• Title/Summary/Keyword: creative problem solving method

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The Development and Application of Sewing Practice Program for Improvement of Middle School Students' Creative Problem Solving Ability and Collaborative Ability (중학생의 창의적 문제해결력과 협업 능력 함양을 위한 바느질실습 프로그램 개발 및 적용)

  • Kim, SangMi;Kwon, YoungSuk
    • Journal of Korean Home Economics Education Association
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    • v.30 no.3
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    • pp.195-213
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    • 2018
  • The purpose of this study is to verify the effect by developing and applying a new program for improvement of creative problem solving ability and collaborative ability. Development of a sewing practice program was performed through the ADDIE model. The subjects of the study were 1st grade middle school students and the research plan of the study was pretest-posttest control group design. The study method was performed by mixing the quantitative and qualitative analysis methods. Results of this study are as follows. First, the students in the experimental group showed higher creative problem solving ability than the students in the control group, but the difference was not significant at the 5% significance level. Qualitative analysis results indicated that creative problem solving ability is closely related to learning experiences involving the 'generation of diverse ideas', 'rebirth of creative ideas', 'self-directed learning plan', 'active problem solving', 'immediate feedback'. Second, the students in the experimental group showed a significantly higher level of collaborative ability than the students in the control group. This demonstrated that the program developed in this study had an effect on fostering the collaborative ability of middle school students. It was found that collaborative ability is closely related to learning experiences involving 'forming a positive atmosphere', 'continuous interaction', and 'working together'.

Development and Application of Artificial Intelligence STEAM Program for Real-time Interactive Online Class in Elementary Science - Focused on the Unit of 'Life of Plant' - (초등과학 실시간 쌍방향수업을 위한 인공지능 융합교육프로그램의 개발과 적용 - '식물의 생활' 단원을 중심으로 -)

  • Kim, Hye-Ran;Choi, Sun-Young
    • Journal of Korean Elementary Science Education
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    • v.40 no.4
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    • pp.433-442
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    • 2021
  • The purpose of this study is to develop an artificial-intelligence STEAM program for real-time interactive online class for elementary science and to analyze its effect on science academic achievement and creative problem-solving ability. The applied unit was 'Life of plant', a 4th grade science subject with high difficulty in teaching and learning mainly by memorization. The theme of the program is 'Creating a doctor of plant artificial intelligence chatbot'. The results of this study were as follows: The program developed in this study had a positive effect on elementary school students' science academic achievement and creative problem-solving ability. Therefore, the artificial intelligence STEAM program for elementary science interactive online class is effective in improving students' scientific academic achievement and creative problem-solving ability, and further research on artificial intelligence STEAM education theory, method, and practice is required.

A Study on the Effectiveness of Smart Education Based on Learning Ability

  • Song, JeongBeom
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.9
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    • pp.165-176
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    • 2016
  • This study developed the learning ability-based smart education program. The effectiveness of the developed materials was investigated using the quantitative-qualitative mixed method, and the process and results of the investigation are as follows. The quantitative investigation was conducted using the non-equivalent pretest-posttest design, in which the smart education method was applied to the experimental group, while the conventional education method was applied to the control group to analyze students' creative problem-solving potential, task concentration, and the variables required for the learning activity. The results showed significantly higher performance in the experimental group over the control group. Regarding data collection in the qualitative investigation, an analysis of the class from the instructor and class consultation logs from the class analyst were collected; the comments on the experience of each class period were collected from students. The results of the analysis of the data suggest that the perception of smart education improved for the instructor, class analyst, and learners as the course progressed.

Influence of Convergence Education Based on Computing ThinkingAbility on Problem Solving Ability and Interest (컴퓨팅 사고력을 토대로 한 융합활동이 문제해결력 및 관심도에 미치는 영향)

  • Lee, Seung Bum;Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.6 no.3
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    • pp.179-187
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    • 2020
  • This study was conducted to verify the effect of convergence education applying computing thinking ability of elementary school students on problem solving ability and interest. The subjects of this study were 23 students in 3rd grade elementary school and 15 students in 6th grade, totaling 38 subjects. As a research method, problem-solving ability and interest were measured through questionnaires, and data were analyzed through T-test to see the pre-post differences of the experimental group. As a result of the study, first, it was found that convergence education applying computing thinking ability had a positive effect on problem solving ability. Second, it was found that convergence education applying computational thinking has a partial effect on the degree of interest by subject. Looking at the details, interest in software education and physical activity was high, but interest in eating habits was relatively low. From the above results, it can be seen that convergence education based on computational thinking contributes to drawing students' problem solving ability, and interest.

Creative 3D game programming learning using Kodu visual programming language for elementary school students (Kodu 비주얼 프로그래밍 언어를 사용한 초등학생의 창의적 3D 게임프로그래밍 학습)

  • Rim, Hwa-Kyung;Cho, Yong-Nam
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.11
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    • pp.53-61
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    • 2012
  • Kodu made by MS is a new 3D visual programming language made specifically for creating games. This language is based on creativity, problem-solving methods, and storytelling. So, it is very suitable for game programming education for kids. In this paper, we designed learning method to develop games based on elementary school students' creative thinking. The instruction was given to 27 6-grade elementary school students in 30 hours. And we applied the learning method in class. Also, we analyzed the changes in the learners' creative thinking and the learning effects of game programming.

A Study on the Inventive Problem Solving Method for Reliability Assurance of Product Development Process using the TRIZ (제품개발 공정신뢰성 확보를 위한 TRIZ 기반 창조적 문제해결 방법 연구)

  • Kim, Jong-Gurl;Lee, Suk-Jun;Kim, Hyung-Man
    • Proceedings of the Safety Management and Science Conference
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    • 2008.11a
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    • pp.633-639
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    • 2008
  • Recently, product-reliability and process-reliability in product development processes has been regarded as an important issue in many manufacturers. TRIZ which is theory for inventive solving is required to obtain reliability of each process. To solve the technological problems, TRIZ provides problems can be occurred in product development processes as a contradiction matrix based on 40 creative invention principles with alternatives for physical and technological contradiction. This paper suggests the method for inventive solving to ensure the reliability assurance of product development processes based on TRIZ.

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Effect of Board Game Design Activity for Environmental Education on High School Students' Environmental Knowledge, Environmental Literacy and Creative Engineering Problem Solving Propensity (환경교육용 보드게임 디자인 활동이 고등학생들의 환경적 지식, 환경 소양과 창의 공학적 문제해결 성향에 미치는 영향)

  • Kim, JuHui;Nam, Younkyeong
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.1
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    • pp.117-131
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    • 2022
  • The purpose of this study is to develop a board game design activity for environmental education and to investigate how it affects high school students' environmental knowledge, environmental literacy, and creative engineering problem solving propensity. Twenty-five freshman and sophomore students belonging to the environmental club participated in this study. The board game activity was designed as 10 class hours lessons based on the engineering design process. The main data source of this study was pre-post students' conceptual maps of the environmental topics (global warming or ecosystem destruction) to measure the background knowledge on the topic. In addition, the environmental literacy measurement questionnaire and the creative engineering problem solving propensity questionnaire were collected before and after the activity. The result shows that the number of environment-related words described by the students on the post-concept map increased compared to the pre-concept map. In addition, the environmental literacy score and the creative engineering problem-solving propensity score increased significantly after performing the board game design activity. The results show that environmental lessons using board game design activities can help student develop various competencies in a good way. As above, research that combines board games and secondary education must be activated, and a new educational method and systemic support for in-service teachers who want to apply it to science classroom is required.

An educational effect analysis of a short-term TRIZ program in industry-university cooperation (산학연계 트리즈(TRIZ) 단기 프로그램의 교육적 효과 분석)

  • Han, Jiyoung;Kim, Sung-Hui
    • Journal of Engineering Education Research
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    • v.19 no.2
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    • pp.26-33
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    • 2016
  • A camp program where the theory of inventive problem solving TRIZ is applied to real problems of the industry was developed and taught at a five-day seminar apart from the standard curriculum at a university D in Gyeonggido. This study focuses on the educational effect that the TRIZ method has on the engineering students when their creative problem solving skills are required to solve industry problems on their own with the knowledge from their courses. For five days, the students were educated about TRIZ and assigned a real industry problem "Removal of friction caused by bubble formation in water heating pipelines". By applying TRIZ to the problem, the students developed an "Air removing Air Arrester" which received the evaluation, "with understanding the system architecture and the task objective causes and formation of the problem could be handled which directly helps the company's R&D". In this case, TRIZ offers the students a guideline and knowledge on how to approach problems and as a result the students provided a practical solution. During the process, the TRIZ method instilled confidence in the students and proved to be a motivation. It becomes obvious that this short-term program has a positive effect on students' way of thinking creatively and increasing their problem-solving abilities.

Project-based Learning Method to Reorganize the NCS Training Program: Focusing on the 4-Year-Course University (NCS 교육과정 개편을 위한 프로젝트기반 학습법: 4년제 대학을 중심으로)

  • JUNG, Dae-Hyun;WEONG, Jong-Ha
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.4
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    • pp.1057-1067
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    • 2016
  • National Competency Standards are the major administrative project to build a competence-based society. The manpower for the global society should be recognized by performance rather than educational records. Therefore, all colleges should first nurture NCS-type manpower based on field needs. This study comparatively analyzed the differences between the lecture style of four-year colleges and the outcomes of problem-solving and project-based learning method to prove why it is necessary to introduce the NCS program. Especially, It will review the constraints and measures of NCS introduction to overcome in a four-year university. Through this, it can be used as a means to help improve the field conformity of a four-year college curriculum by presenting the development and utilization of curriculum-based NCS in a four-year university. As a result, it was found that the overall satisfaction with the problem-solving and project-based learning method was above average. Many students were dissatisfied with the traditional teaching methods and the new project-based learning method was relatively effective in college education. Students' participation also improved. Based on the evaluation of learning performance, the new method was found more satisfactory than the old teaching method in terms of comprehension of professional knowledge in various fields, nurturing of logical thinking skills, acquisition of analytical skills, comprehensive thinking skills, creative problem recognition, and open-minded thinking skills.

Teaching mathematically gifted students through Mentor-Project Studying (사사프로젝트 학습을 통한 수학영재 지도)

  • Jeon, Young-Ju
    • Journal of the Korean School Mathematics Society
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    • v.9 no.2
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    • pp.163-177
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    • 2006
  • A new teaching-learning method is needed to improve creative problem-solving ability of the gifted students at mathematics. In response to this demand, I applied mentor-project studying to the mathematically gifted class students of Chungnam Science High School. The purpose of this monograph is to analyze in what situations they demonstrated mathematical creativity and whether the interactions among the gifted in the process of studying were of great help toward improving creativity. The effectiveness of mentor-project studying was especially verified by the analysis of creative problem-solving test results.

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