• 제목/요약/키워드: creativity education

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스크래치를 활용한 STEAM 기반 교육 프로그램 개발 및 적용 - 초등학교 6학년 과학교과를 중심으로 - (Development and Application of STEAM based Education Program Using Scratch - Focus on 6th Graders' Science in Elementary School -)

  • 오정철;이지훤;김정아;김종훈
    • 컴퓨터교육학회논문지
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    • 제15권3호
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    • pp.11-23
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    • 2012
  • 본 연구에서는 STEAM 교육의 이론적 배경과 국내 외 연구 사례를 살펴보고 스크래치를 활용한 STEAM 교육 프로그램을 개발하였다. 그리고 이 프로그램을 초등학교 6학년 과학 3단원 [에너지와 도구]와 4단원 [연소와 소화]를 중심으로 적용해 보았다. 그 결과 이 프로그램에 따라 활동한 학생들의 창의성 지수와 과학에 대한 긍정적 태도가 비교집단과 비교하여 유의미한 차이를 보이며 증가하였다. 연구결과 스크래치를 활용한 STEAM 교육 프로그램이 창의성을 증진시키며 과학에 관련된 정의적 영역인 과학 교육에 대한 인식, 흥미, 과학적 태도에 긍정적인 변화를 가져온다는 것을 확인하였다.

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21세기 인공지능시대에서의 교육의 목적 (The Aims of Education in the Era of AI)

  • 이상욱;고영미
    • 한국수학사학회지
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    • 제30권6호
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    • pp.341-351
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    • 2017
  • In the 21st century, the era of artificial intelligence, it is demanded to make a change of the paradigm of education by the recent impact of the 4th industrial revolution. The education up to now has emphasized knowledge, meanwhile the human resources for the future are required to be armed with four C's: critical thinking, creativity, communication and collaboration capability, rather than being equipped with just knowledge. That is because the future society demands such abilities, especially the creativity of each individual. At this point, we are asked to consider the aim of education and teaching methods. In school education, students are to be respected and considered able to develop their potentials by themselves. They shouldn't be estimated by tests in the process of learning as they are now. We reconsider the aim of education here by taking a look at Whitehead's opinions and the present educational situations.

아동의 창의성에 대한 보상의 작용 과정에 대한 연구 (Examination of the Process Delivered by Rewards on Child's Creativity)

  • 임웅
    • 아동학회지
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    • 제26권6호
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    • pp.385-392
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    • 2005
  • The current study assumes that the net effect of rewards on creativity is determined by interactions of motivational and cognitive properties conveyed by rewards when rewards are actually delivered. To test this hypothesis, experimental research was manipulated with 81 fourth-grade elementary students in Seoul, Korea, consisted of two sessions separated by a one-week interval. Data analyses pointed out that the changes of the creativity performance cannot be explained by the motivational changes and, in general, supported the hypothesis proposed in this study.

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영유아교사의 창의성 및 교수몰입과 직무만족 간의 관계 (The Relationship Among Early Childhood Teacher's Creativity, Teaching Flow, and Job Satisfaction)

  • 김경은
    • 한국보육지원학회지
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    • 제14권5호
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    • pp.47-64
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    • 2018
  • Objective: This study investigated how early childhood teachers'creativity and teaching flow was associated with their job satisfaction and examined the mediating effect of teaching flow. Methods: Participants were 222 early childhood teachers in Seoul. Descriptive statistics for all study variables were computed. To examine the hypothesized model and the alternative model structural equation modeling (SEM) was used. Results: The results revealed that early childhood teachers'creativity and teaching flow were positively associated with their job satisfaction. Early childhood teachers'creativity had an influence on their teaching flow, however, it didn't have a direct affect on their job satisfaction. Early childhood teachers' teaching flow had an affect on their job satisfaction. Additionally, early childhood teachers'teaching flow mediated the effects of teachers' creativity on their job satisfaction. Conclusion/Implications: In conclusion, early childhood teachers'teaching flow was a key predictor in the relationship between teachers' creativity and job satisfaction. This study provides guidelines for interventions aimed at increasing the job satisfaction of early childhood teachers.

A Study on the Development of Learning Model for Improving Collaborative Creativity Based on CPS

  • PARK, Eunsook
    • Educational Technology International
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    • 제7권2호
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    • pp.23-44
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    • 2006
  • As the educational paradigm has shifted from the traditional knowledge oriented instruction learning to the knowledge product oriented instructional learning, the development of student's creativity becomes one of the most important educational goals, because the ability that can produce the knowledge creatively is required in the digital information knowledge based society. The purpose of this study is to make a basic direction and strategy for the instructional design to develop an on and off line blended instructional design which will help a learning community to be a more collaborative and creative learning community. This research has investigated the concept and the characteristics of collaborative creativity and creative problem solving as the theoretical basis of the design. After that, on the basis of the theories connected with the collaborative creativity theory, the direction and the strategies for the development of collaborative creativity was designed. The design was applied into the real learning community and finally proved the effectiveness of the learning model for the development of the collaborative creativity by the quantitative evaluation.

영재학생들의 창의적 문제해결상황에서 집단 과학창의성 영향요인 탐색 (Investigation of 'Group Scientific Creativity' Factors in Gifted Students' Creative Project Solving Context)

  • 홍은정;허남영;이봉우
    • 한국과학교육학회지
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    • 제36권4호
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    • pp.527-538
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    • 2016
  • 본 연구의 목적은 과학 분야에서의 집단의 창의적인 성취를 의미하는 '집단 과학창의성'에 영향을 주는 요인을 선정하고, 학생들의 창의적 문제해결 과정에서 집단 과학창의성이 어떻게 나타나는지 탐색하는 것이다. 집단 과학창의성 영향요인을 정하기 위해서 선행연구를 바탕으로 과학교육에서 집단 과학창의성 영향요인 27개를 추출하였고, 과학교육 및 영재교육 전문가들의 의견을 바탕으로 정리하였다. 학생들의 창의적 문제해결 과정에서의 집단 과학창의성 영향요인을 선정하기 위해서 72명의 영재학생들을 대상으로 1박 2일 동안 진행된 집단 문제해결과정을 분석하였다. 주요 연구 결과는 다음과 같다. 첫째, 집단 과학창의성 영향요인으로 인적요인의 9가지 요소(과학적 사고, 과학 지식, 과학 정보 처리 능력, 동기, 도전정신, 구성원의 나이 및 성별의 다양성, 구성원이 선호하는 과목의 다양성, 창의적 경험, 집단응집력), 결합요인으로 4가지 요소(과학적 의사소통능력, 집단의 창의적 과정(과학적 탐구과정), 자율성, 리더십), 환경요인으로 3가지 요소(학습 환경, 교사유형, 외적 보상)를 선정하였다. 둘째, 영재 학생들의 창의적 문제해결과정을 분석하여 집단 과학창의성 영향요인들이 창의적 문제해결에 영향을 미치는 것을 발견할 수 있었다. 이상의 결과를 바탕으로 집단으로서 요구되는 창의적 특성을 신장시키기 위한 요인에 대한 추가적인 시사점을 논의하였다.

영화를 활용한 플립러닝 기반의 학제 간 융합 창의성 증진 프로그램이 대학생의 창의성과 융합인재소양에 미치는 효과 (Educational Effects of Interdisciplinary Creativity Promotion Program Based on Movie-Assisted Flipped Learning of creativity and STEAM literacy indexes in College Students)

  • 김병만;윤정진;김성원
    • 예술인문사회 융합 멀티미디어 논문지
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    • 제7권7호
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    • pp.37-47
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    • 2017
  • 본 연구는 영화를 활용한 플립러닝 기반의 학제 간 융합 창의성 증진 프로그램이 대학생의 창의성과 융합인재소양에 어떠한 효과를 미치는지 확인하는 데 목적이 있다. 이를 위해 부산광역시에 소재한 D대학교의 '영화로 만나는 창의적 융합' 교양강좌에 수강한 대학생 44명과 비수강 대학생 45명 총 89명을 대상으로 총 15회기의 프로그램을 실시하였다. 수집된 자료는 SPSS 23.0프로그램을 사용하여 독립표본 t-검증으로 내용을 분석하였으며, 이에 대한 연구결과는 다음과 같다. 첫째, 영화를 활용한 플립러닝 기반의 학제 간 융합 창의성 증진 프로그램은 대학생의 창의성 하위영역에서 인내/집착, 유머감, 자기확신, 상상, 개방성, 독립성, 호기심의 순으로 유의미한 효과가 높게 나타났고, 창의성 전체에서도 유의미한 효과가 나타났다. 둘째, 영화를 활용한 플립러닝 기반의 학제 간 융합 창의성 증진 프로그램은 대학생의 융합인재소양의 하위영역에서 융합, 배려, 소통, 창의의 순으로 유의미한 효과가 높게 나타났고, 융합인재소양 전체에서도 유의미한 효과가 나타났다. 이상과 같은 연구결과를 통해 영화를 활용한 플립러닝 기반의 학제 간 융합 창의성 증진 프로그램의 교육적 효과를 확인할 수 있었고, 교육학을 기반으로 한 융합연구 분야에 의미 있는 방향설정과 시사점을 제공하였다.

간호학생의 자기주도적 학습능력과 창의성이 대학생활적응에 미치는 영향 (Influence of Self-directed Learning Ability and Creativity on College Adjustment in Nursing Students)

  • 박현숙;정경순
    • 한국간호교육학회지
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    • 제19권4호
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    • pp.549-557
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    • 2013
  • Purpose: The purpose of this study was to investigate the effects of self-directed learning ability and creativity on college adjustment in nursing students. Method: Data were collected by questionnaires from 148 nursing students in October, 2010. Collected data were analyzed using descriptive statistics, independent t-test, one-way ANOVA, Pearson's correlation coefficient and stepwise multiple regression. Results: A positive correlation was found for college adjustment with self-directed learning ability and creativity. Self-directed learning ability and major satisfaction were significant predictors of college adjustment. The model explained 44.1% of the valuables. Conclusion: The results of this study suggest that self-directed learning be considered when developing strategies to increase college adjustment in nursing students.

공대생들의 협동학습에서 성격특성 및 창의적 문제해결스타일과 팀 창의성 (Personality Factors, Creative Problem Solving Styles, and Team Creativity)

  • 안정호;임지영
    • 공학교육연구
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    • 제15권6호
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    • pp.43-48
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    • 2012
  • This study was conducted to compare team creativity and creative problem solving styles between heterogeneous and homogeneous teams. Team composition was based on the levels of openness and extraversion. The results indicated that heterogeneous teams showed higher team creativity scores than homogeneous teams. Frequency distributions of creative problem solving styles indicated that heterogeneous team members preferred developer, external, and task-oriented styles. Homogeneous team members preferred explorer and person-oriented styles. Finally, limitations of this study and suggestions for future studies were discussed.

수학 영재학생과 일반학생의 수학 창의성과 문제설정과의 상관 연구 (Correlation between Gifted and Regular Students in Mathematical Problem Posing and Mathematical Creativity Ability)

  • 이강섭;황동주
    • 한국수학교육학회지시리즈A:수학교육
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    • 제46권4호
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    • pp.503-519
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    • 2007
  • In this study, the instrument of mathematical problem posing ability and mathematical creativity ability tests were considered, and the differences between gifted and regular students in the ability were investigated by the test. The instrument consists of each 10 items and 5 items, and verified its quality due to reliability, validity and discrimination. Participants were 218 regular and 100 gifted students from seventh grade. As a result, not only problem solving but also mathematical creativity and problem posing could be the characteristics of the giftedness.

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