• Title/Summary/Keyword: Creativity educational program

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A Study on Creativity According to Young Children's Gender and Intelligence (유아의 성별과 지능에 따른 창의성의 차이 연구)

  • Kim, Jun Hee;Kim, Ji Hyun
    • Korean Journal of Childcare and Education
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    • v.15 no.1
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    • pp.15-35
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    • 2019
  • Objective: The purpose of this study was to examine how children's creativity varies depending on gender and intelligence. Methods: The participants of this study were 100 five-to-six-year-olds from a kindergarten in city S. Collected data was analyzed using SPSS WIN 21.0 program. I conducted t-tests to examine differences in intelligence and creativity according to gender, and used two-way ANOVA for inspecting the differences according to gender and intelligence. Furthermore, I used additional one-way ANOVA for inspecting the interaction-effect of gender and intelligence concretely. Results: As a result, there are no differences in creativity according to a child's gender, but there are some variations in intelligence according to gender. In addition, the aspect of the relationship between children's creativity and intelligence varies according to gender. Conclusion/Implications: It is meaningful that this study determined that gender and level of intelligence influence an improvement in creativity. This study supplies variables and directions to be considered when an educational activity or program is developed for young children.

Experimental Investigation of the Effects of Learning Environment and The Nature of Educational Program on the Outcome of Creativity Training (온라인 창의성 교육에 있어 학습 환경과 교육 프로그램의 특성에 관한 실증연구)

  • 조남재;하주현
    • Journal of the Korean Operations Research and Management Science Society
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    • v.27 no.3
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    • pp.135-144
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    • 2002
  • The purpose of this study is to examine the effects of computer-based creativity training. Four groups of vocational high school students totaling 151 were used as experimental subjects. Two dimensions of treatment were designed. One treatment dimension is the use of computer medium in education: computer based vs. paper-pencil setting of education. The second treatment dimension is the method of creativity training: technique-oriented training program vs. factor-oriented training program. Both a pretest and a post-test were administered to all participated students. The tests were composed of a Creative Figural Test and a Creative Product Test. After the pretest 8 sessions of creative training were delivered as intended in the design of the experiment. The Dost-test was arranged a week after the completion of the training sessions. The results of the study include: First, all the 4 groups showed certain amount of improvements in their scores of Creative Figural Test, while no improvements was observed in the creative product test score. Second, the technique-oriented creativity training was more effective than the factor-oriented under the context of computer-based education, and the factor-oriented training was more effective in the paper-pencil setting. The results suggest that different pedagogical approaches should be employed for computer-based training as compared to the paper-pencil education.

A Comparative Study of the Effect of Dolittle and Robot Programming Education on Creativity (두리틀과 로봇 프로그래밍 교육이 창의성에 미치는 효과 비교 연구)

  • Park, Kyoung-Jae;Lee, Soo-Jung
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.619-626
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    • 2010
  • In this study, we performed experimental studies on the educational programming languages of Dolittle and Robot to compare and analyze their effect on improving creativity. We formed three sixth grade classes, totaling 99 students, into a Robot class, a Dolittle class, and a general class that served as a neutral. The Dolittle class and the Robot class took ten programming lessons with specific hand-in operations, as well as feedback and discussion, during ten weeks. The experiment results showed that student creativity in the two programming classes improved more than that of students in the general class. Especially creativity of the students in the Robot class improved the most. Moreover, the mean creativity of the lower academic achievement group was slightly better than that of the higher group. This implies that there is no positive correlation between academic achievement and creativity.

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Educational goals and objectives of nursing education programs: Topic modeling (간호교육기관의 교육목적 및 교육목표에 대한 토픽 모델링)

  • Park, Eun-Jun;Ok, Jong Sun;Park, Chan Sook
    • The Journal of Korean Academic Society of Nursing Education
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    • v.28 no.4
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    • pp.400-410
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    • 2022
  • Purpose: This study aimed to understand the keywords and major topics of the educational goals and objectives of nursing educational institutions in South Korea. Methods: From May 10 to May 20, 2022, the educational goals and objectives of all 201 nursing educational institutions in South Korea were collected. Using the NetMiner program, degree and degree centrality, semantic structure, and topic modeling were analyzed. Results: The top keywords and semantic structures of educational goals included 'respect for human (life)-spirit-science-based on, global-competency-professional nurse-nursing personnel-training, professional-science-knowledge-skills, and patients-therapeutic care-relationship.' The educational goals' major topics were clients well-being based on science and respect for human life, a practicing nurse with capabilities and spirit, fostering a nursing personnel with creativity and professionalism, and training of global nurses. The top keywords and semantic structures of the educational objectives included 'holistic care-nursing-research-action-capability, critical thinking-health-problem solving-capability, and efficiency-communication-collaboration-capability.' The educational objectives' major topics were 'nursing professionalism, communication and problem-solving capability; a change of healthcare environments and a progress of nursing practices; fostering professional nurses with creativity and global capability; and clients' health and nursing practice.' Conclusion: Educational goals in nursing presented specific nursing values and concepts, such as respect for human life, therapeutic care relationships, and the promotion of well-being. Educational objectives in nursing presented the competencies of nurses as defined by the Korean Accreditation Board of Nursing Education (KABONE). Recently, the KABONE announced new program outcomes and competencies, which will require the revision of educational goals. To achieve those educational objectives, it is suggested that the expected level of competencies be clearly defined for nursing graduates.

Development of TPACK and mathematical communication of pre-service teachers in math classes using apps for group creativity (집단창의성 발현을 위한 앱 활용 수학 수업을 위한 예비교사의 TPACK과 의사소통 능력 신장 방안)

  • Kim, Bumi
    • Journal of the Korean School Mathematics Society
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    • v.25 no.2
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    • pp.195-224
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    • 2022
  • In this study, pre-service mathematics teachers cultivated technology content teaching knowledge (TPACK) in the regular curriculum of the College of Education. The course was designed to enhance pre-service teachers' mathematical communication skills by using an application, which is a mobile mathematics learning content for the development of group creativity of high school students. The educational program to improve mathematics teaching expertise using the application for group creativity expression consists of pre-education, goal setting, planning, teaching at school, and evaluation. In this process, pre-service teachers evaluated technology tools. They also wrote a task dialogue, lesson play, reflective journal, and lesson plan to guide high school students to develop group creativity in both app activities. As a result of the educational program, pre-service mathematics teachers cultivated TPACK and enhanced their mathematical communication skills with high school students to develop group creativity.

A Study on the Development of Educational Program for Invention on the Basis of TRIZ (TRIZ(트리즈)를 활용한 발명교육프로그램 개발 연구)

  • Cho, Seung-ho;Jung, Jong-wan
    • 대한공업교육학회지
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    • v.31 no.1
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    • pp.86-109
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    • 2006
  • The purpose of this study was to reform the existing state of educational program for invention by TRIZ, theory of inventive problem solving. Major findings of the study were follows : First, students had a chance to get a inventive solution from the problem they were inventing. Second, the new educational program for invention was developed according to the procedures on the standpoint of pedagogy with the TRIZ. Third, according to the survey of the new educational program for invention has found that as follows: -Students were of help to know the invention, to be beneficial, but the basic concepts of TRIZ were not easy to them. -Student wished to advice their colleague the new program for invention, because they had chances to overcome a fixed idea, extend creativity and think. Fourth, TRIZ, the systematic method of problem solving for invention, provide students with the thinking method to overcome fixed ideas and the tool of knowledge.

A Study on Educational Effectiveness of Convergence Education Between Design and Robotics - Focus on Mentee and Mentor of 2013 Future Environmental Design Competition for Children - (디자인과 로봇공학 융·복합 체험교육의 교육적 효용성에 관한 연구 - 제2회 어린이 미래환경 디자인대회에 참가한 멘티와 멘토를 대상으로 -)

  • Jang, Yon-Hwa;Ban, Ja-Yuen;Lee, Yun-Hee;Han, Hae-Ryon;Lee, Ju-Hyeong
    • Korean Institute of Interior Design Journal
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    • v.23 no.2
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    • pp.62-70
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    • 2014
  • In the knowledge and information society of 21st century, 'Creativity' which is the core of national competitiveness and an important foundation for the development of the country has been emphasized on the importance of it. As a result, the convergence educational programs, as known as STEAM (science, technology, engineering, arts, mathematics) became more and more needed to children for cultivating creativity. As a follow-up study on STEAM program combining robotics and design for children developed by Design Promotion Committee of KIID, this study intends to modify and reanalyze the program and to seize the educational effectiveness of the groups of university students as mentors and children as mentees, The results are as follows; First, although the importance of STEAM education is highlighted, short-term educational programs tend to consist of only the contents of each field: design or science. Second, pre-training and mentoring were helpful to both mentors and children. Third, Children expanded the perception of STEAM concept and increased their interests in career. Mentors recognized the importance and the necessity of STEAM education, and were very satisfied with team activities which gave a new experience of working with other field of people. Therefore, this program provide to children an experience of logical thinking, having interests on uninterested field, and encouraging teamwork. Also, it provides to mentors a chance to develop their potential and experience, and set up a new vision for future.

Development and Practice of Gifted and Talented Education Programs for the Mathematical Creativity (수학적 창의성 영재교육 프로그램의 개발과 실제)

  • Chung, Young Woo
    • School Mathematics
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    • v.17 no.1
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    • pp.47-63
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    • 2015
  • In this study, we will develope and apply the education program for mathematical creativity, with the open-ended problems about development figure. The purpose of this study is to categorize the elements of the mathematical creativity in consideration of the real class, and is to design a education program that reflects this. To do this, from 2006 through 2014, by targeting 205 gifted students in the sixth grade until eighth grade of Busan, Gyeongnam, Gyeongbuk were carried out in class. Also in this study, we will examine the process and the results of its application. As a result, students' outcomes and behavioral reactions brought about a qualitative development of the program, and students became aware of the participants in the development of the program. These results suggest the aim of developing a education program for mathematical creativity, as well as the effectiveness of this education program.

Development and Implementation of STEAM Program based on Programming using Kodu (Kodu를 이용한 프로그래밍 중심 STEAM 교육 프로그램 개발 및 적용)

  • Kim, Tae-Hun;Yang, Young-Hoon;Kim, Jong-Hoon
    • Journal of Fisheries and Marine Sciences Education
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    • v.25 no.5
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    • pp.1020-1030
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    • 2013
  • The purpose of this study was to develop the STEAM educational program based on the computer programming. STEAM education has been recently attracted to a lot of people. We had a focus of computer science in STEM fields. We used the programming language f or learning KODU. We selected appropriate topics for STEAM education and learning programming. We developed the educational program of 30 hours about selected topics and had classes for 4th and 5th grade elementary students. In order to verify the effectiveness of the educational program, we analyzed the results of pre- and posttest about GALT(Group Assessment of Logical Thinking), TTCT(Torrance Tests of Creative Thinking), science-related affective domain, and mathematical interests and attitudes tests. In the analysis results, the education program we developed had positive impacts on creativity, logical thinking, and science-related affective domain of elementary school students.

Effect of Data Visualization Education using Scratch on the Creativity of Elementary Preservice Teacher (스크래치 활용 데이터 시각화 교육이 초등학교 예비교사의 창의성에 미치는 영향)

  • Kim, Jungah;Kim, Yongmin;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.607-614
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    • 2020
  • In this study, a scratch focused on data visualization was applied to 26 elementary school pre-service teachers to analyze the effect on improvement of creativity. Based on the results of the needs analysis conducted on 60 in-service elementary school teachers, the program using scratches according to the data visualization procedure was developed. With the developed educational program, 26 elementary school pre-service teachers were taught for 42 hours for a total of 4 months. In order to examine whether their creativity was improved, a creativity test was conducted and the effectiveness of the applied program was analyzed through a pre/post comparison tests. As a result of the analysis, it was found that the software education using scratch-oriented data visualization for elementary school pre-service teachers had significant effects on the fluency, sophistication, creativity average, and creativity index among the sub-elements of their creativity.