• Title/Summary/Keyword: creativity education

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Differences of Creativity in Engineering Students by Grade and Experiences of Taking Courses (공과 대학생의 창의성 과목 수강 경험과 학년에 따른 창의성의 차이)

  • Kang, Seung-Hee;Yune, Sojung;Lee, Kyung Chang
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.15 no.6
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    • pp.16-23
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    • 2016
  • This study was carried out to investigate how grade level and experiences when taking courses affect the creativity of engineering students in a Korean college. The sample group consisted of 372 engineering students of which 49.5% were first graders, 15.6% second graders, 22.6% third graders, and 12.4% fourth graders. They conducted self-report measures on a domain-general and domain-specific view of creativity. The engineering creativity test, developed by Kang and Yune (2015), is based on the domain-specific view of creativity and consists of four sub-factors: creative attitude, knowledge research, interest in engineering, and team work ability. The domain-general creativity test consists of three sub-factors. Analysis of the results led to the following conclusions: First, we found significant differences in engineering creativity between students depending on experiences in taking courses and tests; and, second, we discovered significant differences in integrative creativity among students depending on experiences in taking courses and tests, and/or grade level. These conclusions suggest that we should develop and apply appropriate strategies to enhance creativity in engineering education.

An Effect of Problem-solving Lessons with Problem-posing on Mathematical Creativity (문제 만들기를 적용한 문제해결수업이 수학적 창의성에 미치는 영향)

  • Kim, Seo Lin;Kim, Dong Hwa;Seo, Hae Ae
    • East Asian mathematical journal
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    • v.33 no.4
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    • pp.381-411
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    • 2017
  • The purpose of this study is to investigate how students' mathematical creativity changes through problem-solving instruction using problem-posing for elementary school students and to explore instructional methods to improve students' mathematical creativity in school curriculum. In this study, nonequivalent control group design was adopted, and the followings are main results. First, problem-solving lessons with problem-posing had a significant effect on students' mathematical creativity, and all three factors of mathematical creativity(fluency, flexibility, originality) were also significant. Second, the lessons showed meaningful results for all upper, middle, and lower groups of pupils according to the level of mathematical creativity. When analyzing the effects of sub-factors of mathematical creativity, there was no significant effect on fluency in the upper and middle groups. Based on the results, we suggest followings: First, there is a need for a systematic guidance plan that combines problem-solving and problem-posing, Second, a long-term lesson plan to help students cultivate novel mathematical problem-solving ability through insights. Third, research on teaching and learning methods that can improve mathematical creativity even for students with relatively high mathematical creativity is necessary. Lastly, various student-centered activities in math classes are important to enhance creativity.

Effect of Data Visualization Education using Scratch on the Creativity of Elementary Preservice Teacher (스크래치 활용 데이터 시각화 교육이 초등학교 예비교사의 창의성에 미치는 영향)

  • Kim, Jungah;Kim, Yongmin;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.607-614
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    • 2020
  • In this study, a scratch focused on data visualization was applied to 26 elementary school pre-service teachers to analyze the effect on improvement of creativity. Based on the results of the needs analysis conducted on 60 in-service elementary school teachers, the program using scratches according to the data visualization procedure was developed. With the developed educational program, 26 elementary school pre-service teachers were taught for 42 hours for a total of 4 months. In order to examine whether their creativity was improved, a creativity test was conducted and the effectiveness of the applied program was analyzed through a pre/post comparison tests. As a result of the analysis, it was found that the software education using scratch-oriented data visualization for elementary school pre-service teachers had significant effects on the fluency, sophistication, creativity average, and creativity index among the sub-elements of their creativity.

Study for the advanced education of creativity improvement (창의성 증진 교육방법의 개선방안)

  • Lim, Hyo-Hee;Kim, Oh-Yoen;Shin, Kyoung-Hun;Yoo, Hye-Won;Baek, Yoon-Su
    • Journal of Engineering Education Research
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    • v.12 no.4
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    • pp.135-141
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    • 2009
  • This study aimed to investigate the perception of students for the general creativity education in order to suggest the practical education for the improvement of their creativity. Most students chose 'discussion and projects' which indicates students preferred the class where they can mainly participate with a help of professors.

Exploration of the Evaluation Criteria and Index by Applied CIPP Model in Creativity·Character Education (CIPP 모형을 적용한 창의·인성교육 평가준거 및 지표의 탐색)

  • Won, Hyo-Heon;Jeon, Eun-Sun
    • Journal of Fisheries and Marine Sciences Education
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    • v.26 no.5
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    • pp.1108-1118
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    • 2014
  • The purpose of this study was to spread the education of human creativity program and its possibility of consistency, and its application to school system by exploring the evaluation system that determines the valuable and useful decisions. This study was based on the evaluation system according to CIPP model regarding the program's general ideas and its role. The interest of the education of human creativity was increasing as well as its progress of program, and we searched 13 figures and 55 evaluation index according to increase the program's effectiveness and nation-wise situation of evaluation model. The conclusion of this study was that the human creativity program's evaluation was composed of six compartments. And the context evaluation was composed of three evaluation models and eleven index, and input evaluation was composed of three evaluation model and 15 index, while process evaluation is composed of three evaluation models and thirteen evaluation index. Lastly, output evaluation had four evaluation model and sixteen index.

Gender Differences in Computational Thinking, Creativity, and Academic Interest on Elementary SW Education (초등 SW교육에서 성별에 따른 컴퓨팅 사고력, 창의성, 학습흥미의 차이)

  • Lee, Jeongmin;Jung, Yeonji;Park, HyeonKyeong
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.381-391
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    • 2017
  • The purpose of this study was to propose instructional-learning strategies for designing effective software education investigating gender differences in computational thinking, creativity and academic interest on elementary SW education. 86 elementary school students who had SW education for 4 months, consisting of 49 boys (57%) and 37 girls (43%), participated for this study. They responded surveys regarding computational thinking, creativity, and academic interest. With the use of independent t-tests, this study found that there was significant differences in creativity and academic interest between boys and girls at elementary SW education. The mean of creativity of girls was higher than that of boys. however, the mean of academic interest of males was higher than that of girls. On the other hand, there was no difference in computational thinking between boys and girls. In conclusion, this study suggests design and implementation of successful SW education class considering gender.

The Effects of Science Lesson Applying STEAM Education on the Creativity and Science Related Attitudes of Elementary School Students (융합 인재 교육(STEAM)을 적용한 과학수업이 초등학생의 창의성과 과학 관련 태도에 미치는 영향)

  • Lee, Si-Ye;Lee, Hyeong Cheol
    • Journal of Korean Elementary Science Education
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    • v.32 no.1
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    • pp.60-70
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    • 2013
  • As the necessity of creative and convergent people who will lead the future society is emphasized, STEAM education is becoming an issue as new science education method. The purpose of this study was to verify the effects of science lesson applying STEAM education on the creativity and science related attitudes of elementary school students. In this study, the science lesson applying STEAM education meant integrated lesson included 'Creative planning' and 'Emotional experience'. The study subjects were four classes of the 4th grade of D elementary school in Busan. Two classes including 43 students were experimental group and the others including 40 students were comparison group. For the purpose of study, 'The state change of water' unit in the 4th grade elementary science text book was analyzed and recomposed applying STEAM education. And the recomposed unit was applied to experimental group, whereas comparison group was taught traditional science lesson. The results of this study were as follows. First, the science lesson applying STEAM education influenced significantly the improvement of the creativity of elementary school students. Second, the science lesson applying STEAM education influenced significantly the improvement of the science related attitudes of elementary school students.

Difference between Gifted and Regular Students in Mathematical Creativity and Mathematical Self-Efficacy

  • Seo, Jong Jin;Hwang, Dong Jou
    • Research in Mathematical Education
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    • v.8 no.3
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    • pp.183-202
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    • 2004
  • The former study results demonstrate that differences between people of creativity and non-creativity lie in differences of the self-efficacies rather than those of cognitive aspects and a man of higher self-efficacy has a tendency to set up a higher goal of achievement and higher self-efficacy influences his or her achievement results as well (Zimmerman & Bandura 1994). Using the method of mathematical creative responses of open-ended approach (Lee, Hwang & Seo 2003), difference of mathematical self-efficacies has been surveyed in the study. Results of the survey showed that some students of a high mathematical self-efficacy even had bad marks in the originality or creativity but, in some cases, some students of a low mathematical self-efficacy rather had good marks in the fluency. Therefore, the response results mathematical creativity ability may be a special ability and not just a combination of self-efficacy ability. The fluency of the mathematical creative ability may be a combination of mathematical motivation ability that have been surveyed in the study suggest that not only cognitive components but also social and emotional components should be included in a development process of new creative method for teaching and learning mathematics.

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Analysis of Home Economics Textbooks for Meddle School in a viewpoint of the Creativity - Focus on the learning unit of making necessaries - (창의성 관점에서의 중학교 가정과 교과서 내용분석 - 의생활 영역의 용품만들기를 중심으로 -)

  • 정미경
    • Journal of Korean Home Economics Education Association
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    • v.10 no.1
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    • pp.171-183
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    • 1998
  • The purpose of this study were to see the concept of creativity for the application to the home economics subject and to analyze the home economics textbooks required by the 6th curriculum in a viewpoint of the development of creativity. To achieve these purposes, the learning unit of making necessaries of 8 different home economics textbooks for middle school were compared in the point of titles of learning unit, learning objectives, contents of learning unit, study problems, and exercises. The results of this study were as follows : 1) For the learning objectives, most of home economics textbooks were focused on the basic knowledge and basic skills education rather than the creative thinking and creative problem solving. 2) For the contents of the textbooks, all of home economics textbooks were fixed by the materials and making steps for education of basic skills. So, it was found that the creativity of students could not developed. 3) For the study problems, most of home economics textbooks had some posibility of developing the creativity of students, relatively. 4) For the exercises, most of home economics textbooks had limited posibility of developing the creativity of students.

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The Creative Education for Digital Contents Production (창의적인 디지털 컨텐츠 개발을 위한 교육)

  • 김혜경
    • Archives of design research
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    • v.16 no.4
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    • pp.335-344
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    • 2003
  • Creativity has become a buzzword in the 21s1 century to the extent that it is considered as one of the criteria for a nation's competitiveness. In the cultural industry, one of the industries with the highest growth potential, creativity is the decisive factor Nevertheless, we have to admit that there is a serious lack of this quality in the planning area. Everyone is born with creativity and creative way of looking at things can be developed through training and education. Most of universities now classify digital contents within the realm of design, therefore, emphasizing only the formal or the artistic side of it. However, the study of digital contents requires creative thinking processes that are oriented to problem-solving, for which one needs to put together his/her planning (socio-cultural), expressive (artistic) and technological (scientific) capabilities at the same time. Also, the education of digital contents should be focused not only on acquiring the knowledge and skills, but also on developing individual creativity and learning to increase one's creativity working in a team of an organization. For the environmental aspect, education for creativity should take into account social and cultural specificities of Korea. Therefore, continuous studies must be done to explore more concrete ways of developing creativity on the individual, organizational and environmental levels.

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