• Title/Summary/Keyword: Scientific Creativity

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Comparing Types and Creativity Level of Scientific Humors Made by General and Scientifically-Gifted Elementary Students and Their Perceptions for Educational Benefits of Making Scientific Humor (초등 일반 및 과학영재 학생의 과학 유머 유형과 창의성 수준, 과학 유머 만들기의 교육적 효과에 대한 인식 비교)

  • Kwon, Jinhee;Kang, Hunsik
    • Journal of The Korean Association For Science Education
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    • v.39 no.3
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    • pp.415-426
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    • 2019
  • This study compared the types and creativity level of scientific humors made by general and scientifically-gifted elementary students and their perceptions for educational benefits of making scientific humor. To do this, fifth graders (n=42) at an elementary school and fifth graders (n=38) at a gifted science education institutes in Seoul were selected. Scientific humors made by the students were analyzed and compared according to their types and creativity levels in scientific humor. The students' perceptions for educational benefits of making scientific humor were also analyzed and compared through a questionnaire. Analysis of the results reveal that there were some differences in the incidence rates in 'form' aspects (e.g., generative and descriptive forms) and 'content' aspects (e.g., inclusion of curriculum, scientific discipline, type in use of scientific knowledge, and nature of the situation) between the scientifically-gifted and general elementary students. The scientifically-gifted students also made more fluent, flexible, and original, but similarly useful scientific humors than the general students. Most of general and scientifically-gifted elementary students perceived positively the educational benefits of making scientific humor based on various cognitive and affective aspects.

The Impacts of Artistic Creativity, Scientific Creativity, General Creativity on Perceived Enjoyment and Intention to Reuse : Focused on Role-Playing Game Players (예술적 창의성, 과학적 창의성, 일반적 창의성이 지각된 즐거움과 재이용의도에 미치는 영향 : 롤플레잉 게임 이용자들을 대상으로)

  • Byeon, Hyeon-Su
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.59-67
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    • 2011
  • The increase in the use of video games is resulting in the perception of some variables for video gamers. Therefore, it is necessary to identify the drivers for video games and their effects on the users to lead the growth strategies for the video gaming business. In this study, the drivers of video game play are creativities and enjoyment which are based on previous studies. And an empirical analysis was performed to determine the effect of these variables on intention to reuse. First, the results showed that artistic, scientific, and general creativity affect perceived enjoyment. Second, perceived enjoyment appeared to be a significant factor of intention to reuse. Specially, the author confirmed that artistic creativity has a very significant effect on enjoyment of video games.

Development of Program for Discretionary Activity Focused on Multiple Activity with Everyday-Life Materials to Enhance Scientific Creativity for Grade 6-7 Students and Exploring the Influence (과학창의력 신장을 위한 ‘일상생활 소재 다중활동’ 중심의 6~7학년 ‘재량활동’)

  • 김형석;정용재;곽성일;하은선;이선양;이현정
    • Journal of Korean Elementary Science Education
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    • v.23 no.4
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    • pp.344-356
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    • 2004
  • In this study, we developed the program for 'Discretionary Activity' focusing on the multiple activities with everyday-life materials to enhance scientific creativity (MAEM-SC), which was specifically for students in the 6-7th grade according to the 7th curriculum in Korea. As important factors for scientific creativity, we selected the ability to find out the context relevant to scientific problems, the ability to connect the problem context to scientific knowledge, the ability to invent the ways to solve the problem scientifically, and ability to concentrate on the scientific problem solving activity. The topics of the program were drawn from common and familiar things in our everyday contexts, such as human body, everyday tools, food, play and toys, and everyday episodes. The multiple activities here mean the activities which are systematically constructed with the various types of activities with a specific intention. The multiple activities were designed in three types, that is, series type, parallel type, and combination type. Each of them consists of the several activities as follows: estimating and measuring, carrying out an experiment using body, inventing implement (tools), thinking statistically, writing creatively with scientific themes, and connecting one concept to another concept etc. Through a trial of the program, we found that this program has some positive influence on the enhancement both of the ability to find out the context relevant to scientific problems and the ability to connect it to the students' existing scientific knowledge.

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Factors and Implications for Creative Scientists: A Systems View of Creativity

  • Kim, Wangdong
    • STI Policy Review
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    • v.1 no.2
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    • pp.33-50
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    • 2010
  • This study examines three factors - personal, academic features and governmental research environment - that influences the research of creative scientists based on a Systems Model of Creativity and tries to deprive policy implications. First, this study investigates the characteristics of creative scientists' research through a literature review. Next, it analyzes the features of academic characteristics, and creative research environments by the interviews of nine creative scientists in Korea. Lastly, it draws its implications and analyzes the limitations of this research.

The Effect of Brain-Based Evolutionary STEAM Education on Scientific Interest and Scientific Creativity in Elementary School Students (뇌기반 진화적 STEAM 교육이 초등학생의 과학 흥미와 과학 창의성에 미치는 영향)

  • Jeong, Kyung-Wook;Lim, Chae-Seong
    • Journal of Korean Elementary Science Education
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    • v.40 no.2
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    • pp.239-252
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    • 2021
  • The purpose of this study is to develop an evolutionary STEAM education program based on the brain and to analyze its effects on scientific interest and scientific creativity of elementary school students. Four different topics based on four scientific fields (Physics, Chemistry, Biology and Earth Science) were derived from the science textbook under the 2015 revised curriculum to build a brain-based evolutionary STEAM education program. The research subjects were 90 fourth graders of S-elementary school located in Gyeonggi Province, Korea and they were divided into an experimental group of 45 students and a comparative group of 45 students. The main findings of this study are as follows. First, according to the independent samples t-test of scientific interest, no statistically significant difference were found between the two groups, but the brain-based evolutionary STEAM education had meaningful effect on improving 'interest in scientific learning' and 'anxiety about scientific learning'. Second, according to the paired samples t-test of scientific interest, the experimental group had significantly improved 'interest in science' but on the other hand, there was no effect on the comparative group. Third, scientific creativity and originality of the experimental group were significantly higher after the class than that of the comparative group. Fourth, although there were some significant differences between the two groups in scientific creativity after the class, both groups had improved scientific creativity between the results of pre and post test. Based on these results, we discuss implications for science education and STEAM education research.

Use of Visual Digital Media to Develop Creativity: The Example of Video Games

  • V., Zabolotnyuk;S., Khrypko;I., Ostashchuk;D., Chornomordenko;A., Timchenko;T., Motruk;K., Pasko;O., Lobanchuk
    • International Journal of Computer Science & Network Security
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    • v.22 no.12
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    • pp.13-18
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    • 2022
  • In the post-information era, most of technologies have a visual part, or at least some functions related to visualization. It is also one of the popular means of presenting materials in education area. However, despite its popularity, the impact of visualization on the effectiveness of learning still remains controversial. Even more controversial is its usefulness in developing creativity, which is one of the most important skills for today's employee. The authors considered the use of visualization as a tool for the development of children's creativity on the example of learning video games, in particular, ClassCraft to distinguish features that, from the point of view of psychology, may lead to developing creativity even being not useful for educational purposes. It is concluded that video games useful for learning may have features, that are inappropriate in formal educational context, but important to develop creative thinking.

The Effects of Portfolio Instruction on the Creativity and Scientific Inquiry Ability of Students in Elementary Science Classroom (초등 과학 수업에서 포트폴리오 수업이 학생들의 창의성과 과학 탐구능력에 미치는 영향)

  • Han, Se-Ran;Kwon, Chi-Soon;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.20 no.3
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    • pp.421-431
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    • 2000
  • The purpose of this study is to investigate the effects of portfolio instruction on the creativity and scientific inquiry ability of 6th-grade students in science classroom. Four classes were sampled from an urban elementary school in southern part of Seoul. Two classes were assigned to experimental group and the other two classes to control group. Portfolio instruction was administered to the experimental group for 10 weeks, and traditional instruction to the control group. Data on students' creativity and scientific inquiry ability were collected prior to and after the treatment for both groups. Students' perception on portfolio instruction was investigated with experimental group after the treatment. The results of this study are as follows: (1) Portfolio instruction had a significant positive effect on creativity; (2) Students' originality, one of sub-domain of creativity, showed marked increase after portfolio instruction; (3) Portfolio instruction had a significant positive effect on scientific inquiry ability; (4) Integrated inquiry ability, a sub-domain of inquiry ability, improved meaningfully after portfolio instruction; and (4) Students' perception on portfolio instruction is very positive.

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Development and Application of the Family Activity for Improving Scientific Creativity (FAISC) Program (과학적 창의성 향상을 위한 가족활동(FAISC) 프로그램의 개발과 적용)

  • Jee, Kyoungjun;Park, Jongwon
    • Journal of The Korean Association For Science Education
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    • v.33 no.1
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    • pp.114-131
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    • 2013
  • In this study, FAISC (Family Activity for Improving Scientific Creativity) program was developed and applied to 12 families. FAISC consists of 12 tasks and 12 evaluation papers. Family participants conducted the task individually and evaluated their performance results through discussion and agreement. From the participants' responses, it was found that FAISC tasks were fun but weakly difficult. Participants responded that Guide 1 (Creative thinking methods) and Guide 2 (Related knowledge) were helpful in their performance, and their scientific creativity was enhanced. From the analysis of interview and video recording of participants' behaviors, various positive aspects were observed. Especially on cognitive aspects, harmonious and pleasant family activities were observed. Negative aspects observed in interview and video gave us a practical guide for more effective performance in further application. Finally, according to comparison of evaluation results by family and professionals, the correlation between them was .901. Therefore, we conclude that evaluation of creative activity by family is highly confidential.

A Comparison of the Characteristics of Analogies Generated by Middle School Students Depending on Their Scientific Creativity, Field Independence/dependence, and Learning Approach (과학적 창의성, 장독립성·장의존성, 학습접근양식에 따른 중학생이 생성한 비유의 특징 비교)

  • Kim, Minhwan;Lee, Donghwi;Noh, Taehee
    • Journal of the Korean Chemical Society
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    • v.62 no.1
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    • pp.36-42
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    • 2018
  • In this study, we investigated the characteristics of analogies generated by middle school students in the perspectives of the number of analogies, the mapping understanding, and the diversity and originality of analogs. We also compared the results by students' scientific creativity, field independence/dependence, and learning approach. Participants in this study were 250 9th graders in Seoul. The analyses of the results revealed that the students of higher scientific creativity generated more analogies, had a higher level of mapping understanding, and used more diverse and original sources. Field independent students had a higher level of mapping understanding. However, the other characteristics of analogies were not related to field independence/dependence. Meaningful understanding approach was related to all the characteristics of analogies, while rote learning approach was not related to any characteristics of analogies. Educational implications of these findings are discussed.

Characteristics of Scientifically Gifted Students' Performance Processes in the Creative Tasks (과학 영재아의 창의적 과제 수행과정에서의 특성 분석)

  • Park, Jong-Won;Jee, Kyoung-Jun
    • Journal of The Korean Association For Science Education
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    • v.30 no.6
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    • pp.770-784
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    • 2010
  • In this study, we investigated students' behavioral characteristics in the process of and their responses to scientific creativity activities developed based on the three steps of learning model (Park, Park, & Lee, 2008) and scientific creativity model (Park, 2004). Students' responses were obtained by questionnaire, effectiveness of learning materials was explored by comparing students activities before and after the second step, 'Guide', and various characteristic behaviors were obtained through video-recording of their activities. As results, students answered that even though the activities were a little difficult, the activities were nonetheless interesting to them, and they wanted to do the activities more completely, and wanted them in future courses. It was also found that the second step activity was helpful in improving students' divergent thinking. Finally, from the findings about various students' behavioral characteristics, some practical recommendations for more effective teaching of scientific creativity were suggested.