• Title/Summary/Keyword: Teaching Creativity

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Creative failure for learner's intellectual growth (지적 성장을 위한 창의적 실패교육)

  • Kim, Jong Baeg
    • (The) Korean Journal of Educational Psychology
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    • v.31 no.4
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    • pp.745-766
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    • 2017
  • Students' creative ability has become the one of important educational goals recently. Beliefs that students can grow intellectually is a key principle in creativity education. In recently, researchers have focused on learners' failure as a way for promoting creativity in schools. They start look into the ways in which learning failures are connected to creativity. Recent studies such as Kapur(2008) demonstrated that learners' failure experiences enable students to create novel solutions to solve problems to go beyond memorizing facts or knowledge. This paper discussed strategies that students or teachers can utilize learning failures to produce positive educational outcomes and also suggested some caveats when learning failures are introduced to a classroom. Specifically, learners should avoid any pre-existing frames of thoughts to create new alternatives to solve problems. Second, teachers or students should be allowed to explore content areas freely without having any risks of academic punishment. In addition, this paper also discussed possible negative results of early experiencing learning failures regards to negative emotion. Especially, experiencing continuous failures can bring students to learned helplessness. This paper discussed how to avoid this negative consequences. Related with negative emotional effects of failures, teacher or students should be careful in the earlier stage of learning processes to avoid learning failures. Lastly, this paper also suggested that minimizing fears related with learning failures and promoting failure tolerance so that students have motivation to overcome learning failures.

Science Teachers' Perceptions and Needs for Courses in Science Education Subjects for Science Teacher Preparation Program in Korea (과학 교사 양성과정에서 과학교육학 과목 운영에 대한 과학 교사들의 인식과 요구)

  • Kim, Young-Min;Park, Jong-Won;Park, Jong-Seok;Lee, Hyo-Nyong;Kim, Young-Shin
    • Journal of The Korean Association For Science Education
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    • v.30 no.6
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    • pp.785-798
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    • 2010
  • The purposes of this study are to investigate Korean science teachers' perception of the current science teacher preparation courses in Korea, especially focused on subjects of science education, and to induce implications for improvement of in-service program for science teachers. To do this, a questionnaire was developed by the authors and administered to the 215 science teachers sampled nationwide. The study concluded that science teachers perceived that the two compulsory subjects, 'science education theories' and 'science teaching-learning materials and teaching methods' were not enough for a professional science teacher. Particularly, they consisently insisted that more practices under the relationship with teaching science in schools were necessary when learning subjects of science education. Based on science teachers' response, we recommended that the following 4 subjects should be added in the course of pre-service program for science teachers: 'Development of experiment/demonstration devices', 'Teaching creativity and education for the gifted in science', 'Development of science teaching materials', and 'Science inquiry learning and teaching'.

Senior Secondary School Students' Epistemological Conceptions of Mathematics in China: Characteristics and Development Process

  • Yang, Xinrong
    • Research in Mathematical Education
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    • v.17 no.2
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    • pp.79-97
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    • 2013
  • This paper reports findings from a survey of senior secondary school students' epistemological conceptions of mathematics with the adaption of the instrument of the "Conceptions of Mathematics" - Inventory in China. The survey included a sample of 414 Grade 10 students, 441 Grade 11 students, and 400 Grade 12 students from three provinces. Descriptive statistics, one-way ANOVA, and T-test were employed to analyze data in this study. It was found that senior secondary school students mainly focused on objectivity and reality of mathematics, without highlighting the characteristics of sociality, subjectivity, and creativity of mathematics. In addition, besides gender differences, differences were identified among students from different grades, different areas, taught by teachers with different teaching experience and experience in using reformed curriculum.

Method of Developing the Teaching material about Computer Programming For Improving the Creativity In Elementary School (초등 컴퓨터 프로그래밍 관련 창의성 교재 개발 방안)

  • Jeong, Won-Hee;Kim, Jong-Jin;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.197-205
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    • 2004
  • 요즘 과학, 수학 교과 등은 기초 교육 강조는 물론 창의성 교육에까지 관심을 가지고 있다. 7차 교육과정의 등장과 사회의 변화 흐름을 통해 '창의성'이 강조되고 있고, 교육에서도 창의성 교육이 대두되고 있다. 그러나 우리나라의 컴퓨터 교육 현황을 살펴보면 창의성과는 거리가 멀 뿐만 아니라, 다른 교과를 배우는데 도움을 주는 교과로서의 역할만을 하고 있다. 또한 컴퓨터 활용 교육이 이루어짐에 따라 저학년에서 고학년까지 유사한 내용의 교육을 반복해서 받는 경우가 생기고, 특히 5, 6학년은 실과 시간과 재량 시간의 교육 내용이 서로 중복되어 교육 효율이 떨어지고 있다. 이에 본 연구에서는 교육의 기초를 다지는 시기인 초등학교에서부터 창의적인 컴퓨터 교육이 이루어질 수 있도록 하고자 하며 이를 위해 초등학교 수준에 맞는 프로그래밍 관련 교육을 살펴보고, 초등 컴퓨터 창의성 향상 교육을 뒷받침할 수 있는 프로그래밍 관련 교재 개발 방안을 제안한다.

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Method of Teaching Material to Develop Computer Creativity by Accessing to the Computer Principle in Elementary School (컴퓨터 원리 교육을 통한 초등 창의성 교재 개발 방안)

  • Jung, Eun-Young;Kim, Jong-Jin;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.281-288
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    • 2004
  • 오늘날 IT의 급속한 진보는 많은 변화를 가져왔다. 단순한 자원이나 노동력보다는 첨단과학기술을 이용하여 얼마나 의미 있는 정보를 찾아내고 활용하는가에 따라 개인의 경쟁력이 좌우된다. 즉, 개개인의 창의적인 아이디어와 지식, 정보의 생산과 활용이 앞으로의 국가경쟁력을 좌우하게 된다. 이에 따라 교육계에서도 창의적인 능력을 발휘할 수 있는 인간상을 추구하고 있다. 전국의 초 중등학교가 정보인프라 구축으로 컴퓨터를 활용하는 교육이 가능하게 되었다. 비로소 미래사회를 대비하여 정보우수인력을 길러낼 수 있는 여건이 조성된 것이다. 그러나 현재까지 개발된 초등 컴퓨터 교재는 소프트웨어의 활용법을 소개하는 데 그치고 있다. 컴퓨터 교육이 활용교육으로 치우치다 보니 창의력 제한, 자기 주도적 학습 능력 부족 등 여러 가지 문제점이 발생하고 있다. 따라서 본 연구는 컴퓨터 활용법에만 두었던 기존의 교육방법을 탈피하여 체계적이고 쉬운 초등 컴퓨터 창의성 교재 개발 연구 방안을 제시하고자 하는데, 특히 컴퓨터 구조, 운영체제, 네트워크 등의 동작 원리를 기반으로 한다.

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A Case Study of Drama Education for Kindergarten Children in the United States: Drama Specialists' Beliefs and Practices

  • Wee, Su-Jeong
    • Child Studies in Asia-Pacific Contexts
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    • v.1 no.1
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    • pp.59-75
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    • 2011
  • This case study examines two drama specialists' perspectives on the purpose of drama education and how their visions and beliefs are reflected in their drama practices during a sixweek kindergarten drama program. Two experienced drama specialists who have worked at public elementary schools located in the Midwestern United States were the main participants of this case study. Using a qualitative case study method, in-depth observations and semistructured interviews were carried out. Findings show that the drama specialists believed the purpose of drama education to be the building of self-confidence, creativity, awareness of the arts and respect for others. Both congruent and inconsistent relations between their beliefs and their teaching practices were observed. Based on these findings, an understanding of how specialists' beliefs and practices contribute to a broader understanding of drama education is further discussed.

The 'Two Basics' Mathematics Teaching Approach and the Open Ended Problem Solving in China

  • Zhang, Dianzhou;Dai, Zaiping
    • Research in Mathematical Education
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    • v.8 no.3
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    • pp.123-144
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    • 2004
  • There is a tradition of advocating the 'two basics' (basic knowledge and basic skills) in Chinese mathematics education. The direct consequence is that Chinese students are able to produce excellent performance in the international mathematics examinations and outstanding results in the international mathematics competitions. In this article, we will present why and how Chinese teachers teach the 'two basics,' and how combine the pupil's creativity with their 'two basics.' Open ended problem solving is a way to meet the goal. The following topics will be concerned: Culture background; the speed of computation; 'make perfect' ; Efficiency in classroom; Balance between 'two basics' and personal development. In Particular, Chinese mathematics educators pay more attentions to the link between open ended problem solving and the 'two basics' principal.

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A Study on Effect of Learner Centered Mathematical Club Based on Mathematics History (수학사 기반 학습자 중심 수학동아리 효과 분석 연구)

  • Boo, Deok Hoon
    • Journal for History of Mathematics
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    • v.28 no.1
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    • pp.45-62
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    • 2015
  • This study assumes alternative character of the operation of mathematical club in middle school. The case that operated the voluntary mathematics club for one year was analyzed and the educational effect was considered. First, the examination instrument for choosing the members of mathematics club was developed and used. And, diverse teaching and learning materials for improving creativity and mathematical ability of the members were used. Second, the difference of learning result between the experiment group and control one who joined the activities of mathematics club was analyzed. Finally, mathematical club activity based on mathematics history appeared to be effective in improving academic achievement and mathematics exploration activity.

Designing and Implementing Two-way learning style for live classes : Outcomes of School Case Studies in Korea (실시간 화상 강의 서비스 : 한국 중고등학교 교육 현장을 중심으로)

  • Jun, Hyun-Su;Sohn, Jin-Soo;Lee, Sue-Hee;Yang, Myung-Og
    • 한국정보통신설비학회:학술대회논문집
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    • 2009.08a
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    • pp.151-154
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    • 2009
  • Enhanced active learning through information technology is becoming important for business and education sector. This paper describes one case of the continuing works for educational services through information technologies on the two-way learning and communication experience for live classes. As we expected, we faced some critical challenges but we believe that this work could make a significant impact on teaching, learning and creativity for better education in the near future.

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A Study on the Serious Game for the Military Training (군사훈련용 기능성 게임에 관한 연구)

  • Ha, Soo-Cheol
    • Journal of National Security and Military Science
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    • s.7
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    • pp.233-270
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    • 2009
  • Serious game played with a computer in accordance with specific rules, that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives. The main goal of a serious game is usually to train or educate users while giving them an enjoyable experience. Serous games are video games with serious purposes such as teaching or training and whose principal aim is education. The major characteristics of serious games involve pedagogy which are all of the activities that educate, train, or instruct the player. Other characteristics of serious games are that they use entertainment principles, creativity and technology to build games that carry out serious purposes. This study is to introduce a serious game for the military training and to describe the elements of game design for developing it.

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