• 제목/요약/키워드: creativity education

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유아교사의 성격 유형, 창의성, 그리고 교수효능감 간의 관계 연구 (A Study Concerning the Relationships among an Early Childhood Educator's Type of MBTI Personal Tendencies, Creativity, and Teaching Efficacy)

  • 정미영;안효진
    • 대한가정학회지
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    • 제50권3호
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    • pp.25-34
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    • 2012
  • This study examined the relationship among early childhood educator's MBTI personal tendencies, creativity, and teaching efficacy. 120 kindergarten teachers and 155 day care teachers participated in this study. Several survey questionnaires were used for this study, such as, teaching efficacy scale, MBTI personality tendencies, and a creativity test. The collected data was analyzed with the SPSS program(version 18.0). The findings of this study were as follows: First, there were some differences between an early childhood educator's MBTI personal tendencies and creativity. Secondly, there was a positive correlation among early childhood educator's MBTI personal tendencies, creativity, and teaching efficacy.

유아 창의성에 관한 연구동향 분석 (Analysis of Trends in Research on Creativity of Preschool Children)

  • 이채호;최인수
    • 아동학회지
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    • 제30권5호
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    • pp.1-8
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    • 2009
  • For the purpose of this analysis of trends in research on creativity of preschool children, 98 volumes with articles on the creativity of preschool children were selected from 6 reliable Korean academic journals. Analysis was for year, content, research methods, research design, and subjects. Results showed that (1) the changes by year were that the number of qualitative researches increased from 4 articles in 1998 to 24 articles in 2006. (2) The greatest amount of research content concerned educational methods for the generation of creativity. (3) Most research methods were empirical studies. (4) The most used measurement scale was the Korean Comprehensive Creativity Test for Young Children (Jeon, 2000). (5) Most data analyses were by t-test.

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Ability and Creativity : Their Role in Science and Technology

  • Kurt-A. Heller
    • 영재교육연구
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    • 제3_4권1호
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    • pp.37-77
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    • 1994
  • In addition to exceptional abilities and domain-specific aptitudes, frequently creativity potentials are used to explain high achievements in science and technology. In the Guilford tradition, research focuses increasingly on convergent versus divergent thinking, that is, a suspected dichotomy between intelligence and creativity. Despite important insights from this about relationship of ability and creativity, a number of important questions remain unanswered. These relate not only to conceptualization and measurement problems regarding the hypothetical constructs "scientific ability" and "creativity", but also their diagnosis and nurturance in childhood and adolescence. It would appear that, in view of current research paradigms, the role of ability and creativity needs to be redefinded in order to more reliably predict and explain excellent achievements in science and technology. Advances are mostly expected from synthetic approaches. Thus, I will be presenting new theoretical models and empirical research results. Finally, consequences for the prediction and promotion of mathematical-scientific and technical talents will be discussed including the consideration of sex-related problems.

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창의성 관점에서 본 제 7차 초등 수학과 교육과정: 규칙성과 함수를 중심으로 (Mathematical Creativity and Mathematics Curriculum: Focusing on Patterns and Functions)

  • 서경혜;유솔아;정진영
    • 한국수학교육학회지시리즈C:초등수학교육
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    • 제7권1호
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    • pp.15-29
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    • 2003
  • The present study examined the 7th national elementary school mathematics curriculum from a perspective of mathematical creativity. The study investigated to what extent the activities in the Pattern and Function lessons in the national elementary school mathematics textbooks promoted the development of mathematical creativity. The results indicated that the current elementary school mathematics curriculum was limited in many ways to promote the development of mathematical creativity. Regarding the activities in Pattern lessons, for example, most activities presented closed tasks involving finding and extending patterns. The lesson provided little opportunities to explore the relationships among various patterns, apply patterns to different situations, or create ones own patterns. In regard to the Function lessons, the majority of activities were about computing the rate. This showed that the function was taught from an operational perspective, not a relational perspective. It was unlikely that students would develop the basic understanding of function through the activities involving the computing the rate. Further, the lessons had students use exclusively the numbers in representing the function. Students were provided little opportunities to use various representation methods involving pictures or graphs, explore the strengths and limitations of various representation methods, or to choose more effective representation methods in particular contexts. In conclusion, the lesson activities in the current elementary school mathematics textbooks were unlikely to promote the development of mathematical creativity.

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Post Catch-Up Innovation and Development of Creative Talent in Korea: Limitations and Challenges

  • Seong, Jieun;Kim, Wangdong
    • STI Policy Review
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    • 제1권3호
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    • pp.39-51
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    • 2010
  • Korea faces challenges from the recent development catch-up countries and the absence of catch up incentives. For Korea to solve the issue of post catch-up problems and create a new development path based on creative innovation, there is an urgent need to secure a system design capability for the production of creative knowledge and talent that can create a competitive society. However, the conservative inclination and a lack of a customer-oriented attitude of Korean universities and professors leads to a standardization of talent and a passive restructuring of the curriculum by universities instead of a direct correspondence with the demands of companies and society. The compatibility of Korean university education with the demands of society remains the lowest in the world and creative education in Korea faces a difficult situation. The world is transforming from a knowledge-based economy to a creativity-based economy and a competitive society will led by creativity, not by knowledge. The success of a country in nurturing creative talent will determine its future national competitiveness. For Korea to be become a global leader in the new era of creativity, it needs to make proactive preparations. It is imperative for Korea to transform the educational system from the previous cramming system to a creativity-nurturing system.

Use of Visual Digital Media to Develop Creativity: The Example of Video Games

  • V., Zabolotnyuk;S., Khrypko;I., Ostashchuk;D., Chornomordenko;A., Timchenko;T., Motruk;K., Pasko;O., Lobanchuk
    • International Journal of Computer Science & Network Security
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    • 제22권12호
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    • pp.13-18
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    • 2022
  • In the post-information era, most of technologies have a visual part, or at least some functions related to visualization. It is also one of the popular means of presenting materials in education area. However, despite its popularity, the impact of visualization on the effectiveness of learning still remains controversial. Even more controversial is its usefulness in developing creativity, which is one of the most important skills for today's employee. The authors considered the use of visualization as a tool for the development of children's creativity on the example of learning video games, in particular, ClassCraft to distinguish features that, from the point of view of psychology, may lead to developing creativity even being not useful for educational purposes. It is concluded that video games useful for learning may have features, that are inappropriate in formal educational context, but important to develop creative thinking.

유아 대상 프로젝트 접근법 기반 공학적 STEAM 프로그램이 유아의 과학적 탐구능력, 수학적 문제해결력, 창의성에 미치는 효과 (Effects of an Engineering-Focused STEAM Program Based on the Project Approach for Young Children on Their Scientific Inquiry Ability, Mathematical Problem-Solving Ability, and Creativity)

  • 유광재;김지현
    • 한국보육지원학회지
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    • 제19권4호
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    • pp.29-52
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    • 2023
  • Objective: This research aims to examine the effect of a young children's engineering-focused STEAM program based on the project approach - a program that constructs components aligned with children's interests in their play through an engineering design process - on their scientific inquiry ability, mathematical problem-solving ability, and creativity. Methods: In this research, 42 five-year-old children from a public kindergarten in S district, I city, were randomly divided into experimental and comparative groups, each with 21 children. The engineering-focused STEAM program was conducted from April 18 to June 10, 2022, with the experimental group exploring the 'car' theme and the comparison group focusing on a different theme. The study employed an independent sample t-test and analysis of covariance(ANCOVA), using the pretest as a covariate to control variables. Results: The children-selected 'cars' themed engineering-focused STEAM program was effective in enhancing their scientific inquiry ability, mathematical problem-solving ability and creativity. Conclusion/Implications: The engineering-focused STEAM program, which emerges from young children's interesting daily play, had positive effects on enhancing their scientific inquiry ability, mathematical problem-solving ability, and creativity. This research can serve as fundamental data for developing education programs focused on engineering within the STEAM framework, guided by children's emergent play.

신재생에너지 분야 교과목 수강생의 학습 효과성 분석 (Analysis of Learning Effectiveness of Students Who Took New and Renewable Energy Courses)

  • 최지현
    • 공학교육연구
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    • 제27권3호
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    • pp.26-33
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    • 2024
  • This study aimed to verify the learning effectiveness of students who took courses in the field of new and renewable energy, which have been operated within a convergence university system. To achieve this, data were collected from 1,228 students who participated in 34 courses jointly developed and conducted by seven universities as part of standard curriculum offerings. The study analyzed learning effectiveness (course satisfaction, transfer motivation, learning transfer, creativity-convergence competency) using Excel 2018 and SPSS 25.0. It also examined inter-university differences in learning effectiveness and identified factors influencing creativity-convergence competency. The main findings are as follows: (a) Course satisfaction (M= 4.20), transfer motivation (M=3.62), learning transfer (M= 4.06), and creativity-convergence competency (M=3.92) were generally high. (b) Analysis of learning effectiveness differences between universities showed no significant differences among universities A, B, C, D, and E. University F was lower compared to other universities, while University G was significantly higher than others. (c) Sex, grade, number of courses taken, course satisfaction, transfer motivation, and learning transfer had effect on creativity-convergence competency. The results of this study provided implications for promoting activities to attract students, expanding transfer opportunities, and ensuring student agency.

창의적 공학교육을 위한 Chem-E-Car 강의안 개발 (Development of a Chem-E-Car curriculum model for Creative Engineering Education)

  • 김지용;김홍성;임종구;문일
    • 공학교육연구
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    • 제9권3호
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    • pp.5-21
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    • 2006
  • 본 연구에서는 창의적 문제 해결능력 향상에 필요한 기초 이론과 이를 응용하고 실습하기 위한 Chem-E-Car 교육 강의 모델을 개발하였다. 개발된 강의 모델은 "창의 설계 및 제어"라는 과목을 통하여 강의되었으며, 구체적 강의 내용은 학생들의 창의력을 향상시키기 위한 TRIZ 강의, Chem-E-Car 제작에 필요한 기초 지식인 공정제어 강의 그리고 실제 Chem-E-Car 제작 및 경연대회 등으로 구성되었다. 특히 Chem-E-Car제작을 위한 주요 장치인 연료 전지의 유로를 직접 설계 및 공정모사를 수행하였으며, 이를 바탕으로 Chem-E-Car 경연대회를 개최하여 학생들의 창의력 증진을 위한 의욕을 고취시켰다. 또한 Chem-E-Car대회의 수상자는 한국화학공학회에서 개최한 '전국 학생 창의설계 경진 대회'에 참가하여 수상하였으며, 이는 한국공학교육인증(ABEEK) 프로그램을 준비하거나 운영하고 있는 여러 대학의 창의설계 과목에 대한 이해를 증진 시켰다. 또한 무공해 연료전지 자동차 개발의 기본지식을 습득하고, 연료전지에 관한 저변 연구 인력 확보에 기여하였다.