• 제목/요약/키워드: creativity learning program

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A Modularized Approach to the Development of the Creativity Learning Program

  • Won, Kyung-Ah
    • 디자인학연구
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    • 제20권2호
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    • pp.103-116
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    • 2007
  • Art education in design has repeatedly stressed the importance of developing creativity. In the digital period, however, which shows rapid change in both forms and contents, it needs to be equipped with more flexible and systematic ways of approaching to the creativity development, especially involved with cultural diversity of the digital world. This paper primarily proposes a maximally efficient, productive creativity learning program in which the integration of expressive media and communication generates a comprehensive network of communicative information in the development of digital technologies, which, consequently, brings forth valuable cultural contents of art. The amalgamation of Won (2006)'s Prism Effect, with distinctive three devices, and the facilitator factors, with two different facilitators such as self-controlled and controlled plays, would function as a catalyst for cultural diversity in the digital forms and contents of art. And this will, consequently, result in producing a number of practices that can be classified and assorted for a later performance. This paper thus suggests a roadmap of how to develop the creativity learning program in which two categories of facilitators based on three thinking devices function to classify four activities. In addition, selected activities are shaped as a creativity learning program by generating learning practices with the formalizing instructional strategy that fit into a specialized educational environment and learners. The samples of loaming practice design show guidelines for practice and the results of learning activity. Therefore, the eventual goal of this paper would be to establish a creativity learning program that constitutes a highly systematized and modularized database to maximize the efficiency and productivity of the creativity development.

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학습전략이 창의성에 미치는 효과 (The Effects of Learning Training Program on Creativity)

  • 강덕구
    • 디자인학연구
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    • 제11권1호
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    • pp.99-108
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    • 1998
  • 본 연구는 대학생을 대상으로 학습전략훈련이 도형 적 창의력에 어떠한 영향을 미치는지를 연구하는데 목적이 있다. 연구의 목적을 효과적으로 달성하기 위하여 다음과 같은 가설을 설정하였다. <가설I>학습전략 훈련을 받은 학습자들은 창의력을 요하는 수업에서도 학습전략이 습득될 것이다. <가설II>창의력 향상 프로그램 훈련을 받은 학습자들은 훈련을 받은 후 도형 적 창의성 향상의 정도가 높을 것이다. 연구에 사용된 도구로는 자기조절 학습전략을 기초로 한 훈련프로그램과 도형 적 창의력 검사 지를 사용하였다. 연구의 결과는 첫째, 학습전략훈련을 받은 대학생들도 창의력을 요하는 수업에서 학습전략이 가능한 것으로 확인되었다. 둘째, 학습전략 훈련을 받은 대학생들이 도형 적 창의력이 향상되었다.

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창의성 교육 프로그램이 공학계열 대학생들의 창의적 자기효능감에 미치는 영향에 관한 연구 (A Study on the Effect of Creativity Education Program on Creative Self-Efficacy of Engineering College Students)

  • 신종호
    • 공학교육연구
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    • 제25권5호
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    • pp.3-11
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    • 2022
  • The effects and factors of the creativity education program on the creative self-efficacy of engineering college students were analyzed. As a result of the analysis, the creative self-efficacy of students who took the creativity education program was improved, and the effect was statistically significant. The learning contents factors affecting the improvement of creative self-efficacy was 'creativity development attribute and creative attitude' and the learning activity factor was 'taking theoretical lectures' about creativity.

Hope프로그램이 대학생의 창의성, 문제해결, 학습동기, 학습행동에 미치는 영향 (Effects of Hope Program for Creativity, Problem-solving, Learning Motivation, and Learning Behavior on College Students)

  • 최미정
    • 한국산학기술학회논문지
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    • 제15권3호
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    • pp.1396-1403
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    • 2014
  • 이 연구는 학습역량 관련 지식, 창의성, 동기로 구성된 Hope프로그램이 대학생의 창의성, 문제해결, 학습동기, 학습행동에 미치는 영향을 규명하고자 시도되었다. 연구대상자들은 총 49명이었으며 Hope프로그램은 8월 26일부터 9월 13일까지 3주 동안 14시간에 걸쳐 운영되었다. 사전 사후 검사를 거쳐 실험집단과 대조집단에게 창의성, 문제해결, 학습동기, 학습행동을 검사하였다. 사전검사에서 두 집단의 동질성이 확보되지 않아, 실험 후 공분산분석(ANCOVA)을 실시하였으며, 그 결과 Hope프로그램을 실시한 실험집단과 대조집단은 창의성, 문제해결, 학습동기, 학습행동 점수에서 유의한 차이를 나타내었다(p<.05).

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.

소설 기반 STEAM 프로그램 적용과 학생 역량 연구: 창의적 사고, 비판적 사고, 의사소통, 협업, 디지털 역량 (A Study on Students' Creativity Thinking, Critical Thinking, Communication, Collaboration, and Digital Competence by Implementing Science Fiction STEAM Program)

  • 박현주
    • 공학교육연구
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    • 제26권1호
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    • pp.27-36
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    • 2023
  • The purpose of this study was to investigate high school students' competencies of creativity thinking, critical thinking, communication, collaboration, and digital competence by implementing science fiction STEAM program. Based on the story of 'Fritz Haber' and the 'Garden of Dawn', a STEAM program was developed according to the ADDIE model. In the analysis stage, the purpose of the teaching-learning program using novels was set, and learners and learning environments were analyzed. At the design stage, the novels 'Fritz Harbor' and 'Garden of Dawn' were selected, learning goals were set according to the achievement standards of the curriculum, and learning contents and learning activities were sequenced and designed. In the development stage, teaching and learning materials were developed in a module format, implemented to classes, and evaluated. Pre-test and post-tests were conducted to identify the five major competencies such as creativity thinking, critical thinking, communication, collaboration, digital competence. The collected data was verified by paired t-test using SPSS. The results of the study showed statistically significant results in creative thinking, critical thinking, and digital competency.

e-PBL을 활용한 과학 독서 논술 프로그램이 초등과학영재의 창의성 및 과학적 태도에 미치는 효과 (The effect of e-PBL based Scientific Writing Program for the Science Gifted Children on Creativity and Scientific Attitude)

  • 조혜진;김은진;이형철
    • 대한지구과학교육학회지
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    • 제4권1호
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    • pp.74-82
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    • 2011
  • The purpose of this study is to examine the effect of the science gifted children's creativity and scientific attitude development by e-PBL based scientific writing program. This program is composed of 4 instructions (13 hours), and its learning contents are made up to guide reading the related science books and understanding the contents through mind map to find out a solution by themselves, also, making an independent problem into group issue and setting up the plan for solution through small group cooperative learning, finally, performing activities like writing, presentation, evaluation and discussion according to the plan for solution. To examine the effect of creativity and scientific attitude by the program, 40 students of elementary science gifted children group in the Busan national university of education were selected for an experimental group. The review result is that, Firstly, the program affected positively creativity improvement of elementary science gifted children, Secondly, the program affects positively scientific attitude improvement of them as well. In conclusion, the program affects positively their creativity and scientific attitude.

4MAT System 학습방법이 초등학생의 창의력, 과학과 학업성취도 및 과학관련태도에 미치는 효과 (Effects of the 4MAT System on Creativity, Science Achievement and Science-related Attitudes of Elementary Students)

  • 최선영;강호감
    • 한국초등과학교육학회지:초등과학교육
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    • 제22권2호
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    • pp.156-162
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    • 2003
  • The purpose of this study was to explore effects of 4MAT system program on the creativity, science achievement and science-related attitudesof elementary school students. 4MAT learning program is a model based on the whole brain learning including the learning styles and the cognitive specialization of left and right hemispheres. The study was conducted for 10 weeks during the 1998 second semester in H elementary school which is located in Incheon. 4MAT learning program was applied to the 5th and 6th grade students. One hundred 5th grade students and eighty three 6th grade students are selected for this study. The experimental group was taught in applying the 4MAT system, and the control group was taught by the traditional manner. The results of this study were as follows: There was a significant difference on creativity between the instruction by applying 4MAT system and the traditional instruction. In the 6th grade, there was a statistically significant difference on science achievement and science-related attitude. In the 5th grade, there was slightly increased, but statistically onsignificant. In conclusion, the instruction by applying 4MAT system was more effective in developing student's creativity than the traditional instruction in both grades.

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순환학습 모형을 활용한 과학 교수법이 유아들의 창의성과 과학적 문제 해결력에 미치는 효과 (The Effectiveness of the Learning Cycle Model for Science Instruction : Preschool Children's Creativity and Scientific Problem Solving Ability)

  • 정정희;박윤배
    • 아동학회지
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    • 제25권3호
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    • pp.1-14
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    • 2004
  • This study focused on the development and application of learning cycle model for promoting children's creativity and problem solving ability. The learning cycle approach consists of four phases : awareness, exploration, investigation, and concept application. The program consists of 20 scientific activities. A total of 70 children participated the 10 week program to examine the effectiveness of this model. The experimental design included a pretest, treatment, and posttest. Results showed that the experimental group children scored significantly higher on the creativity and problem solving tests in the posttest than the control group children.

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액션러닝이 간호사의 문제해결능력, 의사소통, 정서창의성 및 혁신행동에 미치는 효과 (The Effects of Action Learning on Nurses' Problem Solving, Communication, Emotional Creativity and Innovation Behavior)

  • 이숙자;장금성
    • 보건의료산업학회지
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    • 제8권2호
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    • pp.73-87
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    • 2014
  • The purpose of this study was to investigate the effects of a Action Learning(AL) program in terms of problem solving, communication skills, emotional creativity and innovation behaviors. Design for this was a nonequivalent control group quasi-experimental study. The participants were C-hospital staff nurses in G city (Experimental group=29, Control group=30). The AL program was composed of fourteen sessions in eight weeks. Data were collected and the program was conducted from May. 26 to July. 18, 2008. Data were analyzed with ${\chi}^2$-test, Fisher's exact test, t-test and ANCOVA, and utilized the SPSS win 20.0 program. There were significant increases in problem solving skills, communication skills and emotional creativity in the experimental group compared to the control group. Considering the above results, AL program has proven to be an effective educational program for improving the problem solving, communication skills and emotional creativity of nurses.