• Title/Summary/Keyword: creativity education

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Delphi Study about Science Gifted Education based on Creativity and Character (창의.인성 중심의 과학영재교육 방안 마련을 위한 델파이 조사)

  • Choi, Kyou-Lee
    • Journal of Gifted/Talented Education
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    • v.22 no.2
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    • pp.387-410
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    • 2012
  • The purpose of this paper was to investigate science gifted educational methods based on creativity and character by Delphi study. As a result by a total 3 round Delphi method, the concept of creativity and character education for science gifted students was to promote character development through the effectively interactive communications in the process of creative problem finding and solving. Thus this elicited the consensual agreements of experts about science gifted educational aims, methods, contents, and evaluations etc. As a follow-up research will be developed science gifted educational model based on creativity and character.

Development and application of a physical computing program applying design thinking to improve the creativity and computational thinking ability: Focusing on Microbit (창의성과 컴퓨팅 사고력 향상을 위한 디자인 사고 적용 피지컬 컴퓨팅 프로그램 개발 및 적용: 마이크로비트를 중심으로)

  • Seo, Youngho;Kim, Gwanmin;KimWoon, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.25 no.2
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    • pp.377-385
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    • 2021
  • This study attempted to develop and apply a physical computing SW education program applying design thinking. The produced SW education program was applied to 22 students in the 5th and 6th grades of J and B elementary schools located in Jeju-si. Computational thinking ability and creativity pre-test was conducted, and Physical computing software training applied design thinking was conducted over a total of 5 sessions for 20 hours, followed by a post-test on creativity and computational thinking ability. As a result of the verification, it was found that physical computing SW education program applying design thinking was effective in improving the creativity and computing thinking ability of elementary school students.

A study on the contents for education of conventionality in YEONJEONG GASA (연정가사(戀情歌辭)에 나타난 상투성(常套性)의 교육 내용 연구)

  • Lee, Joo-young
    • Journal of Korean Classical Literature and Education
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    • no.15
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    • pp.139-161
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    • 2008
  • This study examined the texts of the Late Joseon Dynasty's YEONJEONG GASA, whose authors are unknown, to list the contents of education which can be provided by conventional elements. Most existing discussions on expression education have focused on creativity. However, the perspective creativity based on the concepts of modern individualism and difference believes that creation can be done only by special professionals with inborn abilities and is likely to jeopardize the possibility and need of expression education to reduce the scope of expression education. On the other hand, conventionality has been related to "cliche" and "old-fashioned" and considered the counterpoint of creativity with lacking originality and aesthetical or educational valuelessness. Nevertheless, conventionality is valuable as cultural custom in that it is closely related to the contemporary culture, thoughts, and language. Also, it is the power that creates new text and induces sympathy in receivers. The Late Joseon Dynasty's YEONJEONG GASA by unknown authors include typicality of circumstances, schematism of emotion, and formula in conventionality. The positive aspects of conventionality - familiarity and intimacy - are the basis of sympathy and become the power that encourages the public to participate in creation and enjoyment within the frame of creativity. Ultimately, conventionality of YEONJEONG GASA allows learners to experience the pleasure of expression and has an important meaning for expression education as it provides them with the opportunity to perform expressions to extend sympathy.

Perception of Early Childhood Education Experts on the Difficulties and the Revitalization Methods of Early Childhood Creativity Education (유아 창의성 교육의 어려움과 활성화 방안에 대한 유아교육전문가들의 인식)

  • Seo, Hyun-Ah;Park, So-Yun
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.455-466
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    • 2022
  • This study was aimed at finding the direction to be supplemented in early childhood creativity education by identifying difficulties and revitalization methods for early childhood education experts such as early childhood education scholarships, directors of early childhood education institutions, and daycare center support staffs at childcare support center. For this study, we collected data of total 33 early childhood education experts, from August to October 2019. As a result of the study, first, the difficulties in early childhood creativity education were found to be 'Evaluation certification system (evaluation meeting)', 'Quality of teachers', 'Number of teachers to children', and 'Lack of definition and direction of creativity'. Second, as revitalization methods to active creativity education for early childhood, they answered with 'Establishment of infant-centered, play-centered curriculum considering on-the-ground characteristics', 'Securing the quality of teachers through their own efforts and supporting various policies', 'Autonomous and diverse program operation of early childhood education institutions', and 'Cooperation with parents'. Through this, it was possible to broadly understand difficulties and revitalization methods of early childhood education experts, and the results of this study can be used as basic data to prepare measures to improve and support in the field of creativity education in early childhood education in the future.

The Effects of Science Lessons using Six Thinking Hats techniques on Creativity and Science Academic Achievement (육색사고기법을 활용한 과학수업이 창의성 및 과학 학업성취도에 미치는 효과)

  • Lee, Yong-Seob;Kang, Jung-Mun
    • Journal of the Korean Society of Earth Science Education
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    • v.7 no.1
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    • pp.34-42
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    • 2014
  • The purpose of this study was to examine the effects on the effects of science lessons using six thinking hats techniques on creativity and science academic achievement. To verify the research problem, the subject of this study was fourth-grade students selected from four classes of an elementary school located in Busan. For ten weeks, the experimental group of 40 students was taught using the six thinking hats techniques. The comparative group also of 40 students, was taught in normal classes which used a Text-book. Children were given a creativity test and academic achievement test in science to measure the effects on six thinking hats techniques. Likert scales were used to gather students feedbacks on creativity and science academic achievement. Through these procedures, the following results were obtained: First, the six thinking hats techniques had a more effect on creativity than the normal classes, where a text-book was used. Second, the six thinking hats techniques could be seen to be effective in improving the student's academic achievements in science than the normal classes which used a Text-book. Third, the result of the student recognition investigation, we could know that the students showed lots of interest in the science lessons using six thinking hats techniques, and they were able to understand the scientific theories. As a result, the elementary science class with six thinking hats techniques had the effects of developing creativity and science academic achievement. It means the science class with six thinking hats techniques has potential possibilities and value to develop creativity and science academic achievement.

Mathematical Task Types to Enhance Creativity (창의성 신장을 위한 초등수학 과제의 유형)

  • Park, Man-Goo
    • Education of Primary School Mathematics
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    • v.14 no.2
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    • pp.117-134
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    • 2011
  • The purpose of this research was to analyze mathematical task types to enhance creativity. Creativity is increasingly important in every field of disciplines and industries. To be excel in the 21st century, students need to have habits to think creatively in mathematics learning. The method of the research was to collect the previous research and papers concerning creativity and mathematics. To search the materials, the researcher used the search engines such as the GIL and the KISTI. The mathematical task types to enhance creativity were categorized 16 different types according to their forms and characteristics. The types of tasks include (1) requiring various strategies, (2) requiring preferences on strategies, (3) making word problems, (4) making parallel problems, (5) requiring transforming problems, (6) finding patterns and making generalization, (7) using open-ended problems, (8) asking intuition for final answers, (9) asking patterns and generalization (10) requiring role plays, (11) using literature, (12) using mathematical puzzles and games, (13) using various materials, (14) breaking patterned thinking, (15) integrating among disciplines, and (16) encouraging to change our lives. To enhance students' creativity in mathematics teaching and learning, the researcher recommended the followings: reshaping perspectives toward teaching and learning, developing and providing creativity-rich tasks, applying every day life, using open-ended tasks, using various types of tasks, having assessment ability, changing assessment system, and showing and doing creative thinking and behaviors of teachers and parents.

The Efface of Visual Note Making for Creativity and Science Achievement in Elementary Science Class (시각적 노트 작성 활용이 초등학생의 창의력과 과학과 학업성취도에 미치는 효과)

  • 우정희;최선영;강호감
    • Journal of Korean Elementary Science Education
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    • v.23 no.3
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    • pp.173-181
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    • 2004
  • The purpose of this study was to explore the effects of visual note making method on creativity and science achievement of elementary school students. This study was conducted for the 17 periods of the first semester of the 4th grade students. Seventy nine students were assigned to experimental group and control group. The experimental group was taught through visual note making methods, and the control group was taught by the traditional manner. On the basis of the test of verbal-spatial from NASSP, the subjects were classified to visual-, visual verbal-, verbal preference groups. After this methods had been applied, students of both groups took tests of creativity and science achievement. The results of this study were as follows: 1. In order to investigate the effects of visual note making on creativity and science achievement of the students, students' creativity and science achievement were analyzed by t-test. The experimental group showed significantly higher scores on both of creativity and science achievement than control group. 2. Visual preference group showed significantly higher score on creativity than visualㆍverbal-, and verbal preference group (p<.01), but not significant on science achievement. In conclusion, the instruction applying the visual note making methods was more effective in nurturing student's creativity and science achievement than the traditional instruction.

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The relationship between general creativity and musical creativity of children (유아의 일반적 창의성과 음악적 창의성과의 관계)

  • Kim, Youn-Ju
    • Korean Journal of Childcare and Education
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    • v.1 no.1
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    • pp.21-35
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    • 2005
  • The goal of this study was to examine the relationship between general creativity and musical creativity of children, and utilize the results as the basic data to develope of children' music education. The subjects were 50 children of a kindergarten located in the Jeonlabukdo area. The instruments employed were general creativity and musical creativity scales. The data were analyzed with the SPSS program. They were analyzed by Pearson Correlation. The results of this study are as follows: First, creativity was correlated positively with 'making of the melody'. Second, fluency was correlated positively with 'making of the melody', abstraction of title was correlated positively with 'making of the song words', and elaboration was correlated positively with making of the melody and expression by rhythmic movement.

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The Effects of MINDSTORMS Programming Instruction on the Creativity (MINDSTORMS을 이용한 프로그래밍 학습이 창의력에 미치는 효과)

  • Yoo, In-Hwan;Kim, Tae-Wan
    • The Journal of Korean Association of Computer Education
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    • v.9 no.1
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    • pp.49-59
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    • 2006
  • Traditional programming education lacked consideration of contents, methods and learners. In particular, the importance of programming education has been decreased in school because almost no suitable teaching has been executed for elementary school students. To solve these problems, this study proposed the use of MINDSTORMS that is a programming education tool suitable for elementary school students, and verified its effects on learners' creativity. The results of this study show that the tool is highly effective in improving students' creativity. The objectives of programming education are not only learning programming languages but also improving problem-solving ability, logical thinking and creativity. We must offer environment, in which students can control their own learning activity and solve problems by themselves. In addition, MINDSTORMS can be a very useful and suitable tool for programming education.

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Design and Implementation of Creativity Improving System to Support Humanity Education (안성교육을 위한 창의성 계발 시스템의 설계 및 구현)

  • Song, Tae-Ok;Jung, Sang-Wuk;Kim, Tae-Young
    • The Journal of Korean Association of Computer Education
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    • v.3 no.2
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    • pp.1-10
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    • 2000
  • Humanity education is very important and essential part of education from the viewpoint of education. Further, it is valuable to utilize the advantages of computer system for systematic humanity education. In this paper, we designed and implemented Creativity Improving System(CIS) for improving student's creativity as an integrated component of Humanity Education System (HES) which will be developed in the near future. CIS is easy to maintain, repair and extend itself, since it is implemented based on Object-Oriented Development Method (OODM). By using 3-dimensional graphic technology, the contents of 3D-world in space is realistically expressed for improving the interest and effect of learning in the part of the maze game.

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