• Title/Summary/Keyword: creative fun

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An Introduction of Korean Elementary Science Textbook Development Model 'FLOW' and the Feathers of the Textbook

  • Yang, Il-Ho;Chae, Dong-Hyun;Lim, Sung-Man;Kwon, Suk-Won;Kim, Eun-Ae;Lim, Jae-Keun
    • Journal of The Korean Association For Science Education
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    • v.32 no.3
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    • pp.477-485
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    • 2012
  • This study introduces the development of elementary science textbooks in Korea. In Korea there has been eight revisions to the National curriculum and the development of nine textbooks. The State of Korea has organized textbook development teams, but this time the State chose the development team through public contest. Researchers suggested the 'FLOW' development model based upon results of studies in creative education and developed the new science textbooks. The 'FLOW' model includes four stages, aimed towards capturing students' interest in science (Fun Science), engaging students in various scientific inquiries and experiences (Lab. Experience), organizing their own knowledge of science (Organizing Knowledge), and to encourage students to become little scientists (Willing to be a Scientist). The textbook is a research-developmental textbook that utilizes various literature and exploration-strategic textbooks. The textbook's basis is formed upon scientists' experiences that assist in the realization of 'inquiry' that is emphasized within the science field.

Development of training-education system for early childhood and adolescence (청소년의 인지능력 훈련을 위한 운동-학습 시스템의 개발)

  • Choi, Jung-Hyeon;Park, Jun-Ho;Yoon, Ji-Sook;Seo, Jae-Yong;Pakr, Chan-Hong
    • Journal of the Institute of Convergence Signal Processing
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    • v.21 no.3
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    • pp.107-112
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    • 2020
  • With the importance of creative learning highly valued, the demand for education in early childhood and adolescence has been increasing in recent years, but simple memorization-oriented and classical teaching methods tend not to prove high effectiveness in terms of learner-centeredness. Students who study static at their desks for a long time do not prefer boring classical learning methods, and there is also a lack of educational methods and educational content that conforms to the convergence education trend in the actual educational field. Therefore, this study has created a system that allows students to exercise and learn at the same time through a fun and familiar approach, and implement educational content through activation of brain plasticity.

The Effectiveness of Purdue GERI Program on Science Learning and Creativity Development of Korean Gifted Students (미국 퍼듀대학 하계 GERI (Gifted Education Resource Institute) 프로그램에 참가한 한국 영재 학생들의 과학 학습과 창의성 개발에 대한 효과 분석)

  • Chae, Dong-Hyun;Kwon, Kyong-Ah;Son, Yeon-A
    • Journal of Korean Elementary Science Education
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    • v.25 no.3
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    • pp.296-306
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    • 2006
  • The purpose of this study is to examine the effectiveness of the summer enrichment programs on Korean gifted students' science learning and creativity development. This program is organized by Purdue University Gilled Education Resource Institute (GERI) in U.S.A. Researchers conducted semi-structured interview with 6 Korean students and observed 12 Korean students and GERI teachers for teacher-student interaction and teaching strategies during science-related classes. From the results, GERI program developed from Purdue 3 stage enrichment model that emphasizes creative teaching strategies, group discussions, and individual research were effective to foster creative thinking of Korean gilled students. Despite their language barriers, Korean gilled students found GERI program experience fun, creative, easy, relaxing, and thereby satisfying for their psychological and academic needs. They expected the level of stimulation in GERI program to be higher and the class to be organized more systematically; however, they reported that the broad range of topics and diverse content of GERI classes helped them develop creativity more than Korean classes. These findings will make contribution to the improvement of the quality of gifted education curriculum and programming in Korea.

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Recognition of General arts classes based on movie - Focused on the movie "Untouchables: 1% friendship" (영화 기반 교양교과 수업 활동 탐색 - 영화 「언터처블: 1%의 우정」 중심으로)

  • Kim, Seong-Won;Youn, Jeong-Jin
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.63-72
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    • 2017
  • This study made of centrally actual application in general arts classes based on movie in university. Especially, I analyzed the activities of the class with 'Untouchable: 1% friendship' among 6 films. The objects of this study are 44 students of D university in Busan Metropolitan City who take 'creative fusion from movie' general arts class which opened first semester in 2016. In this study, students were able to watch movies through the creative class, which was out of the traditional classroom method, and after 15 hours of learning the quiz online, they conducted 15 weeks as a teaching method to perform tasks, presentations, experiments, and experiences in regular class time. The results of this study are as follows. 'It is a general arts class that makes movements live,' 'It is a general arts class that shows movies from various perspectives,' and 'It is a general arts class that makes me know.' This suggests that the educational medium, which is easily accessible in everyday life, and the general arts class, which is active in the space outside the framework, are perceived as stimulating curiosity and adding fun to college students.

Study on Creative Materials of Digital Contents Using Traditional Culture of Art School of PyongYang Ki-Saeng and Ki-Saeng of Chosun Age (조선기생 및 평양기생학교에 관한 전통문화의 디지털콘텐츠 창작소재에 관한 연구)

  • Joo, Jung-Kyu
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.45-52
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    • 2005
  • This paper is re-lighting(reputation) that Ki-saeng is a artist in Chosun age to concern with history, social lives, role, art school of Ki-saeng and Ki-saeng and also is re-light and analysis educate system, rules, curriculum, time table of teaching, graduated album, photos of art school of Pyongyang Ki-saeng. And the using these traditional culture materials of Ki-saeng can create various digital contents of game contents, animation, drama, film and characters. Specially, it is propose to use culture contents that creation and pick out of beauty, talent, social system and art school of Ki-saeng in Chosun age willing to use concept design, scenario of game, animation, drama and film etc.

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A Case Study on Application of Realistic Content to Space Design (실감형콘텐츠의 공간디자인 적용사례연구)

  • Kang, Jae-Shin
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.369-376
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    • 2017
  • In a digital multimedia environment with various experiences and communication, We live in an age where it is possible to experience from imagination to reality realizable by imagination. The remarkable technology based on ICT has been attracting attention as next generation video service technology from 3DTV, UHD TV, and hologram. These media, combined with space design, are able to offer us amazing and diverse experiences. In addition, now, there is a demand for more differentiated contents using human five senses recognition technology. We analyzed the application of realistic contents to space design. As a result, we have come to the conclusion that creative production which can express more fun and convenient will be an important issue.

Promotional Movie Production for the SNS Marketing (SNS 마케팅을 위한 제품홍보영상 제작 연구)

  • Yoo, Wang-Yun
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.579-586
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    • 2013
  • To see what the promotional movie of the same product, Each concept were respectively constructed for Optimized SNS marketing movie. There are two types of movies. One is the teaser of product design in the form of showing 'Feature Movie' and the other is the 'Viral Movie' presenting USP of the product in parody technique, which can be compared with each others. The two movies show on YouTube, then feedback from viewers were analyzed in detail. As a result, data for view and shares of viral movie showed relatively higher than the feature movie. It means that the viral movie is more effective for marketing since its various elements such as fun, story and visuals are sharable. It makes people more interested and immersed in these contents. Thus, viral movies for SNS marking are distributed to reflect the issue of the time, all the concepts are clear to show what the product is for, and most importantly it can trigger the attention of viewers.

The Reality of Mathematics Gifted Children's Independent Study Ability and Mathematics Teachers' Recognition of Independent Study (수학영재학생들의 독립연구능력과 수학영재담당교사들의 독립연구 인식 실태)

  • Yim, Geun-Gwang;Kang, Soo-Ja
    • Journal of Gifted/Talented Education
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    • v.18 no.1
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    • pp.79-109
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    • 2008
  • In most curricular model for gifted children, independent study is included as an important element for developing students' study ability and producing creative production Gifted children also prefers this style of learning and they study more easily and with more fun when they learn in the learning style they prefer. This study aims to find out how gifted children in math area performs independent study and how teachers who teach them recognize independent study; survey study was used to analyze the reality of the production in relation to independent study. In result, gifted children's independent study ability was rather very low and teachers recognized the necessity of independent study but lacked understanding of the method of independent study.

Development and Effectiveness of Short-term Activity Program during Vacation to Improve Positive Psychology of Elementary School Students (초등학생의 긍정적 심리 향상을 위한 방학 중 단기 활동 프로그램 개발 및 효과 검증)

  • Kim, Eunjin;Ko, Shi-Yong
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.604-614
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    • 2013
  • In this study, a short-term activity program during vacation mainly consisted of creative drama and mindfulness was held in order to increase elementary school students' positive psychology and its effects were verified. Effects of the program were verified by means of quantitative and qualitative analysis and the results were as follows; First, most students participated in this program because their parents wanted them to instead of them wanting it voluntarily. Second, it was appeared that their self-esteem and happiness level increased significantly and their stress and depression level decreased after participating in the program. Third, approximately 65~70% students stated that it was fun, helpful, educative, and would like to recommend to other friends. Also, they reported on the perception of positive emotions and acquisition of empirical knowledge. Based on these results, implications and suggestions were discussed in this study.

A Study of Playfulness Shown in the Haute Couture Collections - Mainly Focused on Works after the Year 2000 - (오뜨꾸뛰르 컬렉션에 나타난 유희성에 관한 연구 - 2000년 이후 작품을 중심으로 -)

  • Kim, Sun-Young
    • The Research Journal of the Costume Culture
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    • v.16 no.3
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    • pp.475-487
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    • 2008
  • The purposes of this study are to find the values of playful design by exploring what forms of playful expressions and characteristics appear in the haute couture collections that feature "high culture" other than street fashion or popular fashion and to help expand the scope to include newer and more creative design ideas. Concerning theoretical background, the study reviewed the literature to understand the concept of playfulness and see what types of playfulness there are and how it is expressed. Based on the results, the study examined the features of playfulness by analyzing the works of haute couture collections which since 2000. The results can be summarized as follows: First, designers in the haute couture collections constructed their own identities by expressing their instinctive desire for playfulness through graffiti such as cartoons or scribbles and delivering direct and specific messages or ambiguous and symbolic meanings through such things. Second, the haute couture collections revealed the human body in a transformed or distorted shape through deformation of clothes or accessories presented brand-new dressing styles by breaking away from the past ways of dressing; and expressed playfulness intentionally with distorted materials. Third, is the "depaysement" technique. This collage technique selects all possible objects going beyond inartistic routine matters or boundaries of which we are aware and changes their positions and purposes of use to express the playfulness of "harmony in disharmony." Fourth, the haute couture collections created a feeling of playfulness by featuring parodies of retro elements, a slice of popular culture, or a variety of painting styles. Finally, like using dolls or toys as accessories or making direct use of parts of clothes, combinations between attributes given by the images of those accessories themselves and creativities found in haute couture dresses are just as fun of authoritarian bias in favor of prestigiousness.

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