• Title/Summary/Keyword: Teaching Creativity

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A Comparative Study on Primary Gifted Education Systems in Korea and China (한국과 중국의 초등영재교육의 분석 및 고찰)

  • Kwon, Chi-Soon;Oh, In-Ja
    • Journal of the Korean Society of Earth Science Education
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    • v.4 no.1
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    • pp.1-11
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    • 2011
  • This study was carried out to analyze primary gifted education systems in Korea and China. The results of the research are as follows : (1) The objectives of the gifted children education of two countries are same. They intend to dig out hidden talent and giftedness of gifted children. They emphasize the development of creativity in the gifted children through the various special teaching methods. (2) Korea has been doing the gifted education limitedly focused on the 4th grade students in elementary school after regular school curriculum, but China has performed gifted education from primary school to university quite systematically. (3) Korea tend to select the students based on the objective sources such as teachers' observation, recommendation, school scores, but this has limit to find out the real potential genius. China has the similar problems, but they consider of the comprehensive talented and abilities in students at school unit level. (4) Both countries have the teacher training systems for study to make more efficient programs and methods in gited education. It has been emphasized the necessity of gifted education to expand the range and target. Most of all it is very essential to train the teachers to manipulate the gifted education programs. The government should be persue the multiplicity and professionality now. So there are so many things to learn from China since they managed the gifted education in a regular curriculum of the school.

What is School Mathematics? (학교수학이란 무엇인가?)

  • Lee, Seoung Woo
    • Journal of Educational Research in Mathematics
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    • v.25 no.3
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    • pp.381-405
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    • 2015
  • The nature of school mathematics has not been asked from the epistemological perspective. In this paper, I compare two dominant perspectives of school mathematics: ethnomathematics and didactical transposition theory. Then, I show that there exist some examples from Old Babylonian (OB) mathematics, which is considered as the oldest school mathematics by the recent contextualized anthropological research, cannot be explained by above two perspectives. From this, I argue that the nature of school mathematics needs to be understand from new perspective and its meaning needs to be extended to include students' and teachers' products emergent from the process of teaching and learning. From my investigation about OB school mathematics, I assume that there exist an intrinsic function of school mathematics: Linking scholarly Mathematics(M) and everyday mathematics(m). Based on my assumption, I suggest the chain of ESMPR(Educational Setting for Mathematics Practice and Readiness) and ESMCE(Educational Setting For Mathematical Creativity and Errors) as a mechanism of the function of school mathematics.

Android App. Implementation Teaching using App. Inventor for Elementary school students (초등학생을 대상으로 앱 인벤터를 활용한 안드로이드용 앱 제작교육)

  • Rim, Hwakyung
    • Journal of Korea Multimedia Society
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    • v.16 no.12
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    • pp.1495-1507
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    • 2013
  • Smart device appeared as IT technology develops and it caused the proliferation of digital contents. It is because that App technology supports to install and use the contents in the smart device easily. App is developed by the creativity and the programming skill and the commercial value is generated in the process of development. In this paper, we taught how to develop APP to elementary school students by Android App Inventor program and observed the changes of their thinking through reflection-note which describes thinking of them. This research was carried out for 28 elementary school students, 5th and 6th grade. We found the attitude that students try to solve problem actively with the high interest. They enjoy showing developed App to others easily and quickly, which is the characteristic of smart devices. We also found a phenomenon that the students consider commercial value.

The Effects of Robot Based Mathematics Learning on Learners' Attitude and Problem Solving Skills (로봇 활용 수학학습이 학습태도 및 문제해결능력에 미치는 영향)

  • Park, Jung-Ho;Kim, Chul
    • The Journal of Korean Association of Computer Education
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    • v.13 no.5
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    • pp.71-80
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    • 2010
  • A lot of studies in and outside the country says that robots can become an effective tool in developing creativity, problem solving skills and positive learning motivation in the knowledge and information era. This study aims to verify the educational effect of robots in mathematics education by applying robots to mathematics education as a learning tool in an effort to improve the teaching/learning environment. For this study, the mathematics curriculum of elementary school and robot programming were analyzed and then a robot integrated mathematics program was developed. The developed program was applied to the mathematics education of an elementary school year 5 over 16 times. The result of the study showed that the experimental group which used the robot integrated program has better learning attitude and problem solving skills than the group which used the traditional method. The result also showed that the mathematics activities that used robot programming contributed to developing problem solving skills and provided positive mathematics learning experience.

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Analysis of Makerspace Users' Experiences and Suggestions for Science Education (무한상상실 이용자의 경험분석과 과학교육을 위한 제언)

  • Byun, Moon-Kyoung;Cho, Moon-Heum
    • Journal of The Korean Association For Science Education
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    • v.36 no.2
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    • pp.337-346
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    • 2016
  • Makerspace was constructed to assist the public in creating new business, industry and market opportunities by combining their creative ideas with technology. So far, in Korea, a total of 58 makerspaces have been constructed and are running currently. Makerspaces are equipped with a variety of high-tech devices such as 3D printing technology and a laser cutter as means for transforming ideas into their prototypes. In this study, we examined users' experiences in makerspaces using online questionnaires and face-to-face interviews. We then presented motivations for using makerspace, interest in using it, concerns about using technologies, and other issues related to using makerspaces. Based on the results, we proposed three suggestions to improve users' experiences in makerspaces. These suggestions include: (1) supporting teaching and learning practices in makerspaces, (2) providing professional development opportunities for instructors in makerspaces, and (3) promoting innovative services that accommodate diverse users' needs.

A Study on Librarians' Perception of School Library Location (학교도서관 위치에 대한 사서들의 인식조사 연구)

  • Lee, Young-Mo;Noh, Younghee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.1
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    • pp.51-76
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    • 2015
  • By providing a variety of information resources and space, the school library provides students with the opportunities for creativity improvement through reading and humanity education, teachers with the opportunities for providing the high quality training by developing teaching methods fit for the students' aptitude and ability. The school library is now playing a greater role as a curriculum-oriented space instead of just a repository for books. This study was intended to survey the perception of librarians in these libraries to find the most optimal location for the school library to ease use for teachers and students. In order to accomplish the object of this study, a questionnaire targeted school librarians around South Korea, and previous studies about school library facilities were analyzed. As a result of the study, factors such as 'buildings, floors, position in building, and size' of school libraries appeared to make a large difference in the satisfaction of school librarians.

A Study on the Achievement Goals of Computer Programming for Elementary students (초등학생들을 위한 컴퓨터 프로그래밍의 성취 기준에 관한 연구)

  • Kim, Kapsu
    • Journal of The Korean Association of Information Education
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    • v.18 no.2
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    • pp.255-264
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    • 2014
  • Information and knowledge society in the 21st century creativeness education is very important. The core of creativity education is software education that is to make something based on the creative thinking. Each country has already emphasizes software education. And Software education for elementary school students reflect the curriculum. Software education can be divided into four areas which are information, problem solving, algorithms, and programming. In this study, I propose criteria for the achievement of a computer program for elementary school students. The proposed criteria of programming education are fulfilled in other subjects curriculum of korea and other national software curriculum. This study is analyzed by the validity of the Delphi analysis of primary school teachers. The result of this study is that elementary school students when teaching computer programming that is very reasonable results.

A Study on the Curriculum for Elementary and Middle School in Robot and Convergence Activity (초.중학교 로봇융합활동 교육과정에 관한 연구)

  • Park, Jung-Ho;Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.18 no.2
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    • pp.285-294
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    • 2014
  • Recently, research using robots as a learning tool has increasingly been conducted in K-12 education area. It has been known that hands-on robots give positive educational effect not only on science and mathematics, but on STEAM activity, and help improve the abilities necessary in the 21 century, such as critical thinking, creativity, communication skills, and team work. Despite many research achievements, there is still few research on robot based curriculum to improve the instrumental application of robots in the primary and secondary education fields. In other words, there is a lack of studies of systematic educational contents, educational methods and educational evaluation to increase the instrumental application according to schools and class years. Therefore, this study analyzed domestic and foreign robot based curriculums and relevant cases to develop 'robot' related educational programs in primary school and middle school, suggested the achievement objectives in the robot area as a sub category of the computer science curriculum which will be revised, and proposed teaching-learning method and evaluation method.

The Effect of Anchored Instruction on Elementary School Students' Problem-solving in Algorithm Learning (앵커드 수업을 통한 알고리즘 학습이 초등학생의 문제해결력에 미치는 영향)

  • Choi, Seo-Kyung;Kim, Yung-Sik
    • The Journal of Korean Association of Computer Education
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    • v.15 no.3
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    • pp.1-10
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    • 2012
  • The flow of computer education in modern knowledge and information society contains the computer science courses to cultivate the higher-level thinking abilities such as logical thinking skills, creativity, and problem-solving ability of learners. The purpose of this study is to recognize the need to promote the algorithmic thinking power to improve the problem solving ability of learners, to design the algorithm class based on the anchored instruction strategy for elementary school students and to verify the effectiveness. Anchored instruction model and cases are added to the class. Elementary school students were subjects and divided into a control group in which the traditional algorithm teaching method was conducted and an experimental group in which algorithm class was conducted applying anchored instruction. As results, an experimental group has shown improvements on problem solving compared to a control group.

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Analyses on Elementary Students' Cognitive Domain in Free Science Inquiry Activities Applying a Brain-Based Evolutionary Approach (뇌 기반 진화적 접근법을 적용한 초등학교 학생의 과학 자유탐구에서 인지적 영역 분석)

  • Baek, Ja-Yeon;Lim, Chae-Seong;Kim, Jae-Young
    • Journal of Korean Elementary Science Education
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    • v.33 no.4
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    • pp.773-783
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    • 2014
  • In National Curriculum of Science revised in 2007, the Free Inquiry was newly introduced to increase students' interest in science and to foster creativity by having students make their own question and find answer by themselves. The purpose of the study was to analyze characteristics, in cognitive domain, appeared in the processes of performing the Free Inquiry activities applying a brain-based evolutionary science teaching and learning principles. For this study, 106 fifth grade students participated, and they performed individually Free Inquiry activities. In order to characterize of the diversifying, estimating-evaluating-executing, and extending-applying activities in cognitive domain (C-DEF), the Free Inquiry diary constructed by the students, observations by a researcher, and interviews with the students were analyzed both quantitatively and qualitatively. The major results of this study were as follows: First, at C-D step, many students (71.5%) had difficulty in searching the meanings of their results and the contents of interpretations were at the level of simple description of their results. A few students (15.2%) derived interpretations based on causal relationships between specific variable and result. Also, the tendency that the numbers of interpretation about meaning of their results were increased as the scores of science attitude and achievement was appeared. Second, at C-E step, the students showed tendency of considering facts exactly explaining inquiry topic and being appliable to daily life rather than objectivity or accuracy of scientific knowledge. Third, at C-F step, there were three types of extension and application: simple repetition (8.2%), extension (64.0%), and upward application (17.6%) types. Based on these findings, implications for supporting appropriate interpretation, evaluation, and application of inquiry results are discussed.