scholarly journals Effect of Taking the Liberal Arts Course ‘Creative Thinking and Problem Solving’ on the Improvement of Creative Competencies of College Students in Science and Engineering -Focusing on Comparison Before and After COVID-19

2021 ◽  
Vol 15 (5) ◽  
pp. 359-372
Author(s):  
Young-Ju Hur ◽  
Eun Sook Park

This study was conducted to derive implications on how educational activities should be organized and operated for improving creative competency in online class situations by analyzing how it has changed in classes before and after COVID-19. These classes were taken by science and engineering students who took the ‘Creative Thinking and Problem Solving’ subject operated by N University. In order to achieve the goals of this study, a pre-post test related to creative competency was administered at the beginning and end of the semester to 92 students who took the face-to-face class in the second semester of 2019, and to 120 students who took the on-line class in the second semester of 2020. The research results are as follows: Creative competency was significantly improved in the face-to-face class, but not in the online class. Looking at each sub-competency of creative competency, both the challenge spirit and problem solving ability were significantly improved in the face-to-face class. Moreover, the student’s challenge spirit ability was significantly improved in the online class, but their problem solving ability was not significantly improved. These results were similar regardless of whether the instructor changed, or if the students’ grades changed. Also, the students’ gender had no bearing on these results either. Based on these research results, as well as on our educational goals and the content of the classes, the project activities involved in the ‘Creative Thinking and Problem Solving’ subject can be used in online classes in their current form. But this study suggested that strategies for improving students' problem-solving abilities need to be supplemented. Specifically, instructors should increase communication opportunities through the parallel use of the real-time remote video system, and should guide their students to become faithful to the team-based project activities through the sub-session function of the real-time remote video system. To this end, the university may consider changing two credits of two hours into two credits of three hours, or three credits of three hours. Universities also need to operate this subject in connection with extra-activities. It is also necessary for instructors to provide a support environment where students can freely meet using the real-time remote video system, and can engage in solving problems through their own initiative.

Author(s):  
Eric A Williams ◽  
Lauren Ladwig ◽  
De Ann Nikolai ◽  
Gay Matthews ◽  
Jeanine M Graf

Introduction: Our purpose was to develop a high reliability system (The SWARM) to empower frontline staff to share information regarding communication and process inefficiencies to rapidly develop solutions. Hypothesis: A systematic process for recognition, evaluation, and transparent feedback would increase the use of problem-solving. Methods: A multidisciplinary team, led by a physician and nurse, developed an email strategy to let frontline staff identify problems in real-time and solve and spread this knowledge throughout the CVICU and Heart Center. Problems submitted were outside the scope of institutional patient safety reporting. Unless immediate attention was required, the SWARM team evaluated entries weekly. Entries were categorized as: 1) Useful information to share with ICU staff; 2) More information needed to be obtained and personnel consulted; or 3) A multidisciplinary task force needed to generate consensus and evidence-based guidelines. Solutions were shared with ICU staff via direct email and a monthly newsletter. After 6 months ICU staff were surveyed with 5 questions regarding awareness, utility, and ease of use of the SWARM process. Staff were resurveyed after re-education and institution of leadership walk-rounds. Rates of SWARM entries before and after re-education were compared using Fisher’s Exact Test for proportions.*p<.05 Results: Of the total 65 SWARM entries, 9% were level 1, 86% were level 2 and 5% were level 3. Entries were categorized into problem types and are shown in the Pareto Chart as percent of total(See Chart). Pre- and post- survey results indicated that staff awareness increased from 70% to 91% and staff understanding of utility increased from 57% to 75%. After re-education, use in CVICU increased by 417% (0.7/week to 2.9/week)*. The increased rate of use of the SWARM system has been sustained for 8 weeks post education. The current rate is 1.8/week. The top two Solutions by category were Re-Education (62%) and Practice Change (17%). Conclusions: A system was developed to better manage quality through real-time awareness of our performance. The formal creation of a standardized context for information sharing has resulted in a significant increase in the performance of problem-solving. This multidisciplinary effort allows for minimizing unnecessary variation in how quality improvement efforts are identified and performed.


2020 ◽  
Vol 10 (5) ◽  
pp. 1602 ◽  
Author(s):  
Shan-Hui Chao ◽  
Jinzhang Jiang ◽  
Chia-Hsuan Hsu ◽  
Yi-Te Chiang ◽  
Eric Ng ◽  
...  

The objective of the research was to explore and compare the differences in potential creative thinking that media richness had on learners in creativity training through two different types of communication formats; computer-mediated communication, and face-to-face communication. The results indicated that the computer-mediated communication format performed better than the face-to-face in terms of the fluency, flexibility, and originality dimensions of creative thinking. The computer-mediated communication format also had a greater level of media richness perception (i.e., use of multiple cues, language diversity, and personal focus of the medium) than the face-to-face format. In terms of the combined effectiveness of computer-mediated communication, and face-to-face formats, the use of multiple cues, language variety of perception of media richness had direct effects on the fluency of creativity. There was also a positive correlation between the elaboration of creativity and the use of multiple cues, language variety, and personal focus of the medium in the perception of media richness. Furthermore, language variety was correlated with creativity and flexibility. The research findings highlighted the importance of the availability of immediate feedback on media richness, whereas creativity cognition should focus on the breadth and depth of the information, which contributes to enhancing the creativity of individuals or a group of employees.


2020 ◽  
Vol 11 (2) ◽  
pp. 19
Author(s):  
Ya-Lie Ku ◽  
Pei-Yu Lee ◽  
Shih-Ming Kuo

Background: The principal investigator has integrated the teaching strategies and activities of critical and creative thinking with integration and problem-solving abilities in the process of guiding nursing students in the course of Nursing Practicum Project Production (NPPP) for seven years. Although the course has developed a set of indicators for evaluating the products; however, there is a lack of indicators of evaluating the critical and creative thinking, integration and problem-solving abilities of the nursing students. In the 2018 year, the professional growth program for the teachers through the expert meeting and faculties discussion has developed the indicators of evaluating the critical and creative thinking, integration and problem-solving abilities for the nursing students completing the course of NPPP. The purpose of this study was to explore the evidences of the innovative teaching among the critical and creative thinking, integration and problem-solving abilities of nursing students before and after the course of NPPP.Methods: The mixed methods including the quasi-experimental and four factor designs were used in this study and the samples were the two-year program nursing students of the AB classes with the majority of them who have had the clinical working experiences. A class was the experimental group, integrating the teaching strategies and activities of critical and creative thinking, integration and problem-solving abilities. B class was used the traditional teaching. The two classes of nursing students were conducted self-assessment of the critical and creative thinking, integration and problem-solving abilities before and after the 2019 course of NPPP to understand the effectiveness of innovative teaching in the critical and creative thinking, integration and problem-solving abilities of RN-BSN students.Results: The critical and creative thinking, integration and problem-solving abilities of RN-BSN students in A class not only has improved significantly after conducting the innovative teaching, but also has the higher scores than the comparison B class. Additionally, no matter the principal investigator or other two faculties instructed the A group of RN-BSN students, the critical and creative thinking as well as the integration and problem solving abilities of RN-BSN students have improved before and after the NPPP course although there is the tendency of decreasing four abilities from group 1 to 4, but did not approach in the significant level.Conclusions: It is the evidences of the innovative teaching of critical and creative thinking, the integration and problem solving abilities for RN-BSN students in the first five weeks of the NPPP course. Additionally, the principal investigator instructed the group 1 and 2 that performed better than group 3 and 4 by the other two instructors that might be interesting to further study the group 1 and 2 dynamics as beneficence of teaching those thinking and abilities by the principal investigator.


2020 ◽  
Vol 2 (1) ◽  
pp. 37
Author(s):  
Iskandar Zulkarnain ◽  
Yuni Suryaningsih ◽  
Rahmita Noorbaiti ◽  
Liko Noor Noor R Rahadian

Guru harus mempunyai strategi untuk mengembangkan perangkat pembelajaran yang dapat memfasilitasi agar peserta didik memiliki keterampilan komunikatif, kreatif, aktif, dan inovatif. Sebagai upaya mendukung hal tersebut, tim pengabdian mengadakan pelatihan untuk membimbing guru khususnya peserta MGMP (Musyawarah Guru Mata Pelajaran) Matematika SMA Kota Banjarmasin dalam penyusunan perangkat pembelajaran (perangkat pembelajaran) 4C (Communication, Collaboration, Critical Thinking, and Creativity). Kegiatan PKM ini bertujuan untuk mengenalkan perangkat pembelajaran 4C dan teori-teori yang mendasarinya, sehingga dapat mendukung para guru untuk menerapkannya.  Metode tatap muka untuk penyampaian materi dilakukan di Aula SMAN 5 Banjarmasin dan dihadiri oleh 57 guru matematika wilayah Kota Banjarmasin. Tahapan kegiatan terdiri dari penyampaian materi mengenai konsep dasar 4C, pembimbingan peserta membuat perangkat pembelajaran, mendiskusikan kesulitan, pembimbingan perbaikan perangkat, sehingga dihasilkan perangkat pembelajaran keterampilan 4C. Kegiatan ini berfokus pada tahap awal yakni penyampaian materi terkait perangkat pembelajaran keterampian 4C, teori-teori yang mendasarinya, serta paparan contoh perangkat. Kegiatan ini sangat mendukung peningkatan kemampuan guru dalam rangka meningkatkan keterampilan berpikir kreatif dan komunikasi peserta didik. Teachers must have a strategy to develop learning instruments to facilitate students with communicative, creative, active, and innovative skills. To support this, the service team held a training to guide teachers, especially Mathematics Teachers (MGMP) Participants in Banjarmasin City High Schools in the preparation of 4C (Communication, Collaboration, Critical Thinking, and Creativity) learning instruments. This activity aims to introduce 4C learning instruments and their underlying theories to encourage teachers to apply them. The face-to-face method for delivering material was carried out in the Hall of SMAN 5 Banjarmasin and attended by 57 mathematics teachers in the city of Banjarmasin. The activity stages consisted of delivering material on the basic concepts of 4C, guiding participants to create learning instruments, and discussing difficulties, guiding the improvement of instruments, so that 4C skills learning instruments were produced. This activity focuses on the initial stage, namely the delivery of material related to the 4C achievement learning instruments, the theories underlying it, and exposure to sample instruments. This activity is very supportive of improving teachers' ability to improve students' creative thinking and communication skills.


Author(s):  
Zeynep Akcay Ozkan ◽  
Sirin Budak

This study is aimed towards understanding students’ preferences in online learning of College Algebra at a community college in the United States, before and after the Covid-19 pandemic. We analyze the results of Student Satisfaction surveys administered during Fall 19, Spring 20 and Fall 20 semesters. The classes were partially or fully online with synchronous and asynchronous components such as face-to-face and/or virtual meetings, pre-recorded video lessons, assignments through online homework platforms, and discussion board assignments. Our analysis show that students found face-to-face meetings most helpful, when classes were taught partially online. After the transition to online teaching, virtual meetings did not directly replace the face-to-face meetings, instead online homework platforms were preferred. We find that students ultimately started utilizing all components of online classes on an equal basis. Our results reflect students’ adjustment to online teaching, taking more advantage from asynchronous course components and becoming active learners over time.


2021 ◽  
Vol 17 (1) ◽  
pp. 101
Author(s):  
Dhesy Adhalia ◽  
Nancy Susianna

<p>Problem solving, creative thinking, and reasoning skills are important skills for students to master to solve various problems that they will face in the future. However, there are still many students that have relatively low ability levels performing these three skills. To improve students' abilities in these three skills, teachers can use learning strategies that incorporate visual learning media. The problem identified in a class of third graders at a public elementary school (SDN 01) in Jagakarsa was the lack of use of learning media in the learning process in the classroom so students' ability in all three skills was less developed. A research study was conducted to determine the increase in problem solving skills, creative thinking skills, and reasoning skills of third grade students at SDN 01 Jagakarsa in math subjects after being taught using instructional media. Data sources were obtained from students' test scores before and after being taught using visual learning media. Based on the N-gain calculation and data analysis using inferential statistics, results showed that the use of visual learning media can improve students' ability to solve problems, think creatively, and reason, especially in mathematics subjects.</p><p><strong>BAHASA INDONESIA ABSTRACT: </strong>Keterampilan memecahkan masalah, berpikir kreatif, dan menalar merupakan keterampilan yang penting dikuasai siswa untuk menyelesaikan bermacam persoalan yang akan dijumpainya kelak di masa yang akan datang. Kenyataannya<strong> </strong>masih banyak ditemui siswa dengan kemampuan ketiga keterampilan tersebut yang tergolong rendah. Untuk meningkatkan kemampuan siswa pada ketiga keterampilan tersebut, guru dapat menggunakan strategi pembelajaran menggunakan media pembelajaran.<strong> </strong>Masalah yang teridentifikasi di kelas III SDN 01 Jagakarsa adalah masih kurangnya penggunaan media pembelajaran yang digunakan dalam proses pembelajaran di kelas, sehingga kemampuan siswa dalam ketiga keterampilan tersebut kurang berkembang.<strong> </strong>Oleh karena itu dilakukan penelitian untuk mengetahui peningkatan kemampuan memecahkan masalah, berpikir kreatif, serta menalar siswa kelas III SDN 01 Jagakarsa pada mata pelajaran matematika setelah diajarkan dengan menggunakan media pembelajaran. Sumber data didapat dari nilai siswa sebelum dan sesudah diajarkan dengan menggunakan media pembelajaran visual. Berdasarkan hasil perhitungan <em>N-gain</em> dan analisis data menggunakan statistik inferensial didapat kesimpulan bahwa penggunaan media pembelajaran visual dapat meningkatkan kemampuan siswa dalam memecahkan masalah, berpikir kreatif, dan menalar secara keseluruhan khususnya pada mata pelajaran matematika.</p>


2021 ◽  
pp. 1-46
Author(s):  
Joshua Gyory ◽  
Kenneth Kotovsky ◽  
Jonathan Cagan

Abstract Computationally studying team discourse can provide valuable, real-time insights into the state of design teams and design cognition during problem-solving. The particular experimental design, adopted from previous work by the authors, places one of the design team conditions under the guidance of a human process manager. In that work, teams under this process management outperformed the unmanaged teams in terms of their design performance. This opens the opportunity to not only model design discourse during problem solving, but more critically, to explore process manager interventions and their impact on design cognition. Utilizing this experimental framework, a topic model is trained on the discourse of human designers of both managed and unmanaged teams collaboratively solving a conceptual engineering design task. Results show that the two team conditions significantly differ in a number of the extracted topics, and in particular, those topics that most pertain to the manager interventions. A dynamic look during the design process reveals that the largest differences between the managed and unmanaged teams occur during the latter half of problem-solving. Furthermore, a before and after analysis of the topic-motivated interventions reveals that the process manager interventions significantly shift the topic mixture of the team members&#x92; discourse immediately after intervening. Taken together, these results from this work not only corroborate the effect of the process manager interventions on design team discourse and cognition but provide promise for the computational detection and facilitation of design interventions based on real-time, discourse data.


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