Using the tangible programming tools, which combines physical objects (e.g. robot) and educational programming language, may help to encourage learners' creative thinking as well as to enhance problem solving ability. That is, learners can have opportunities to simulate problem solving processes through the physical objects, such as robots. Therefore, they can minimize an fixation about problem solving process. These experience is effective to induce creative thinking that is useful to find new solutions and change environment actively. Therefore, we developed a robot based programming teaching and learning curriculum and implemented it in college level introductory programming courses. The result shows that the robot based programming learning has a positive effect in all three factors of learners' creative problem solving potential, especially in a cognitive factor. The cognitive factor includes general problem solving abilities as well as factors that explain creativity, such as divergent thinking, problem recognition, problem representation. These result means that the developed robot based programming teaching and learning curriculum give positive effect to creative problem solving abilities.
Journal of The Korean Association of Information Education
/
v.14
no.1
/
pp.79-87
/
2010
To support the expansion of diversity for schooling and make a plan for systematic robot education Ministry of Knowledge Economy did Pilot Project of Hands-on Robot at 68 Elementary Schools after building up the supporting system for teachers to practically use robots such as training course with Hands-on Robot. According to this, this paper will be shown about the analysis results of preliminary data about next expansion project of Hands-on Robot through analyzing the current status of Pilot Project of Hands-on Robot at Elementary After-School. For this, status of offered lesson and usage of teaching aids and materials, the number of regular/part-time teachers, students' satisfaction and so on at schools which are listed for the Pilot Project. The results show that at most of elementary schools students' creativity and interests about robots was increased and they tried to take the classes actively with high concentration. In spite of these positives, improvement needs for textbooks were also ascertained, therefore proper textbooks for student and teaching aids to bring on variable activities of students shall be based on additionally for the success.
Providing gifted education should be based on the principle of differentiation, that is, paying close attention to the individual characteristics of the gifted. The gifted are known to be the fast learners with autonomous studying ability and high levels of thinking and creativity, which certainly differentiate them from the ordinary others. Thus, the program for the gifted should fundamentally differ from other general programs. The need for gifted education is growing as our society has turned into the knowledge-based society. Fortunately, on December 28th, 1999, a law in favor of gifted education was passed. According to the law, gifted education will be actively provided under the government's support from the year 2002. In this context, this study is intended to search for the model of developing instructional materials for the gifted. The output materials of this study are to be used in gifted schools which will be built in the near future. The curriculum for the gifted consists of three parts: basic curriculum, in-depth curriculum, and optional curriculum. The learning and instructional materials developed in this study are to be used for the in-depth curriculum. In order to develop the materials, various theoretical models related to gifted education were reviewed. Finally, a theoretical model was developed. On the basis of the model, several instructional materials are developed and the possibility of application are considered.
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.
Textbooks are important resources in support of teaching and learning mathematics competencies which are emphasized in the most recently revised mathematics curriculum. This study analyzed how six mathematics competencies and their sub-elements are implemented in the mathematics textbooks for the fifth and sixth grades. A total of 465 activities or items in the targeted textbooks were analyzed. The findings of this study showed that both the communication competence and the reasoning competence were the most frequent competencies, followed by the problem solving competence. In contrast, the other three competences (i.e., creativity and integration, attitude and practice, and information processing) were less popular. Detailed analyses of sub-elements according to each competence revealed that one or two specific sub-elements were emphasized within a competence. Whereas "expressing one's idea" was the most prevalent sub-element in the communication competence, both "analyzing mathematical facts" and "observation and conjecture" were the most frequent in the reasoning practice. Specific sub-elements were jointly implemented within or across competences. "External connections of mathematics and integration" in the creativity and integration competence was carried out in relation to "recognition of values" in the attitude and practice competence. This paper also included some examples of activities or items showing how specific sub-elements of each competence were reflected on. This study is expected to provide implications on how to implement mathematics competencies throughout the textbooks.
Journal of Korean Home Economics Education Association
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v.17
no.3
s.37
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pp.17-33
/
2005
The present study attempts to develop the 'Empowering Youth Program' to enhance adolescents' creativity to address a variety of social and relationship issues and verify the effect of the program. The program consists of 12 sessions and each session employs a variety of activities and teaching methods to engender the students' interest. The subjects of this study were 262 middle school students in Seoul and Kyoun99i province. They were randomly assigned to the experimental group and the control group. Several independent t-tests and ANCOVAs were performed for data analyses. The results of the analyses indicated that the 'Empowering Youth Program' was effective in both promoting adolescents' educational performance and enhancing their creativity. Furthermore, the program was found to be very effective in helping adolescents understand themselves, peers, and family members much better.
Journal of Korean Home Economics Education Association
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v.10
no.2
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pp.13-28
/
1998
The purpose of this study is to compare of learning effects between the inquiry training model and traditional lecture method in the unit of food and nutrition of home economics in the middle school and propose a teaching-learning method of home economics in the middle school.For this study I sampled one hundred students both male and female who were in the first grade students of middle school in Ansan city.The students were divided into two groups each of which was composed of one male class and one female class. One was called the inquiry training model group, which was taught by the inquiry training model, the other the traditional lecture method group, which was taught by traditional lecture method .They learned about food and nutrition unit during the same time. To evaluate the effectiveness of learning, learning achievement degree, instruction interest degree, and the powers of exploration process, a creativity lest by using a Questionnaire was gIven.The resuits of this study are as follows: 1. In the traditional lecture method group between the inquiry training model one, the difference of learning achievement degree was not significant. The score of learning achieve ment degree in the inquiry training group, the female class got higher scores than .the maleone, but the difference was not significant. 2. In the test of instruction interest degree, the traditional lecture method group got higher scores than the inquiry training model one. (p<.001.). In the inquiry training group the male class got higher scores than the f ema Ie one. (p < .001 ) 3. In the test of powers of exploration process, the traditional lecture method group got higher scores than the inquiry training model one.( p< .00 1). In the inquiry training group, the male class got higher scores than the female one, but the difference was not significant. 4. In the test of creativity, the traditional lecture method group got higher scores than the inquiry training one. (p < .00 1). In the inquiry training group, the female class got higher scores than the male one, but the difference was not significant Therefore, the inquiry training model is the more effective instruction model for both male and female students, rather than the traditional lecture method for instruction interest de¬gree, powers of exploration process, creativity and extends instruction interest degree for the male studentsale students.
This study analyzed the difference in evaluation results in evaluating identical products by applying two different types of evaluating scales, Creative Product Analysis Matrix (CPAM) and Creative Product Semantic Scale (CPSS) by O'Quin and Bessember (1989). As a result, evaluation based on explicit knowledge scored lower than evaluation based on implicit knowledge, implying that the evaluation becomes stricter. When evaluated with CPSS, which as relatively more segmentalized grading criteria, all sub-dimensions of creativity showed low scores, and it show that when evaluator's first impression or personal evaluation standard on the products is firm, they may not be evaluated by the evaluation tools. Gifted education teachers were giving similar evaluations as experts in creative product evaluation, and understanding the product evaluation tool fully in advance before teaching or evaluating products may lead to the generation of newer, more useful and appropriate, and highly creative product with high solvability.
Journal of The Korean Association For Science Education
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v.39
no.1
/
pp.45-57
/
2019
NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.
Journal of The Korean Association of Information Education
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v.5
no.3
/
pp.380-388
/
2001
In this Information Age, the needs for the performance evaluation is raising to increase the higher-thought ability for creativity and problem-solving, to improve the quality of the teaching-learning process. However, it is very difficult to carry out the authentic performance evaluation in our educational environment. Therefore, we design and implement the Performance Evaluation Processing System as one of the learning-teaching processes. We study the theoretical base of evaluation types and of learning-teaching methods, and inquire appropriate performance evaluation methods. Among the methods, we focus on the Report, a type of performance evaluation using the most widely in the Society. We constitute a basic form and design the evaluation system of the Report. The evaluation system consist of the teacher's module and the learner's module. Teachers make the form of report, provide it for learners and evaluate the report on teacher's module, Learners make out the report, submit it to the teacher and use it for presentation in class, on learner's module, The teacher and learner can apply this system as follows. The teacher can use the report that have been already made, or that make for themselves as a step for evaluation and they can evaluate learners by the submitted report. The learner not only can see their own result of evaluation but also can use ICT at their presentation.
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