• Title/Summary/Keyword: individual creativity

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Enhancement of Information Power and Remodeling of Classroom Teaching : for Use of Information Processing Model Focusing on Organization of Information (정보이용능력교육과 학교수업방법에 관한 연구 : 정보조직력 향상을 위한 정보처리 학습모형의 사용을 중심으로)

  • Yoo, So-Young
    • Journal of the Korean Society for Library and Information Science
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    • v.38 no.1
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    • pp.247-261
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    • 2004
  • According to several researches and news reports on the lottery system for a school entrance, the private education fee, lower quality of education and classroom crisis at our real education settings are serious. The author analyses that those problems are not because of the lottery system for a school entrance itself, because of not changing the lecturing to all the students in a class into proper teaching and learning method for school condition regards to the lottery system changed 30 years ago. The lottery system makes that the different levels of students are in one class. The author recommends changing the general lecturing into the teaching and learning method by using the information processing models which are made for individual study. She also interprets the synthesis level of a information processing model for the use of teachers and librarians. The synthesis level is most ambiguous process for students when they organize the information gathered into a report.

Applicaton and Analysis of Scratch Programing for elementary EPL Education (초등 EPL교육을 위한 스크래치 프로그래밍의 적용 분석)

  • Lee, Mee-Hyun;Koo, Duk-Hoi
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.243-249
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    • 2010
  • 2007 revised curriculum in primary schools by the educational programming should be carried out due to a number of practical constraints have been performed well. Elementary education program conducted by the EPL and Scratch Programming for haneunge was not long after the development of intuitive interface and blocks created using the syntax, contains multimedia elements, such as the benefits that can create artifacts due to the elementary education program is appropriate for. The researcher targeted the school for a semester, 4th year 12 weeks based on the results of scratch programming, programming by way of the Plan and the training and the results were analyzed. Scratch programming to increase student interest and enhance creativity and Formal help cultivate the scientific attitude can give you results. Scratch Programming for Elementary EPL Education is an effective lead of the students' prior knowledge or interest in sex by level of achievement because of the variation to allow individual learning needs to organize a program of study. And results in the production of sufficient thinking ahead and given time to discuss the purpose of education and programming will need to be alive.

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Design Process for Fashion Product Development Applying Taekuki (태극기를 응용한 패션상품개발을 위한 디자인 프로세스)

  • Kim Hyun-Joo;Seo Soo-Hyun;Jang Nam-Kyung
    • Journal of the Korean Society of Costume
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    • v.55 no.4 s.94
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    • pp.1-15
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    • 2005
  • For every country, the flag is a major symbol that represents the country. Establishing image though the use of the country's symbol is more important for achieving national competitiveness in this global age. In Korea, Taekuki has not been actively applied to fashion products, however Korean people began to realize the Taekuki as a motif of fashion with 2002 World Cup. Thus, research on fashion product development applying Taekuki is needed. This research developed designs for fashion product development applying Taekuki. In addition, through suggesting various applied motives, this research explored the product possibility of global fashion design that represents Korean identity and fashion. For research method, after research on fashion design process, design development was progressed according to the 4-phases that comprehends processes previous researchers presented. First, in the problem recognition phase, background on the introduction of Taekuki to products and Taekuki fashion during 2002 World Cup was analyzed. Then, the need and possibility of fashion product development applying Taekuki's formative characteristics were found. Second, in research and analysis phase, meaning and history of Taekuki as well as flag fashion product developments in the U.S. and England examples were reviewed. Also, individual interviews with experts and consumers were conducted to collect qualitative data regarding product and design direction. Third, in idealization for problem solving phase, 62 designs including 43 apparels and 19 accessories were emerged. Finally, in evaluation phase, 40 university students majoring design evaluated designs' creativity, function, uniqueness, symbol, aesthetics, and harmony. Through this research, it is expected that fashion products applying Taekuki will be formly established as a fashion item. Furthermore, it is also expected that product development in other categories, brand planning, and product development using other national symbols such as name, anthem, and flower will be followed.

A Study of Education-Centered Animation Major Curricular : Focusing on 4-Years University Course (교육중심의 애니메이션전공 교육과정 연구 : 4년제를 중심으로)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.19
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    • pp.183-197
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    • 2010
  • In order to develop education centered animation course, this study aims to research curricular that are equipped with industrial specialty based on the basic of visual arts. The subjects of the study were the international and domestic universities that have education goals of practical education, art education, and combined-typed education. The research was done by classifying curricular from basic course to advanced course. Production stage was divided into planning-production-follow up stage. The idea area was divided into three parts form basic emotion training to creativity development. This paper is focused on presenting to configure the basic features of the educational center for 4-year curriculum based on the course content and curriculum of international and domestic universities. The study of training course required for the configuration of the course of study focused on subjects which match the characteristics of major curriculum based on common subjects, major required courses, major electives were classified as the opening. As a result, It is difficult to lead common of educational contents because of the study of education-oriented curriculum and interdisciplinary educational goals of each university are different from other individual characteristics

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The Role of Amenity in Determining Residential Preference of Creative Workers (도시 어메니티가 창의인력 거주지 결정에 미치는 영향)

  • Kim, Hyun-Woo;Lee, Du-Heon;Lim, Hee-Sun
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.39-49
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    • 2017
  • Opening of a new economic paradigm in the transition to the Fourth Industrial Revolution, the human capital engaged in industry or occupation based on individual creativity is called creative workers. The workers of this kind regards 'quality of place', known as amenity, as an important factor in choosing a residential area. This paper analyzes how the effect of city amenity influences on residential preference of creative workers in comparison with production workers. First, as of 2014, the total number of creative workers are 5.73 million (23.2% of the total workforce), and more than half (58.6%) are concentrated in Seoul and Gyeonggi area. Second, the excess residence rate of the creative workers (number of residents/number of jobs) is high in metropolitan areas. Third, when comparing with workers in productions sector, the selection of residence location for creative workers are significantly influenced by certain city amenities such as education. The outcome of analysis is expect to be utilized as a preliminary work for making policies which promotes number of creative workers at the regional level.

Development of a Digital Storytelling Activity Model for Digital Generation (디지털 세대를 위한 디지털 스토리텔링 활동 모형 개발)

  • Jo, Miheon
    • Journal of The Korean Association of Information Education
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    • v.21 no.6
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    • pp.647-656
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    • 2017
  • Digital storytelling provides students with opportunities to plan and compose a story, and create a storytelling material using various digital technologies. Through digital storytelling activities, students can enhance competencies such as creativity, communication, critical thinking and collaboration, which are required for the digital generation in the future. The purpose of this research was to develop a digital storytelling model that guides students' activities related to the planning of a story and the creation of a digital material. The model classified 4 stages of activities(i.e. 'Preparing Activity', 'Planning and Composing a Story', 'Producing Storytelling Material' and 'Making a Presentation and Evaluating Storytelling Material'), and provided instructional guidances for each stage. Also various forms were presented for story planning, story table, evaluation among students and individual reflection journal.

Effective Classroom Environments in Discovery Learning Classes for Gifted Science Pupils (초등과학 영재교실에서 발견 학습 모형 수업에 효과적인 환경 조건의 탐색)

  • Lee, In-Ho;Jhun, Young-Seok
    • Journal of Korean Elementary Science Education
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    • v.25 no.3
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    • pp.307-317
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    • 2006
  • Those students with ability and interest in science should be supported to develop their potential and to reach high levels of achievement in science and technology. In order to ensure that gifted pupils are able to enhance their creativity as well as research abilities, appropriate learning programs and environments are essential. One of the various teaching and learning models for the gifted in science is the discovery learning model based on inductive science activities. There is a clear line of continuity between knowledge discovery at the forefront of research and student's learning activities. If students receive excellent training in organizing scientific concepts for themselves, they will be able to skillfully apply appropriate scientific concepts and solve problems when facing unfamiliar situations. It is very important to offer an appropriate learning environment to maximize the learning effect whilst, at the same time, understanding individual student's characteristics. In this study, the authors took great pains to research effective learning environments for gifted science students. Firstly, appropriate classroom learning environments thought by the teacher to offer the most potential were investigated. 3 different classes in which a revised teaching and learning environment was applied in sequence were examined. Inquiries were conducted into students' activities and achievement through observation, interviews, and examination of students' worksheets. A Science Education expert and 5 elementary school teachers specializing in gifted education also observed the class to examine the specific character of gifted science students. A number of suggestions in discovery learning classes for elementary students gifted in science are possible; 1) Readiness is essential in attitudes related to the inquiry. 2) The interaction between students should be developed. A permissive atmosphere is needed in small group activities. 3) Students require training in listening to others. In a whole class discussion, a permissive atmosphere needs to be restricted somewhat in order to promote full and inclusive discussion. 4) Students should have a chance to practice induction and abduction methods in solving problems.

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Design of a Stepwise Enrichment Curriculum for the Gifted and Talented in Informatics (정보과학영재를 위한 단계별 심화 교육과정의 설계)

  • Kim, KyungKyu;Lee, JongYun
    • The Journal of Korean Association of Computer Education
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    • v.17 no.1
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    • pp.35-50
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    • 2014
  • The current curriculums for the gifted and talented students in informatics are not practical and systematic in teaching methods because it is hard to provide the gifted and talented students with appropriate education individualized at their own levels. Furthermore, there are still some problems in previous curriculums for the gifted and talented students in informatics as follows. First, there are not sufficient on previous curriculums for the gifted and talented education in informatics in middle and high schools. Second, previous curriculums in use do not contribute to cultivating the creativity, problem-solving, logical thinking abilities and insight for the gifted students. Third, there is no curriculum, which reflects on individual's ability and aptitude, for the gifted and talented education in informatics. Therefore, in this paper, we suggest stepwise enrichment curriculums that enables the gifted and talented students to be equipped with creative problem-solving skills and computational thinking abilities. In this regard, at first, The problem with existing research and educational institutes for the gifted and talented in informatics were analyzed. Next we developed a concrete stepwise enrichment curriculum in accordance with the practical educational objectives of the gifted and talented in informatics.

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The Influence of Argumentation on the Scientific Writing of Elementary School Students (논의활동이 초등학생의 과학글쓰기에 미치는 영향)

  • Kang, Myo-Jeong;Kong, Young-Tae
    • Journal of Science Education
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    • v.38 no.2
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    • pp.286-301
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    • 2014
  • The purpose of this study is to examine the influence of argumentation for elementary students' scientific writing. Using nine subjects that were comprised of scientific situations and social scientific situations, this study was applied to four 5th grade students utilizing argumentation and scientific writing. The students' scientific writing and argumentation were collected and analyzed based on three domains of scientific writing: scientific thinking, logic, and creativity. The results from this study are as follows. First, the various contents of argumentation positively affected all of the scientific writing domains in post-argumentation scientific writing. Second, the contents of argumentation appeared in the post-argumentation scientific writing as three different forms: 1) Each individual's scientific concepts, claims, and ideas, which were newly mentioned in the process of argumentation, were expressed, 2) Their classmates' claims, grounds and ideas, which were discussed in the process of argumentation, were expressed through internalization, and 3) Expanded ideas, new claims and inferences based on the argumentation were expressed.

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Design and Implementation of Web Based PBL System for Physical Education Science (체육교과용 웹 기반 프로젝트학습 시스템의 설계 및 구현)

  • Jang, Jong-Chul;Choi, Suk-Young;Ahn, Seong-Hun
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.216-225
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    • 2006
  • Teaching methods should focus on enabling the students to adopt an open mind towards new experiences and to be flexible to change. Moreover, their purpose lies in encouraging the students to build their ability to discern values so that they can make the right decisions when they are at a crossroad. However, traditional teaching methods were centered on textbooks and on the teachers. This type of teaching method needs to change so that the new teaching method will focus on the students themselves, taking levels of individual students into consideration to enable development of their creativity in line with the demands made during the 21st century, an era of information and globalization. Projected learning method is appropriate for the Physical Education (PE) classes where various activities aim to increase the level of cooperation among students and their investigative skills. Moreover, PE classes pay special attention to the practical aspect. Accordingly, this research makes recommendations for the class execution methods based on projected learning by improving the curriculum for the PE classes, and the effect of these methods are subject to verification.

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