• 제목/요약/키워드: creative problem solvers

검색결과 6건 처리시간 0.023초

트리즈의 물리적 모순에 대한 모순해결 나비모형의 모순관계와 해결차원 분류 (Classification of Contradiction Relations and their Solving Dimensions based on the Butterfly Model for Contradiction Solving for Physical Contradiction of TRIZ)

  • 현정석;박찬정
    • 지식경영연구
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    • 제15권4호
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    • pp.15-34
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    • 2014
  • Creative problem solving has become an important issue in many fields. Among problems, dilemma need creative solutions. New creative and innovative problem solving strategies are required to handle the contradiction relations of the dilemma problems because most creative and innovative cases solved contradictions inherent in the dilemmas. Among various kinds of problem solving theories, TRIZ provides the concept of physical contradiction as a common problem solving principle in inventions and patents. In TRIZ, 4 separation principles solve the physical contradictions of given problems. The 4 separation principles are separation in time, separation in space, separation within a whole and its parts, and separation upon conditions. Despite this attention, an accurate definitions of the separation principles of TRIZ is missing from the literature. Thus, there have been several different interpretations about the separation principles of TRIZ. The different interpretations make problems more ambiguous to solve when the problem solvers apply the 4 separation principles. This research aims to fill the gap in several ways. First, this paper classify the types of contradiction relations and the contradiction solving dimensions based on the Butterfly model for contradiction solving. Second, this paper compares and analyzes each contradiction relation type with the Butterfly diagram. The contributions of this paper lies in reducing the problem space by recognizing the structures and the types of contradiction problems exactly.

Exploring Students Competencies to be Creative Problem Solvers With Computational Thinking Practices

  • Park, Young-Shin;Park, Miso
    • 한국지구과학회지
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    • 제39권4호
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    • pp.388-400
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    • 2018
  • The purpose of this study was to explore the nine components of computational thinking (CT) practices and their operational definitions from the view of science education and to develop a CT practice framework that is going to be used as a planning and assessing tool for CT practice, as it is required for students to equip with in order to become creative problem solvers in $21^{st}$ century. We employed this framework into the earlier developed STEAM programs to see how it was valid and reliable. We first reviewed theoretical articles about CT from computer science and technology education field. We then proposed 9 components of CT as defined in technology education but modified operational definitions in each component from the perspective of science education. This preliminary CTPF (computational thinking practice framework) from the viewpoint of science education consisting of 9 components including data collection, data analysis, data representation, decomposing, abstraction, algorithm and procedures, automation, simulation, and parallelization. We discussed each component with operational definition to check if those components were useful in and applicable for science programs. We employed this CTPF into two different topics of STEAM programs to see if those components were observable with operational definitions. The profile of CT components within the selected STEAM programs for this study showed one sequential spectrum covering from data collection to simulation as the grade level went higher. The first three data related CT components were dominating at elementary level, all components of CT except parallelization were found at middle school level, and finally more frequencies in every component of CT except parallelization were also found at high school level than middle school level. On the basis of the result of CT usage in STEAM programs, we included 'generalization' in CTPF of science education instead of 'parallelization' which was not found. The implication about teacher education was made based on the CTPF in terms of science education.

The Analysis of Computational Thinking Practices in STEAM Program and its Implication for Creative Problem Solvers in the 21st Century

  • Park, Young-Shin;Green, James
    • 한국지구과학회지
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    • 제41권4호
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    • pp.415-434
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    • 2020
  • The purpose of this study was to explore if, what kinds of, how much computational thinking (CT after this) practices could be included in STEAM programs, and what kinds of CT practices could be improved to make STEAM revitalized. The CT analyzing tool with operational definitions and its examples in science education was modified and employed for 5 science-focused and 5 engineering-focused STEAM programs. There was no discerning pattern of CT practices uses between science and engineering STEAM programs but CT practices were displayed depending on their topics. The patterns of CT practices uses from each STEAM program could be used to describe what CT practices were more explored, weakly exposed, or missing. On the basis of these prescription of CT practices from each STEAM program, the researchers could develop the weakly exposed or missing CT practices to be improved for the rich experience in CT practices during STEAM programs.

창조적 지식기만사회의 수학교육과정 개발을 위한 기초조사연구 -수학교육목표에 대한 교사.학생의 인식- (Students and Teachers′Perceptions on the Goals of Mathematics Education -A Foundational Research for the Development of Mathematics Curriculum Model for a Creative Knowledge-based Society-)

  • 노선숙;김민경;유현주;차인숙
    • 한국수학교육학회지시리즈A:수학교육
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    • 제40권2호
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    • pp.161-177
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    • 2001
  • This study is to investigate what students want to learn and what mathematics teachers should teach in their classrooms. 1314 students and 527 mathematics teachers were randomly selected to administer the questionnaire. The result shows that their is a considerable mismatch between students'learning desires and teachers'teaching practices in classrooms. What students want to learn is creative knowledge; however, what they learn in the classroom is ‘imitative’ knowledge. This study suggests that the overall educational goal of mathematics education in Korea should emphasize (1) learning to communicate mathematically, (2) loaming to reason mathematically, (3) becoming confident in pupils'own ability, (4) learning to$.$value mathematics, and (5) becoming mathematical problem solvers.

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Defining Science Core Competency in the 2015 revised Science Curriculum and Exploring its Application into STEAM program

  • Park, Young-Shin;Park, Gu Reum
    • 한국지구과학회지
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    • 제39권4호
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    • pp.361-377
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    • 2018
  • The purpose of the study was to define five science core competencies introduced in the 2015 revised science curriculum with each component and practical indicators into the frame. Science teachers on site could use it in teaching and developing science program to equip students with the competencies to creatively solve problems which is the aim of science education in the $21^{st}$ century. To develop this frame, we contacted 10 experienced science educators and collected the data through a questionnaire. We coded all responses and categorized into the components and practical indicators of each competency which were all compared with those from well-known theories in order to validate. We then contacted other 35 science educators again to construct the validity to fill out the survey of Likert scale. The finalized science core competency included 19 components in total with practical indicators that can be observable and measurable in the classroom. This frame was used to see how it fits into a STEAM program. The finding was that two different topics of the STEAM program displayed the different description of science core competency usage, which could be used as the prescription of the competency as to whether or not it is more promoted in science class.

컴퓨팅 사고를 반영한 교사연수 과정에서 나타난 교사의 인식 탐색 (Exploring Teachers' Perceptions of Computational Thinking Embedded in Professional Development Program)

  • 황규진;박영신
    • 한국지구과학회지
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    • 제42권3호
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    • pp.344-364
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    • 2021
  • 이 연구는 두 명의 초등교사가 컴퓨팅 사고를 어떻게 인식하고 이를 교육과정 재구성에 어떻게 반영하고 수업을 하게 되는지를 장기간의 걸친 교사연수과정을 통해 탐색한 것이다. 컴퓨팅 사고는 과학교육에 연계하는 새로운 교육정책 방향이기에 초등부터 나타나는 교사의 인식을 조사하고자 하였다. 교사와의 9번의 교사회의를 가졌으며 이는 매회 2시간 정도의 시간이 소요되었고, 그 시기에 교수하게 될 한 단원을 각자 인식아래 재구성을 하여 11차시의 수업과정안을 개발하였다. 자료수집은 9개월간에 걸쳐서 인터뷰, 교사회의, 수업과정안에서 수행되었으며, 이 자료는 수업 전후의 교사회의를 통한 논의, 수업과정안 등을 통해 수집되었으며, 컴퓨팅 사고를 인식하면서 나타난 초등교사의 컴퓨팅 사고의 인식은 다음과 같이 나타났다. 첫 번째, 과학교육의 목적인 과학적 소양의 정의가 확장되었음을 볼 수 있다. 즉 문제인식에서부터 창의적인 문제해결자를 양성하는 것이 과학적 소양이라고 인식하였다. 두 번째, 과학적 사고가 강조된 개념형성단계와 컴퓨팅 사고가 강조된 개념활용단계로 수업차시를 구분하였다. 세 번째, 컴퓨팅 사고는 인지적 사고과정이며, ICT는 기능적 도구라고 인식하였다. 네 번째, 컴퓨팅 사고 요소는 중복되어 반복적으로 나타나며, 순차적이지 않을 수 있다는 것이다. 마지막으로 컴퓨팅 사고의 활용을 통해 STEAM 교육을 활성화할 수 있다고 인식하고 있음을 보여주었다. 이 연구를 바탕으로 컴퓨팅 사고의 실천은 STEAM 교육의 활성화를 위한 도구로 사용될 수 있고 이를 위해서는 일회성이 아닌 지속적이고 전문적인 교사연수를 통해 컴퓨팅 사고 전문역량 강화를 할 수 있도록 해야 할 것이다.