• 제목/요약/키워드: Daily creativity

검색결과 50건 처리시간 0.027초

어린이집 교사의 유아코딩교육에 대한 인식과 자질에 대한 연구 (A Study on the Recognition and Qualities of Early Childhood Coding Education in Childcare Center Teachers)

  • 천희영
    • 한국보육지원학회지
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    • 제14권1호
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    • pp.227-248
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    • 2018
  • Objective: The purpose of this study was to investigate the recognition and qualities of early childhood coding education in childcare center teachers. Methods: 158 childcare center teachers responded to 56 questions on a questionnaire extracted and revised from previous research. Frequency analysis and one-way ANOVA were applied for the data analysis. Results: Many teachers agreed that the software education policy was timely appropriate. Most of them needed the education in order to improve children's creativity and problem solving ability, and answered that it is appropriate to start the education at age 5. Most of them recognized that small group and free choice activities, play activities linked with daily life topics and coding programs by the childcare center teachers were desirable as educational methods. Provision of educational HW/SW environment was a relatively important element for effective implementation of the education. The coding educational qualities perceived by the teachers were not high, and were related to the age of the children they were in charge of and their computer literacy. Conclusion/Implications: The recognition of childcare center teachers was relatively positive, but it is necessary to educate the teachers to improve their recognition and qualities of the education in consideration of teachers' variables.

의학교육기관의 학생연구: 왜 우리는 학생연구를 말하는가? (Student Research in Basic Medical Education: Why Do We Say Student Research?)

  • 박원균
    • 의학교육논단
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    • 제17권2호
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    • pp.57-59
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    • 2015
  • Student research has been proposed as an educational strategy to fulfill the current requirements in basic medical education (BME) and to compatible with the self-directed development of professionalism. It is commonly accepted that the goals of student research are to develop the competencies of critical, reflective, and self-directed thinking; problem-solving; and creativity; as well as to acquire the skills necessary to search for information and analyze the literature; to cultivate the talent of mastering a specialized field through deeply intensified learning; and to establish close relationships between students and supervisors. To successfully implement student research, authorities on BME should to plan the procedure for the student research projects and allocate personal and material resources adequately in order to provide the opportunity for self-evaluation and reflection through the completion of daily records, to develop the habit of consistently evaluating one's own study, and to maintain a collegial relationship between students and supervisors by offering the proper feedbacks in a timely and consistent manner. In conclusion, despite several obstacles and difficulties in the establishment of successful student research projects, student research could provide students the motivation to develop themselves into expert academic researchers, and play a role in educating students to help solve patients' problems based on scientific evidence in the future.

산림체험 프로그램이 스마트폰에 노출된 미취학아동의 정서 변화에 미치는 영향 (Effects of Forest Experience on Emotional Changes in Preschool Children Exposed to Smartphones)

  • 이주영
    • 한국환경과학회지
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    • 제25권9호
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    • pp.1323-1328
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    • 2016
  • This study aims to identify the beneficial effects of forest experience on emotional changes in young children who are exposed to smartphones in daily life. This research was conducted on 41 children aged five and six years at a kindergarten in Chungcheongnamdo province. The children participated in a five-month forest experience program, conducted twice a week. Before beginning the study, its purpose and procedure were explained to the children's parents and kindergarten teachers, after which written content was collected. Before and after the five-month experience, questionnaires about smartphone use and emotional conditions were administered through the parents. The participants were divided into two groups, namely average-use and high-use groups, depending on the smartphone addiction proneness score. It was found that negative psychological subscales such as anxiety, impulse, and depression decreased following the five-month forest experience in both groups. Positive psychological attitudes such as sociability and creativity increased significantly after the forest experience. The high-use group showed a wider range of positive changes compared to the average-use group. Accordingly, forest experiences can be used as an effective solution for smartphone addiction problems among young children.

중국 초등학생의 공학 창의적 문제해결력 향상을 위한 미세먼지 STEAM 프로그램 개발 사례 연구 (A Case Study on Development of Fine Dust STEAM Program for Enhancing Engineering Creative Problem Solving Ability of Chinese Elementary School Students)

  • 권해연;변문경
    • 공학교육연구
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    • 제23권2호
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    • pp.14-23
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    • 2020
  • Based on the constructivist learning environments model and the learner-centered psychological principles, STEAM education program with the theme of eliminating smog was developed. Through the program, senior elementary school students will learn and apply the convergence knowledge of science, technology, engineering, arts and mathematics such as the human body's respiratory system (S), immune system (S), big data (M, T), computer programming(M), and aduino sensor utilization (E) directly to solve the problem. After expert validity testing, we found that developed program meet the standards of STEAM education program development and can develop creative thinking skills to find and solve problems in students' daily lives. In addition, this study is meaningful in providing a reference example for the development of STEAM education programs that enhance convergence knowledge in the future.

The Traditional Pelangi Cloth of Malay Peninsula - A Study of Design and Identity -

  • Samin, Mohd. Azhar Bin
    • 복식문화연구
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    • 제20권2호
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    • pp.263-271
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    • 2012
  • Cultural products reflect a living culture and evolve despite being based on traditional forms only. It is known as traditional cultural expression that portray certain culture groups, materials, spiritual and creativity inspired from their living environment that characterize a society. The old Malay community had a close relationship with their surrounding and environment. Sensitivity towards the nature and surrounding environment moved them into creative people. In designing the local traditional textile, role of the motifs, design and product design play an important element in Malay cultural values. This reflects the symbols and philosophy of the arts and culture and thus becomes the identity of the Malay community, which in general practice their culture and tradition based on Islamic culture and religion. Kelantan and Terengganu are the pioneer states for most producers of Malay traditional textiles. In these states the Pelangi cloths, is one of the unique textiles use and inherited by the Malay communities. Base on history, the Malay rulers and Malay nobility used Pelangi cloth as complementing clothing and ornament in attending various ceremonies and customs in their daily life. In this paper will discuss the specific picture of Pelangi motifs, design and its usage in Malay society in Malay Peninsula through its identification aspect of representations. It shows that this textile represent certain insights of Malay customs and identity.

유아 미디어 리터러시교육 프로그램의 개발 및 적용 (Development and Effects of Media Literacy Program for Young Children)

  • 강은진;현은자
    • 아동학회지
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    • 제25권6호
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    • pp.69-87
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    • 2004
  • The purpose of this study was to develop a media literacy program for young children and explore its applicability and effects on young children's media literacy learning. Media literacy, as a concept combined literacy, or the ability to read and write, with media, is about more than just consuming information or understanding technological aspects of media, but is defined as expanded information and communication skills that are responsive to the changing nature of information in human environment. In order to develop media literacy program for young children, the goal and objectives, content areas, teaching methods and materials, and evaluation of media literacy program were searched and established. The subjects of this study consisted of a total of 51 children at age 5-6. The research had been implemented for 8 weeks integrated into daily activities of kindergarten children. Data were collected by interviewing with children using animations, and children-made-cartoons during the pre- and post-tests, and were analyzed quantitatively using rating criteria. The results of this study showed that there were significant differences found in children's abilities to reception, critical thinking, and creativity. This research made a major contribution to provision of a ground for developing an effective media literacy program for young children.

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뉴질랜드의 교사교육 프로그램과 수학교사교육 (Teacher Education Program and Mathematics Teacher Education in New Zealand)

  • 최창우
    • 한국수학교육학회지시리즈A:수학교육
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    • 제49권3호
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    • pp.287-298
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    • 2010
  • The purpose of teacher education can be accepted in various meanings but it is not too much to say that the ultimate purpose is focused on training teachers to teach instruction in school effectively. The purpose of this article consists in giving some suggestive points to the primary teacher education of our country by introducing education system, teacher education programs, real cases of teacher education in new zealand to the readers. To do this, I took part in four classes and observed the ones, interviewed some students and collected the materials of products of activity during one year and also videotaped for analysis in the case of needed and so we have reached the following conclusions. First, we have found that the teacher education program, practicum, management of class and assessment system of new zealand college of education are quite different with our primary teacher education systems and also various courses are established. Second, the teacher education in new zealand is focused on how they compose the environment of learning related to the context of one. Third, we have to think seriously how we can teach our students interestingly in our classroom. Finally, the global trend of instruction in new zealand teacher education is oriented to learner and so I felt that daily class itself is the one to cultivate creativity of learner.

원예 기반 힐링형 VR 콘텐츠 개발 연구 (A Study on the Development of Healing VR Content Based on Horticulture)

  • 황민경;김정이
    • 문화기술의 융합
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    • 제9권4호
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    • pp.681-686
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    • 2023
  • 이 연구는 원예 기반 VR 콘텐츠를 개발하여 사용자들이 혼란스러운 일상에서 쉼을 찾을 수 있도록 하는 것을 목표로 한다. 텔레포트, 식물도감, 인벤토리, NPC 기능, 그림 그리기 게임 등을 활용하여 사용자의 참여도와 몰입감을 높이고, 감정적 안정감을 제공하며, 창의성과 집중력을 향상시키는 힐링 콘텐츠를 구현하였다. VR 기술을 이용한 정원 관람 콘텐츠는 현실과의 차이를 극복하기 위한 기술적인 연구와 개발이 필요하며, 이를 통해 콘텐츠의 현실성과 체험의 완성도를 높일 수 있다. 높은 해상도의 디스플레이, 고성능의 프로세서, 센서 등을 사용하여 VR 체험의 현실성을 증대시키고, 사용자 피드백을 수집하여 지속적으로 개선할 예정이다. 이를 통해 사용자들이 스트레스를 해소하고 감정적인 안정감을 느끼며, 현실에서 불가능한 경험을 제공함으로써 새로운 방법을 제시한다.

도시 소공원의 창조적 재생과 일상 - 부산 전포돌산공원을 중심으로 - (The Creative Regeneration and Daily Life on Urban Park - The Case of JeonpoDolsan Park in Busan -)

  • 공윤경;양흥숙
    • 한국지역지리학회지
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    • 제17권5호
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    • pp.582-599
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    • 2011
  • 본 연구에서는 전포돌산공원을 대상으로, 공동체를 위한 공공공간이 절대적으로 부족한 도시 저소득층 거주지역의 공원 재생과정에서 나타나는 주민들의 갈등과 참여 그리고 공원에서 행해지는 주민들의 다양한 활동을 살펴보았다. 그리고 이를 통하여 새롭게 재생된 도시 소공원이 주민들의 일상에 미치는 영향 그리고 이들에게 공원의 역할과 의미는 무엇인지를 파악하고자 하였다. 돌산공원은 일반적인 도시 소공원의 기능을 제공할 뿐만 아니라 불량경관의 개선, 토론 집회를 위한 장소 제공, 문화 및 참여공간으로서의 역할을 수행하며 개방적인 마을분위기 형성, 공동체를 위한 공공공간 조성, 단절된 이웃마을과의 소통과 통합 등 저소득층 거주지역 주민들의 삶의 질을 향상시키는데 기여하고 있음을 확인할 수 있었다. 공원의 창조적 재생은 저소득층 거주지역에 대한 관의 일방적 재개발정책이 아니라 마을 주민들의 참여를 유도함으로써 소속감과 장소 애착에 대한 동기를 유발하고 공공(도덕)의식을 확산하며 희망공간으로의 인식 전환을 이루는 계기를 마련하였다.

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Archimedes의 창의적 문제해결과정 분석을 통한 과학교육에의 함의 고찰 (Suggestion for Science Education through the Analysis of Archimedes' Creative Problem Solving Process)

  • 이상희;백성혜
    • 한국과학교육학회지
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    • 제33권1호
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    • pp.30-45
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    • 2013
  • 이 연구에서는 과학자의 창의성이 발현되는 과정을 분석할 수 있는 모델을 개발하고, 이를 사용하여 Archimedes의 왕관 문제를 해결하는 사고과정을 분석하였다. 그 결과 복잡해 보이는 과학자의 문제해결과정을 반복적이며 순환적인 모델로 표현할 수 있으며, Archimedes의 사례를 통해 과학자의 창의성에서 요구되었던 다양한 사고의 융합 과정을 분석할 수 있었다. 이 연구에서는 또한 과학자들의 창의적인 발견에서 실험의 역할을 제시하였으며, 과학교과서의 시각이 과학사적인 사실과 다른 이유에 대해서도 고찰해 보았다. 그리고 창의적 사고과정에서 귀추적 추론과 사전 지식의 중요성도 언급하였다. Archimedes는 역학이라는 사고판과 목욕이라는 일상의 사고판이 교차를 이루면서 왕관의 문제를 창의적으로 해결했다. 이 과정에서 귀추적 추론 과정과 사전 지식이 중요한 역할을 했다. Archimedes의 사례 이외에도 우리가 교과서를 통해 다루는 다양한 과학자들의 창의적인 발견 과정을 재구성할 수 있다면, 이러한 과정을 학생들이 경험하도록 교육의 단계를 제공함으로서 학생들이 창의적 사고 능력을 키워나갈 수 있을 것이다.