Enhancing Digital Fluency through a Training Program for Creative Problem Solving Using Computer Programming
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Kim, SugHee | - |
dc.contributor.author | Chung, KwangSik | - |
dc.contributor.author | Yu, HeonChang | - |
dc.date.accessioned | 2021-09-05T22:07:14Z | - |
dc.date.available | 2021-09-05T22:07:14Z | - |
dc.date.created | 2021-06-14 | - |
dc.date.issued | 2013-09 | - |
dc.identifier.issn | 0022-0175 | - |
dc.identifier.uri | https://scholar.korea.ac.kr/handle/2021.sw.korea/102272 | - |
dc.description.abstract | The purpose of this paper is to propose a training program for creative problem solving based on computer programming. The proposed program will encourage students to solve real-life problems through a creative thinking spiral related to cognitive skills with computer programming. With the goal of enhancing digital fluency through this proposed training program, we investigated its effects. Two sets of experiments were performed in which 119 typical students and 30 younger, gifted students participated. Two synthetic creative problem solving tests, which had a high correlation with logical ability, scientific problem solving ability and divergent thinking ability, were developed to measure creative problem solving ability. We provided the treatment group with a paper-based booklet with relevant problems developed specifically for that group. ANCOVA statistical procedures were used to analyze the pre- and post-synthetic creative problem solving tests. The findings of our study are as follows: with typical students, the originality of the treatment group outperformed the control group, a result that was compatible with previous research. With gifted students, the fluency of the treatment group outperformed the control group, and overall creative problem solving ability was enhanced. Remarkably, fluency increased significantly, a notable difference from the results of prior studies. In conclusion, we inferred that, given the definition of digital fluency, if creative problem solving ability is enhanced by a training program for creative problem solving based on computer programming, digital fluency will ultimately be improved. In this paper, we discuss the result of fluency enhancement that contradicts prior research. We suggest that this training program could be a new learning environment for the students who have grown up with digital media. | - |
dc.language | English | - |
dc.language.iso | en | - |
dc.publisher | WILEY | - |
dc.subject | COGNITIVE INTERACTIONS | - |
dc.subject | LOGO | - |
dc.subject | THINKING | - |
dc.title | Enhancing Digital Fluency through a Training Program for Creative Problem Solving Using Computer Programming | - |
dc.type | Article | - |
dc.contributor.affiliatedAuthor | Yu, HeonChang | - |
dc.identifier.doi | 10.1002/jocb.30 | - |
dc.identifier.scopusid | 2-s2.0-84900455124 | - |
dc.identifier.wosid | 000325865300001 | - |
dc.identifier.bibliographicCitation | JOURNAL OF CREATIVE BEHAVIOR, v.47, no.3, pp.171 - 199 | - |
dc.relation.isPartOf | JOURNAL OF CREATIVE BEHAVIOR | - |
dc.citation.title | JOURNAL OF CREATIVE BEHAVIOR | - |
dc.citation.volume | 47 | - |
dc.citation.number | 3 | - |
dc.citation.startPage | 171 | - |
dc.citation.endPage | 199 | - |
dc.type.rims | ART | - |
dc.type.docType | Article | - |
dc.description.journalClass | 1 | - |
dc.description.journalRegisteredClass | ssci | - |
dc.description.journalRegisteredClass | scopus | - |
dc.relation.journalResearchArea | Psychology | - |
dc.relation.journalWebOfScienceCategory | Psychology, Educational | - |
dc.subject.keywordPlus | COGNITIVE INTERACTIONS | - |
dc.subject.keywordPlus | LOGO | - |
dc.subject.keywordPlus | THINKING | - |
dc.subject.keywordAuthor | programming and programming languages | - |
dc.subject.keywordAuthor | evaluation methodologies | - |
dc.subject.keywordAuthor | media in education | - |
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