• Title/Summary/Keyword: creative change

Search Result 502, Processing Time 0.03 seconds

Brining a Change in Medical Education (의학교육의 변화 관리)

  • Jeon, Woo Taek
    • Korean Medical Education Review
    • /
    • v.13 no.1
    • /
    • pp.3-11
    • /
    • 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.

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

  • Lee, Sang-Gyun;Kim, Soon-Shik
    • Journal of the Korean Society of Earth Science Education
    • /
    • v.5 no.1
    • /
    • pp.31-41
    • /
    • 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.

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

  • Lee, Sang-Gyun
    • Journal of the Korean Society of Earth Science Education
    • /
    • v.5 no.1
    • /
    • pp.114-123
    • /
    • 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
    • /
    • v.34 no.1
    • /
    • pp.21-29
    • /
    • 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.

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

  • Seo Mi-Ra;Park Sang-Jin;Kwak Hoon-Sung
    • The Journal of the Korea Contents Association
    • /
    • v.6 no.6
    • /
    • pp.136-143
    • /
    • 2006
  • Contemporary society demands the ability to cope with the change competitively to the designer which is being accelerated of change and various media are emerging. The web design field which is one of the core design industry field of the contemporary society is needing the conversion from manufacturing technology specialization into creative design development composition. Generally, creative design development ability can be learned by studying. So, creativity development education is needed to develop creative design. Creative thought training is perceived as the core condition for competitive design and the education method for this is being proceeded multiply. But the study for design concept is lacking concretely. By this, this paper is to study the model which helps setting the design concept deduction creatively by instigating new ways of thought. The concept development process suggested in the study procedure systemizes the course for creative web design concept deduction and expects it to be utilized in design development to reinforce competitiveness.

  • PDF

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

  • Choi, Byung-Doo
    • Journal of the Economic Geographical Society of Korea
    • /
    • v.17 no.4
    • /
    • pp.601-623
    • /
    • 2014
  • This paper is to analyze critically policy and discourse of creative economy and creative city. Applying the concept of 'policy transfer' or 'policy mobility', It points out that it may be inevitable for a certain policy or discourse developed in Western society to change its contents and characteristics in its international diffusing process. And then, this paper describes political contexts and process in which the policy and discourse of creative city of a former mayor of Seoul, Oh, Se-Hoon, during the late part of the 2000s, and those of creative economy of the current president, Park, Geun-Hye, have been suggested and pursued, arguing that those policies and discourses, having been distorted and lack of concrete contents, have functioned as a key ruling tool or political rhetoric. In particular, this paper concludes that the policy and discourse of creative economy of the current government would have little positive effect due to excluding intentionally policy of economic democracy and ignoring unintentionally policy of creative city, which seem to have an inherent relationship with that of creative economy.

  • PDF

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

  • Yun, Sungryul;Park, Suntak;Park, Bongje;Park, Seung Koo;Nam, Saekwang;Kyung, Ki-Uk;Prahlad, Harsha;von Guggenberg, Philip
    • The Journal of Korea Robotics Society
    • /
    • v.8 no.3
    • /
    • pp.156-163
    • /
    • 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.

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

  • Hwang, Young-Ho;Park, Jae-Keun
    • Journal of Korean Elementary Science Education
    • /
    • v.33 no.3
    • /
    • pp.524-535
    • /
    • 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.

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

  • Kang, Seok-Jin;Ha, Dong-Lyul
    • Journal of the Korean Institute of Educational Facilities
    • /
    • v.25 no.6
    • /
    • pp.29-34
    • /
    • 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.

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

  • Lee, Sang-Gyun
    • Journal of the Korean Society of Earth Science Education
    • /
    • v.6 no.2
    • /
    • pp.136-144
    • /
    • 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.