• Title/Summary/Keyword: Creativity-convergence thinking

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A Study on the Effects of Reading Education Using Book-Coding (북코딩의 독서교육 효과에 관한 연구)

  • Ji, Hyoun-Ah;Cho, Miah
    • Journal of Korean Library and Information Science Society
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    • v.52 no.2
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    • pp.145-166
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    • 2021
  • The study was aimed at verifying the effectiveness of Book-Coding reading education as a reader activity of older elementary school children at a time when high-dimensional thinking abilities were formed. To this end, 30 fifth-grade children of N Elementary School in N-si, Gyeonggi-do, comprised of 15 students from a reading education program using Book-Coding, and 15 students from a reading comprehension program, and applied the reading education program over a total of 12 sessions. The main results of the study are summarized as follows. First, when the effects of the convergence reading education program using Book-Coding on the logical thinking ability of the students in the upper grades in the elementary school were analyzed, all the six sub-factors of logical thinking ability, that is, conservation logic, proportional logic, variable controlling logic, probabilistic logic, correlational inference logic, and combinational logic, were proved to have statistically more meaningful difference than the group writing a book report. Second, the analysis result of the influence of the convergence reading education program using Book-Coding on the creativity of the students in the upper grades of the elementary school showed that all the 13 elements of curiosity, persistence, effectiveness, independence, adventurousness, openness, knowledge, imagination, originality, sensitivity, fluency, flexibility, and accuracy were statistically meaningfully different compared to the book report group. Third, when it was analyzed how the convergence reading education program using Book-Coding affected the creative personality of the elementary school students, all the six factors of curiosity, task commitment, independence, awareness of risk, and openness of thinking, and aesthetics were found out to have a statistically more meaningful difference than the group that wrote a book report.

A Study on Citizen Participation System based on Design Thinking, Design Science - Smart City case

  • SUH, Eung-Kyo
    • The Journal of Economics, Marketing and Management
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    • v.9 no.2
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    • pp.11-20
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    • 2021
  • Purpose: The importance of creativity has been emphasized in the transition from industrial society to knowledge-based society. Recently, design thinking has attracted great attention as one of the ways to increase the creativity of the organization. From the perspective of solving urban problems through collaboration between technology and citizens, the active participation of citizens is indispensable for realizing smart cities. Research design, data and methodology: From the perspective of solving urban problems through collaboration between technology and citizens, the active participation of citizens is indispensable for realizing smart cities. Results: Therefore, the purpose of this research was to design a citizen-participation type system and contents using a specific space to realize a smart city. This system utilizes the concept of space as a tool to promote innovation activities with the participation of citizens and makes it easy for users of space to participate based on urban problems derived from living labs and the internal structure and user flow line have been designed. Conclusions: It was been also used voice recognition, artificial intelligence, the Internet of Things, and big data as important technologies for experiencing smart cities. The system and content were designed with an emphasis on allowing citizens to directly recognize and experience smart city technology, especially through space-based information visualization and multi-faceted stimulus elements.

Research on Correlation of Self-Confidence and Creativity (자신감(자기효율성)과 창의력의 상관관계 연구)

  • Kang, Hyo Jin;Kim, Boyeun
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.381-388
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    • 2019
  • The purpose of this study is to first define self-confidence (self-efficacy) and evaluate importance of creativity of designers, then investigate correlation between the two values. While creativity is a crucial element of design process, for novelty is an essential element of a great design, many believe that self-confidence is one of the major sources of creativity. An experiment consisted of questionnaires and creativity tests have suggested that there is no clear relationship between the two values. Nonetheless, the two values are still driving forces of one's motivation, which could ultimately lead to a designer's success.

The Effect of Physical Computing Education to Improve the Convergence Capability of Secondary Mathematics-Science Gifted Students (중등 수학과학 영재를 위한 피지컬컴퓨팅 교육이 융합적 역량 향상에 미치는 영향)

  • Kim, Jihyun;Kim, Taeyoung
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.87-98
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    • 2016
  • Our study is composed of Arduino robot assembly, board connecting and collaborative programming learning, and it is to evaluate their effect on improving secondary mathematics-science gifted students' convergence capability. Research results show that interpersonal skills, information-scientific creativity and integrative thinking disposition are improved. Further, by analyzing the relationship between the sub-elements of each thinking element, persistence and imagination for solving problems, interest of scientific information, openness, sense of adventure, a logical attitude, communication, productive skepticism and so on are extracted as important factors in convergence learning. Thus, as the result of our study, we know that gifted students conducted various thinking activities in their learning process to solve the problem, and it can be seen that convergence competencies are also improved significantly.

Analysis of Learning Effectiveness of an Arts-energy Convergence Extracurricular Program using the Kirkpatrick Model (Kirkpatrick 모형을 적용한 예술-에너지 융합 비교과 프로그램의 학습 효과성 분석)

  • Choi, Jeehyun
    • Journal of The Korean Association For Science Education
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    • v.44 no.5
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    • pp.487-499
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    • 2024
  • The purpose of this study is to analyze the effectiveness of arts-engineering interdisciplinary education for improving creativity-convergence thinking. Using response data from 263 participants who attended an arts-energy extracurricular program at K University, we applied Kirkpatrick's Four-Level Model for analysis, and used Excel 2018, SPSS 25.0, and Process macro 4.0 software programs. The main findings are as following: (a) Overall means for STEP1: program satisfaction (M=4.43), STEP2: understanding of the program (M=4.52), STEP3: increased interest in energy (M=4.26), and STEP4: expansion of creativity-convergence thinking (M=4.41) were high, indicating effective learning outcomes. (b) While STEP1 did not differ significantly, males showed significantly higher in STEP2 and STEP3 compared to females. Additionally, males and STEM learners was significantly higher in STEP4 than non-STEM learners. (c) STEP1 had a positive effect on STEP2, and STEP3 had a positive effect on STEP4, but STEP2 did not have an effect on STEP3, failing to support the assumption of serial causality in Kirkpatrick's model. STEP1, STEP2, and STEP3 had positive effects on STEP4 directly. STEP2 or STEP3 mediated the relationships between STEP1 and STEP4 respectively. However, STEP2 and STEP3 did not serially mediate the relationships between STEP1 and STEP4. Based on these findings, discussions were held, and implications for academia and practice in the fields of engineering and science education were provided.

The Effects of a Convergent Arts and Science Program on Young Children's Creativity and Scientific Inquiry (만 5세 유아의 창의성 및 과학적 탐구능력을 위한 예술·과학 융합프로그램의 효과)

  • Choi, Jiwon;Seo, SoJung
    • Human Ecology Research
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    • v.53 no.1
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    • pp.67-80
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    • 2015
  • This study aimed to develop a convergent arts and science program for 5yearold children and to evaluate this effectiveness of the program. To meet the purpose of this study, 34 children (aged, 5 year) were divided into two groups, namely the experimental group and the control group. To the experimental group, the creative arts and science convergence program of interest in this study was delivered over a period of 8 weeks. The children of the control group were delivered the Nuri Curriculum (standardized educational curriculum targeted for 3- to 5year olds) during the same experimental period. The levels of the children's creativity were assessed using the Torrance Test of Creative Thinking-Figural and those of their scientific inquiry ability were tested by using the Scientific Inquiry Ability Assessment Scale. The analysis of covariance calculated using by IBM SPSS ver. 21.0 revealed that the experimental group scored higher in creativity and scientific inquiry than did the control group. The results indicated that the proposed convergent arts and science program was effective in promoting creativity and scientific inquiry ability of young children. In this paper, along with the main results of this study, the implications for research and practice are discussed.

Effectiveness of Critical Thinking Educational on Nursing Students (간호대학생의 비판적 사고 교육의 효과)

  • Kim, You-Jung;Jung, Yun
    • Journal of Convergence for Information Technology
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    • v.11 no.8
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    • pp.224-231
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    • 2021
  • The purpose of this study is to find out whether critical thinking education improves critical thinking disposition of nursing college students. The participants were 173 second graders. The education was conducted three times, two hours each, for a total of six hours of intensive critical thinking education and continuous education during Nursing Process class. The survey was conducted in the first week and 14th week of the course. The collected data was analyzed with IBM SPSS 21.0. Findings: The results showed that the average rating of critical thinking before and after education was raised(3.65±0.41→3.83±0.46, t=6.796, p<.001). Among the sub-items, creativity, which had the lowest score before education, has been raised the most(3.13±0.78→3.43±0.86, t = 5.842, p<.001). The effectiveness of critical thinking education has been confirmed. But it is a lack of evidence on the relevance of the details. It is suggested that repeated research is needed to ensure the quality of education, develop teaching methods, and develop tools for verifying effectiveness.

A Study on Convergence Education of IT & Design for Training Creative Talent (창의적 인재 양성을 위한 IT & 디자인 분야의 융합 교육 연구)

  • Kwon, Hyo-Jeong
    • Journal of Korea Multimedia Society
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    • v.17 no.11
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    • pp.1354-1362
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    • 2014
  • In order to solve the complicated problems faced by the spread of diversified information devices and changes in the user environment in recent years, the importance of training creative talent as well as the need for interdisciplinary convergent approach have emerged. As a future technology development project, convergence education with the design sector for training creative talent in the IT field is also urgent. In this study, we recognized the importance and problems of the convergent approach between IT and design sector by examining the convergence theory and cases with a focus on effective creativity development and sought a new direction for convergence education in the future by investigating the awareness on the convergent approach of college students and analyzing the results. This will be able to have significance as a basic study for discovering creative and innovative convergent talent in the IT and design sector in the future and strengthening basic competence.

A Study on Creative and Convergent SW Education Programs for improving Computational Thinking

  • Lee, Myung-Suk
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.8
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    • pp.93-100
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    • 2017
  • After the fourth industrial revolution came along, SW education to improve creativity and problem-solving ability began in elementary, middle, and high schools first and then in universities as well positively; however, research on the curriculum or what it has to pursue is not yet enough. Here, this study will investigate the current status of SW education provided in software-oriented schools operated in universities and also given as cultural studies in general universities and examines the curriculum or the standard plan for education. In most schools, it is operated as similar subject names, and diverse methods are tried on- and off-line to cultivate computing thinking skills. Also, to study SW education programs that can be operated in the general cultural courses of universities and find out how to utilize them, this author suggests the goal setting, educational contents, and teaching methods for SW education. As follow-up tasks, it will be needed to apply the suggested programs to the field and find out new evaluation methods in order to cultivate creative and convergent persons of ability.

Associative Interactive play Contents for Infant Imagination

  • Jang, Eun-Jung;Lee, Chankyu;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.1
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    • pp.126-132
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    • 2019
  • Creative thinking appears even before it is expressed in language, and its existence is revealed through emotion, intuition, image and body feeling before logic or linguistics rules work. In this study, Lego is intended to present experimental child interactive content that is applied with a computer vision based on image processing techniques. In the case of infants, the main purpose of this content is the development of hand muscles and the ability to implement imagination. The purpose of the analysis algorithm of the OpenCV library and the image processing using the 'VVVV' that is implemented as a 'Node' in the midst of perceptual changes in image processing technology that are representative of object recognition, and the objective is to use a webcam to film, recognize, derive results that match the analysis and produce interactive content that is completed by the user participating. Research shows what Lego children have made, and children can create things themselves and develop creativity. Furthermore, we expect to be able to infer a diverse and individualistic person's thinking based on more data.