• 제목/요약/키워드: Science problem solving process

검색결과 481건 처리시간 0.028초

물리문제해결 실패자(초심자)와 성공자(전문가)의 문제해결 사고과정에 관한 연구 (A Comparative Analysis of Expert's and Novice's Thinking Processess in Solving Physics Problems)

  • 권재술;이성왕
    • 한국과학교육학회지
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    • 제8권1호
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    • pp.43-55
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    • 1988
  • This study intended to find the differences between expert's and novice's thinking processes when they solve physics problems. Five physics professors and twenty sophomore students in a physics department were participated in the study. The researcher investigated their thinking processes in solving three physics problems on NEWTON's law of motion. The researcher accepted so called "Thinking Aloud" method. The thinking processes were recorded and transfered into protocols. The protocols were analysised by problem solving process coding system which was developed by the researcher on the basis of Larkin's problem solving process model. The results were as follows: (1) There was no difference of time required in solving physics problem of low difficulty between expert and novices; but, it takes 1.5 times longer for novices than experts in solving physics problems which difficulties are high and average. (2) Novices used working forward strategy and working backward strategy at the similiar rate in solving physics problems which difficulties were average and low. while Novices mo mostly used working backward strategy in solving physic problems which difficulty was high. Experts mostly used working forward strategy in solving physics problems whose difficulties was average and low, however experts used working forward strategy and working backward strategy at the similiar rate in solving physics problem which difficulty was high. (3) Novices usually wrote only a few information on the diagram of figure they drawn, on the other hand experts usually wrote almost all the information which are necessary for solving the problems. (4) Experts spent much time in understand the problem and evaluation stage than novices did, however experts spent less time in plan stage than novices did. (5) Physics problems are solved in sequence of understanding the problem, plan, carrying out the plan, and evaluation steps regardless of problem difficulty.

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과학고 학생들의 비구조화된 문제 해결 과정 특성 분석 (Science High School Students' Analysis of Characteristics on Ill-Structured Problem-Solving Process)

  • 서진수;한신;김형범;정진우
    • 대한지구과학교육학회지
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    • 제5권1호
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    • pp.8-19
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    • 2012
  • The purpose of this study is to: analyze the characteristics on ill-structured problem-solving process; examine the type of memories used in their monitoring. The data were primary collected from observation and secondary the semi-structured in-depth interviews based on analysis of observation results with two students who belong to science school and a guidance. The findings of this study revealed that the ill-structured problems possess multiple representations and the upper level's problem have several sub-problems. And multiple steps simultaneously exist in particular stage of problem-solving process that is not single sequential but complex flow and have high frequency of discussion step. Type of memories used in ill-structured problems include idiosyncratic memories which is related in personal histories such as school performance, problem-related memories, abstract rules and intuition.

간호학생의 문제해결과정에 영향을 미치는 창의적 능력요인 (Creative Ability Factors Influencing Nursing Students' Problem Solving Process)

  • 강소영;김현주
    • 한국산학기술학회논문지
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    • 제13권3호
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    • pp.1122-1128
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    • 2012
  • 본 논문의 목적은 간호학생의 문제해결과정과 창의적 능력의 관계를 살펴보고, 간호학생의 문제해결과정과 각 단계에 영향을 미치는 창의적 능력요인을 규명하기 위함이다. 4년제 대학교 간호학과에 재학 중인 학생 248명을 대상으로 문제해결과정검사도구와 자기보고형 통합 창의성 척도 문항으로 구성된 구조적 설문지를 이용하여 자료를 수집하였고, SPSS/WIN19.0을 사용하여 기술통계, t-test, ANOVA, Pearson correlation 및 다중회귀분석법으로 분석하였다. 간호학생의 문제해결과정 수준은 5점 만점 중 평균 3.62점이었고, 창의적 능력은 6점 만점 중 평균 3.96점이었다. 문제해결과정수준은 창의적 능력과 유의한 양의 상관관계를 보였고(p<.01), 문제해결과정수준에 영향을 미치는 창의적 능력 요인은 융통성과 정교성이었고(p<.01), 설명력은 각각 42.4%였다. 이에 간호학생 및 간호사의 문제해결과정을 높이기 위해 간호교육에서 창의성을 계발할 수 있는 방안을 마련해야 할 것이다.

과학고등학교 학생을 대상으로 한 공학적 문제해결 중심 메이커톤 프로그램의 개발 및 효과 (A Study on Effects of Make-A-Thon Program based on Engineering Problem Solving for Science high school students)

  • 김영민;최진수
    • 공학교육연구
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    • 제23권3호
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    • pp.13-19
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    • 2020
  • The purpose of this study is to develop and apply a make-a-thon program based on engineering problem solving for science high school students and to analyze the changes of participating students. Through the consultation of teachers and experts, a team-based and student-driven engineering problem-solving-oriented make-a-thon program was developed. And, the program operated using KAIST's human and material resources for 51 students. Students composed of 12 teams studied 12 topics through an engineering problem-solving process, and the overall program satisfaction was very high, on average 4.62. Through this program, students' creative leader competency have been positively changed, especially in cognitive characteristics (diffusion thinking, problem solving ability) and social characteristics (pursuit of social values). Attitudes toward engineering also changed positively, especially in terms of difficulty of engineering, interest in engineering, gender role in engineering, and engineering and occupational factors. In conclusion, it was confirmed that this program is very effective for science high school students with high demand for engineering education.

Cognitive Competency, Problem-Solving Skills and Decision-Making: A Case Study of Students' Extracurricular Activities in The Distribution Chains Sector

  • Thuc Duc TRAN;Thai Dinh TRUONG;Thong Van PHAM;Dien Huong PHAM
    • 유통과학연구
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    • 제22권2호
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    • pp.71-82
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    • 2024
  • Purpose: Despite significant research on decision-making, researchers struggle to comprehend the decision-making process. This paper aims to not only examine the relationship between problem-solving skills, cognitive competency, and decision-making but also develop measurement instruments for cognitive competency and problem-solving skills to better model decision-making. Research Design, Methodology and Approach: A cross-sectional study was conducted by surveying 292 university students in HCM City, Vietnam, via email sent randomly by Google Forms. This study identifies the conceptual framework and tests the hypotheses using a deductive approach. The SPSS program was used to evaluate the scales' reliability, and the SmartPLS program was used to assess the measurement and structural models. Results: The results show that the research model better modelled the relationship between problem-solving skills, cognitive competency, and decision-making. Although thinking ability has no direct impact on decision-making, both creativity and problem-solving skills have a positive impact on decision-making. The mediating role of problem-solving skills is also determined by the positive relationship between cognitive competency and decision-making. Conclusions: This study highlights decision-making efficiency through the cognitive process from low to high levels and provides for policymakers and managers to explain the decision-making process in a variety of sectors, such as distribution chains, marketing, and human resource distribution.

제품개발 공정신뢰성 확보를 위한 TRIZ 기반 창조적 문제해결 방법 연구 (A Study on the Inventive Problem Solving Method for Reliability Assurance of Product Development Process using the TRIZ)

  • 김종걸;이석준;김형만
    • 대한안전경영과학회:학술대회논문집
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    • 대한안전경영과학회 2008년도 추계학술대회
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    • pp.633-639
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    • 2008
  • Recently, product-reliability and process-reliability in product development processes has been regarded as an important issue in many manufacturers. TRIZ which is theory for inventive solving is required to obtain reliability of each process. To solve the technological problems, TRIZ provides problems can be occurred in product development processes as a contradiction matrix based on 40 creative invention principles with alternatives for physical and technological contradiction. This paper suggests the method for inventive solving to ensure the reliability assurance of product development processes based on TRIZ.

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초등 수학영재들이 수학문제 해결과정에서 보이는 메타인지 사례 연구 (A Case Study on the Metacognition of Mathematically Gifted Elementary Students in Problem-Solving Process)

  • 한상욱;송상헌
    • 한국초등수학교육학회지
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    • 제15권2호
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    • pp.437-461
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    • 2011
  • 본 연구는 초등 수학영재들이 'n${\times}$n 격자점에서 정사각형 개수 구하기' 과제를 해결하는 과정에서 나타나는 메타인지 요소를 분석하여 이것이 문제해결과정에 어떻게 서로 상호작용을 하며, 또 메타인지 요소가 문제해결의 성패에 어떤 영향을 미치는 지를 살펴보고자 하였다 이를 위하여 현재 우리나라의 대표적인 3가지 영재교육기관(지역공동영재학급, 교육지원청부설 영재교육원, 대학부설 과학영재교육원)별로 각 1명씩 총 3명(기관의 순서대로 각각 학생 C, 학생 B, 학생 A라 함)을 대상으로 3시간 정도가 걸리는 수업을 연구자가 직접 참여한 관찰과 수업 녹화용 비디오 및 활동지 분석, 그리고 수업 후 면담 등을 통해 질적 사례 연구를 실시하였다.

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문제중심학습 기반 STEAM 현장체험학습 프로그램이 초등과학 영재의 과학 탐구 능력, 창의적 문제해결력 및 과학적 태도에 미치는 영향 (The Effect of Problem-Centered Learning Based STEAM Field Experience Learning Program on Science Process Skills, Creative Problem Solving Ability, and Scientific Attitude of Gifted Students in Elementary Science)

  • 고동국;홍승호
    • 한국초등과학교육학회지:초등과학교육
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    • 제40권1호
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    • pp.113-125
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    • 2021
  • In this study, a problem-centered learning based STEAM field experience learning program was developed and the effects of applying it were investigated. The program was composed of 8 sessions by using problem-centered learning education method and integrating STEAM elements between disciplines. The contents of program are as follow. In the step of sharing problems and making a problem-solving plan, they understood the various examples and meanings of endangered species, explored the project activities, and made an inquiry plan. In the search and re-exploration phase, a smart device was used to investigate the appearance, habitat environment and cause of extinction for Clithon retropictus, and a site inquiry plan was established for each group. Then, they moved to the field to explore brackish-headed gallops and discuss ways to protect endangered species. In the step of creating a solution, a web-based report was produced as the final product using smart devices based on the results of the inquiry. In the presentation and evaluation stage, the produced web-based report was used to present each group, conduct mutual evaluation, and organize project activities. The developed program was applied to 6th grade 29 students enrolled in the J University Gifted Education Center. In order to find out the effectiveness of the program, tests of science process skill, creative problem-solving ability, and scientific attitude were conducted before and after of program learning, and the results were statistically analyzed by t-test. In addition, a STEAM program satisfaction test was conducted after project in order to find out the satisfaction of the class. As a result of application of the program, the results were significantly improved in openness, criticism, and creativity among the sub-factors of creative problem-solving ability and scientific attitude. Satisfaction with the STEAM program was also high, but no significant result was found in science process skill. Therefore, the program of this study could be influenced on improvement of creative problem-solving ability and scientific attitude of gifted students in elementary science.

STEAM(융합인재교육)활동이 유아의 과학과정기술과 문제해결력에 미치는 영향 (Effects of STEAM(Science-Technology-Engineering-Art-Mathematics) Activities on Young Children's Scientific Process Skill Ability and Problem Solving Ability)

  • 이수기;윤은경
    • 한국콘텐츠학회논문지
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    • 제16권5호
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    • pp.746-759
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    • 2016
  • 본 연구의 목적은 STEAM(융합인재교육)활동이 유아의 과학과정기술과 문제해결력에 미치는 효과를 알아보는데 있다. 연구대상은 G시에 소재한 S어린이집과 H어린이집의 만 5세 유아 34명으로 실험집단 17명과 통제집단 17명 이었다. 실험집단은 8주 동안 STEAM 활동에 참여하였고, 통제집단은 일반적인 과학 활동에 참여하였다. 연구절차는 예비연구, 사전검사, 실험처치, 사후검사의 순으로 이루어졌다. 연구결과는 다음과 같다. 첫째, 실험집단은 전체 과학과정 기술에서 통제집단보다 유의미하게 점수가 높은 것으로 나타났다. 둘째, 실험집단은 전체 문제해결 능력에서 유의미하게 점수가 높은 것으로 나타났다. 이러한 결과는 유아의 STEAM 활동 경험이 유아의 과학과정기술과 유아의 문제해결 능력 향상에 효과적인 교수학습방법이 될 수 있다는 것을 제안한다.