investigation was conducted using the non-equivalent pretest-posttest design, in which the smart education method was applied to the experimental group, while the conventional education method was applied to the control group to analyze students' creative problem-solving potential, task concentration, and the variables required for the learning activity. The results showed significantly higher performance in the experimental group over the control group. Regarding data collection in the qualitative investigation, an analysis of the class from the instructor and class consultation logs from the class analyst were collected; the comments on the experience of each class period were collected from students. The results of the analysis of the data suggest that the perception of smart education improved for the instructor, class analyst, and learners as the course progressed.

복습게임을 활용한 공학이론 수업의 설계 및 운영 사례 (A Case Study on Design and Operation of Engineering Theory Classes Applying Review Games)

  • 김기대;한안나
    • 공학교육연구
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    • 제24권4호
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    • pp.52-60
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    • 2021
  • This study designed and developed a class using review games as a way to enhance students' interest, class participation, and class comprehension in engineering theory classes, and explored their educational effectiveness. To this end, a review game strategy based on the Creative Training Technique was established and applied to three engineering theory subjects. The types of review games include Jin-jin-ga, Bingo, Challenge Golden Bell, Finding hidden terms, and Completing initial sentences. As a result of applying this review game strategy to the classes over the past decade, students' satisfaction and lecture evaluation scores significantly increased compared to before application, and it was confirmed that students' interest in and understanding of the class increased significantly. Furthermore, this gamification class strategy can be a way to increase students' participation in theory classes regardless of their major, and can be applied to non-face-to-face online classes.

중학교 가정과 ‘인간발달과 가족관계’영역에서 Gordon의 창의적 문제해결법의 적용 (The Application of Gordon’s Creative Problem Solving Method(Synectics)to the Area of Human Development and Family Relations among Male Students in A junior High School)

  • 최기옥;채정현
    • 한국가정과교육학회지
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    • 제12권3호
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    • pp.1-17
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    • 2000
  • The purpose of this research was to apply and conduct a class with Gordon’s Creative Problem Solving Method(Synectics) to the area of ’human development and family relations’among male students in a jr. high school. Subject matters which were appropriate for applying Gordon’s Creative Problem Solving method were selected from ’human development and family relations’area, with problem circumstances set to reflect to the highest degree the interests of individuals and families. An 8 hour teaching instructional guide was constructed with $\boxdr$strategy 1$\boxul$of Gordon’s Creative Problem Solving method in order to solve creatively the established problem. This was practically implied to 70 students(each class had 34 and 36 students respectively) in K middle school located in Seoul. The period of this application was for 3 months during March through May of 1999. The perception of this method was examined by the teachers and students through open-ended questions. The record of perception showed that 56 students out of 70(with no response from 5 students) through that the class done by the creativity problem solving method was good. The majority of reasons mentioned for the positive answers were ’being able to receive different thoughts which were unusual of daily life’. In addition the students who participated in the class were able to foster a joint experience which improved their understanding of relationships and sens of community. moreover students who did not do well n the class or were diffident were encouraged to participate which in result showed that there was even an internal effect.

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초등 과학 수업에 VR 구현 프로그램을 활용한 SW 융합교육프로그램의 개발과 적용 (The Development and Application of the SW-STEAM Program by Utilizing Software Supporting the Creation of VR for Elementary Science Class)

  • 김혜란;최선영
    • 한국초등과학교육학회지:초등과학교육
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    • 제39권2호
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    • pp.296-305
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    • 2020
  • The purpose of this study was to analyse the effects of the SW-STEAM program by utilizing software supporting the creation of VR for elementary science class. Two classes of 5th grade were selected, and were engaged in different teaching and learning methods during 12 class hours. The experimental group which is consisted of 20 students participated in the SW-STEAM program by utilizing software supporting the creation of VR, the comparative group which comprised 19 students was thaught by using a traditional instruction. Teaching unit was 'the solar system and stars' in 5th grade science text book. The results of this study were as follows. The SW-STEAM program by utilizing software the creation of VR had a positive effect on elementary school students' creative problem solving ability, scientific interest, science achievement. Therefore, the SW-STEAM program by utilizing software supporting the creation of VR could be meaningful works to encourage students' creative problem solving ability, scientific interest, science achievement, and this study will help elementary teachers teach 'the solar system and stars' in 5th grade science text book more interesting.