• 제목/요약/키워드: creative change

검색결과 503건 처리시간 0.032초

의학교육의 변화 관리 (Brining a Change in Medical Education)

  • 전우택
    • 의학교육논단
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    • 제13권1호
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    • pp.3-11
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    • 2011
  • Every medical school aims to provide better education, and it sometimes requires changing the current education system. However, an attempt for a change may not always be successful. In many cases, it is so not because an intended change was not properly directed but because conflicts in the process of adopting the change were not properly handled. This paper suggests seven points for how to successfully bring a change in medical education. First, the medical education should not simply focus on the pass rate of the national medical examination but also on the cultivation of creative leaders. Second, the faculty of medical school should be creative, self-motivated, and passionate. Third, people in charge of an intended change should have a good understanding of complicated dynamics between the dean's office, medical education experts, professors, and students. Fourth, people who are leading the change should also grasp the possibility that a well-intended change might not be well-received by professors, students, and dean due to their tendency to be complacent with the current system. Fifth, a successful introduction of a change requires good teamwork of a thinker, an actor, and a coordinator. Sixth, a change takes time as it takes place through a step-by-step process. Seventh, an attempt for a change accompanies a negotiation with professors with different thoughts and views regarding education, and people who want a change need to be flexible in that negotiation. In addition to these seven points, people who are responsible for a change should be consistent and consider the renown of the school.

ASI 프로그램이 과학영재 학생들의 과학 창의적 문제해결력과 과학 학습 동기에 미치는 효과 (The Effect of the ASI Program on the Scientific Creative Problem Solving Skill and Science Learning Motivation of Science Gifted Students)

  • 이상균;김순식
    • 대한지구과학교육학회지
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    • 제5권1호
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    • pp.31-41
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    • 2012
  • This study investigates the effect of ASI program on the improvement of gifted students' scientific creative problem solving skill and science learning motivation. ASI developed by reflecting the characteristics of scientific inquiry. The study was aimed at Twenty elementary gifted students from C Gifted Education Program participated in the sixteen sessions of ASI curriculum from June 2010 to October 2010. First, we found that the ASP program is effective to improve the gifted students' scientific creative problem solving skill overall. Specifically, the ASI was effective in the sub-catagories of scientific creative problem solving skills such as 'fluency', 'flexibility', 'originality', and 'appropriateness'. However, there was no significant change in the sub-category of 'reliability' and 'elaborateness' Second, we found that the ASP program is effective to improve the gifted students' sscience learning motivation overall. Specifically, the ASI was effective in the sub-catagories of science problem solving skills such as 'intrinsic motivation', 'correlation with personal goal', 'self-determination', and 'fear of evaluation'. However, there was no significant change in the sub-category of 'extrinsic motivation' and 'self-efficacy'. summary, the ASI program was shown to be effective for improving their scientific creative problem solving skill and scientific learning motivation; This study implies that the ASI curriculum would be a effective tool to help gifted students to improve their ascientific creative problem solving skill and their motivation to learn science.

창의적 체험활동을 위한 환경동아리 프로그램 개발 및 적용 효과 (Effects of Development Environmental Club Programs for Creative Experiential Learning Activity)

  • 이상균
    • 대한지구과학교육학회지
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    • 제5권1호
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    • pp.114-123
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    • 2012
  • This study investigates the effect of environmental club activities of the creative experiential learning activities on the improvement of students' Environmental Literacy and Pro-environmental Behavior. For that purpose, This study divided 24 students at Jinhae U Elementary School into test groups of 12 students and Control groups of 12 students. Test groups participated in the 'GomGomi' environmental Club for sixteen times from March 2011 to December 2011. Conclusions of this study include; First, we found that the environmental club activities is effective to improve the students' environmental Literacy overall. Specifically, the Environmental Club Activities was effective in the sub-catagories of environmental Literacy such as 'rights of nature' and 'eco-crisis'. However, there was no significant change in the sub-category of 'human exemptionalism' Second, we found that the environmental club activities is effective to improve students' pro-environmental behavior overall. Specifically, the environmental club activities was effective in the sub-domains of Pro-environmental Behavior such as 'cognitive domain' and 'affective domain'. However, there was no significant change in the sub-domains of 'behavioral domain'. Summary, the environmental club activities was shown to be effective for improving their environmental literacy and pro-environmental behavior; This study implies that the environmental club activities of the creative experiential learning activities would be a effective tool to help students to improve their environmental literacy and pro-environmental behavior.

Deterioration of Mental Health in Children and Adolescents During the COVID-19 Pandemic

  • Eunkyung Jo;Kyoil Seo;Boram Nam;Deokyong Shin;Seohyun Kim;Youngil Jeong;Aeju Kim;Yeni Kim
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제34권1호
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    • pp.21-29
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    • 2023
  • This paper reviews the global effect of the coronavirus disease 2019 (COVID-19) pandemic on the mental health of children and adolescents in South Korea, the U.S., Japan, and China. We reviewed research on deteriorated mental health, including increased suicide, suicidal thoughts, and self-harm. Various studies have shown that students' mental health issues, such as depression and anxiety, have worsened during the COVID-19 pandemic. Furthermore, the number of students who committed suicide has significantly increased in the U.S. and Japan. Factors such as prior mental health status, change in daily routine, reduced physical activity, excessive screen time, overuse of electronic devices, and reduced social support have been reported to have a significant effect. The chain of deteriorating mental health among the youth began at the onset of COVID-19, social distancing, and school closure. As youths began to stay at home instead of going to school, they lost opportunities to connect with their friends or teachers, who could provide support outside of their homes. Young people spent less time on physical activity and more time online, which damaged their sleeping schedule and daily routine. In preparing for the post-pandemic phase, we should thoroughly analyze the long-term effects of the pandemic on youth mental health, while simultaneously tackling current imminent issues.

창의적 웹디자인 컨셉 개발에 관한 연구 (A Study on the Creative Web Design Concept Development)

  • 서미라;박상진;곽훈성
    • 한국콘텐츠학회논문지
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    • 제6권6호
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    • pp.136-143
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    • 2006
  • 다양한 미디어의 출현과 변화가 가속화되어가는 현대사회는 디자이너에게 경쟁력 있게 변화에 대처 하는 능력을 요구한다. 현대사회의 핵심 디자인 산업분야 중 하나인 웹 디자인 분야도 제작 기술 전문화에서 창의적 디자인 개발 구도로의 전환을 절실히 필요로 하고 있다. 일반적으로 창의적 디자인 개발 능력은 학습을 통해 익힐 수 있다. 따라서 창조적인 디자인 개발을 위한 창의력 개발 교육이 필요한 것이다. 창의적 사고훈련이 경쟁력 있는 디자인을 위한 핵심 요건으로 인식되면서 이에 대한 교육방법이 다각도로 진행되고 있다. 하지만 구체적으로 디자인 컨셉을 위한 연구는 미흡한 실정이다. 이에 본 논문은 새로운 사고방식을 자극하는 방법으로 디자인 컨셉 도출을 보다 창의적으로 설정하는데 도움을 되는 모델을 연구하고자 한다. 연구 과정에서 제시된 컨셉 개발 프로세스는 창의적인 웹 디자인 컨셉 도출을 위한 과정을 체계화시키며 경쟁력 강화를 위하여 디자인 개발에 활용되기를 기대한다.

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한국의 창조경제와 창조도시에 관한 정책과 담론 (Policy and Discourse of Creative Economy and Creative City in Korea)

  • 최병두
    • 한국경제지리학회지
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    • 제17권4호
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    • pp.601-623
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    • 2014
  • 이 논문은 한국의 창조경제 및 창조도시 정책과 담론을 비판적으로 분석하고자 한다. 이를 위해, 이 논문은 우선 '정책 이전'(또는 이동)의 개념을 원용하여 서구에서 등장한 창조경제 및 창조도시 정책과 담론이 국제적 확산과정에서 불가피하게 변화할 수 있음을 지적한다. 이를 전제로, 이 논문은 2000년대 후반 오세훈 전 서울시장이 추구했던 창조 도시 정책과 현 정부의 박근혜 대통령이 제시한 창조경제 정책과 담론이 등장 전개된 배경과 과정을 서술한 후, 이들의 정책과 담론이 실제 개념을 왜곡하거나 구체적 내용을 결여한 통치 수단 또는 정치적 수사로 기능하고 있음을 주장한다. 특히 이 논문은 현 정부의 창조경제 정책 및 담론이 이와 내적으로 연관된 두 가지 기본 개념들, 즉 경제민주화와 창조도시의 개념을 의도적으로 배제하거나 또는 비의도적으로 간과함으로 긍정적 실효성을 거의 가지지 못하게 되었다고 결론짓고자 한다.

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필름형 유연 시-촉각 융합 디스플레이 (Flexible Visuo-haptic Display)

  • 윤성률;박선택;박봉제;박승구;남세광;경기욱
    • 로봇학회논문지
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    • 제8권3호
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    • pp.156-163
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    • 2013
  • This paper describes a flexible visuo-haptic display module. We have developed a flexible electro-active polymer (EAP) actuator and a thin flexible visual display with $3{\times}3$ array configuration via polymer technology. The flexible actuator consists of nine EAP cells vertically moving in response to change in their thickness. The flexible display uses polymer based optical waveguide allowing light to scatter only at specific area. The display film is transparent and identically designed to the array pattern to fit for the arrangement of actuator cells. A pressure sensor is installed under the integrated module. The performance of the actuator is proved to be sufficient for satisfying perceivable range of human touch sense. The integrated system can provide interactive haptic feedback such as key pressing, contact vibration sensations, and etc. in accordance with user input.

유용미생물을 활용한 창의적 체험활동이 초등학생들의 환경소양에 미치는 영향 (The Effects of Creative Hands-on Activities using Effective Microorganisms on Elementary School Students' Environmental Literacy)

  • 황영호;박재근
    • 한국초등과학교육학회지:초등과학교육
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    • 제33권3호
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    • pp.524-535
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    • 2014
  • The purpose of this study was to develop the creative hands-on activities using EM (effective microorganisms) that can enhance the environmental literacy of learners, and to examine the effect of its application. The program was composed of 10 sessions, including biological knowledge and ecosystem status of microorganisms, practical activities that stimulate the environmental behavior and emotion of elementary school students, and career design related to their aptitude and occupation in future. This program can also be connected to the domains of creative hands-on activities, that is, career activities, club activities, self-regulated activities and voluntary service activities. In this study, two classes of 3th grades of elementary school in Seoul were selected and divided into two groups. The experimental group to undergo the program of creative hands-on activities using EM showed higher environmental literacy than the control group. In the concrete, it is proven that this program contributed to the improvement of learners' environmental emotion, skill, and behavior. When interviewed with experimental group, we found that sustained EM hands-on activities were conducted in collaboration with their families, and they became more aware of the utilities of EM and could participate in the activities more interestingly. In conclusion, the creative hands-on activities program was very effective and helped elementary students to change their environmental literacy in positive ways.

캠퍼스 유휴공간을 활용한 창의교육 공간 계획 - GNU IDEA Factory 사례를 중심으로 - (Architectural Planning for Creative Education Utilizing Unused Space in Campus - Focused on the Case Study of GNU IDEA Factory -)

  • 강석진;하동열
    • 교육시설 논문지
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    • 제25권6호
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    • pp.29-34
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    • 2018
  • The purpose of this study is to plan a environment for creative education in university campus. According to the literature review, the necessity of improvement of educational program and physical environment is increasing because of rapidly social and industrial structure change. In this aspect, G university decided to make space for creative education utilizing unused space in campus. The space design concept was established as a cell based on the fact that the educational space was a place where students grow up and was named GNU IDEA Factory. The planning site was decided on the existing piloti to solve problems of lack budget and space. This space consisted of rooms for creative education, autonomous students' activity, and exhibition and was designed by organistic structure. In conclusion it was thought that GNU IDEA Factory would be a case of environment for creative education and activity if it was supported proper program and usable equipments.

스토리텔링을 활용한 과학과 STEAM 프로그램 개발 (Development of Science STEAM Program Using Storytelling)

  • 이상균
    • 대한지구과학교육학회지
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    • 제6권2호
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    • pp.136-144
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    • 2013
  • The purpose of this study is to examine the effects of creative thinking activities and scientific attitude through the use of storytelling in the STEAM program for elementary students. For the purpose of this study, a teaching plan and worksheet for students using storytelling in STEAM was developed and applied. The results of this study are as follows: First, the change in students' creative thinking activities by applying the STEAM program using storytelling has statistically meaningful difference (p<.05). Second, the improvement in the scientific attitude score has statistically meaningful difference(p<.05). Third, according to the analysis of a questionnaire used to evaluate the program, students had a positive perception of the STEAM program and gained higher level of satisfaction about the lesson. Therefore, using storytelling STEAM program applied in this study might be useful to improve creative thinking activities, and can be expected to improve scientific attitude and should be widely applied to gifted education.