• Title/Summary/Keyword: 창의성과

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A Study on the Influence of Empowering-Leadership to Creativity and Job attitude (임파워링 리더십이 직무태도 및 창의성에 미치는 영향에 관한 연구 - 조직문화의 매개효과를 중심으로 -)

  • Lee, Sun-Kyu;Son, Kyu-Hwan;Kang, Eun-Gu;Kim, Young-Hyung
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.85-99
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    • 2014
  • The empowering leadership as perceived by the members of the organization have an influence on the psychological attitudes of them toward their jobs, and again these psychological attitudes might affect their Organizational culture type. Thus, this study tried to mediating effects of Organizational Culture on the relationships between Empowering-Leadership and Creativity and Job attitude. The results of this study are as followings; First, Empowering-leadership is positively related to Creativity, Organizational commitment and Job satisfaction. except leading by example & participative decision-making in organizational commitment of Job attitude. Second, the mediating effects of Organizational culture had a significant effects on part of relationships in each variable. Results indicated that managing Organizational culture is contributed to the member's attitude and organization performance so that the supervisor should make efforts to develop managing skill in their Organizational culture to fit their nature.

The Effects of Leader's Attitude and Job Characteristics on Subordinate's Creative Performance (상사의 태도와 직무 특성이 창의적 성과를 일으키는 과정에 관한 연구)

  • Ryu, Jeong-Ran
    • Management & Information Systems Review
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    • v.33 no.3
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    • pp.129-154
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    • 2014
  • We are making products and services that we didn't easily think or even imagine when young and living using them. Consumer needs become more diversified, markets and technologies are being constantly changed, and corporate global competitiveness is getting intensified. Now, companies that don't change nor create new values cannot survive. The cycle of new products is faster, and therefore corporations should improve previous products continuously or create new values according to such a trend. This era requires 'creativity' for companies to overcome uncertainty and survive. Corporate creativity is not easily activated as financial and physical compensation unlike the work ability or performance. When there is an environment that people with various abilities, experiences and backgrounds can express their opinions freely, it becomes possible. Despite the importance, the studies have focused on creativity education so far instead of the viewpoint of corporate business administration. In addition, most studies have dealt with job characteristics and employees' personality factors rather than the process that is connected to actual performance. In other words, the studies on environmental factors that can lead motivation as situational characteristics of the employee's company in a current non-monetary and non-physical way are very insufficient. Therefore, this study aims to comprehensively examine the process of creating creative performance in the environment inside the company that the employee could approach most closely from the corporate deinstitutional perspective. As the major variables, job characteristics and supervisor's ethical leadership were selected, and the process that is connected to the creative performance was explained by means of motivation necessary to understand creativity of the organization and creative process engagement(CPE). The summary of the verification results is following. First, job characteristics and supervisor's attitude(ethical leadership) had positive effects on intrinsic motivation and creativity process engagement. Second, intrinsic motivation and creativity process engagement had positive effects on creative performance. Third, intrinsic motivation and creativity process engagement had mediated the relationship between job characteristics, supervisor's attitude and intrinsic motivation, creativity process engagement

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Development of the elementary programing curriculum and textbook for improvement of creative thinking ability - centered on c - (창의적 사고력 신장을 위한 초등 프로그래밍 교육과정과 교재 개발 - C언어를 중심으로 -)

  • Cho, Sung-Woo;Moon, Wae-Shik
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.51-57
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    • 2010
  • When you look at computer training techniques, generally you will see an unbalanced focus towards the software applications being used. Office programs, including software applications, or simply the ability to operate has been assigned in the attempt to develop more information. Omitted, while a students thought process dealing with computer applications is usually clear and effective, the functional oriented tasks involved are time consuming. In order to keep up with the pace of today changing requirements, creativity and problems solving ability is a necessity. These are the areas in which both our training techniques are inefficient, and the resulting ability of student's is unsatisfactory. In this study of 5thand6thgradelevelcomputerteachingtechniques.

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A Study on an Application of Creative Skill to Reading Instruction in the School Library (학교도서관 독서교육의 창의성 적용에 관한 연구)

  • Suh, Jin-Won
    • Journal of Korean Library and Information Science Society
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    • v.44 no.3
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    • pp.261-286
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    • 2013
  • I studied on the application of creativity to reading instruction in this paper. Reading strategies and creative thinking skills are categorized. And these are incorporated in the time process of reading instruction. In pre-reading process, Using Prior Knowledge and Reasoning of reading strategies are used and these are incorporated in Fluency and Creativity of the divergent thinking skill. In reading process, Increasing Sensitivity to Text Elements with the Highest Information Load and Structuring and Recognizing Structures of reading strategies are used and these are incorporated in Flexibility and Creativity of the divergent thinking skill. In post-reading process, Reasoning of reading strategies are used and these are incorporated in Creativity of the divergent thinking skill and convergent thinking skill.

A Study on the Effect of Book-Trailers As a After Reading Activity (독후활동으로써 북트레일러의 효과 연구)

  • Choi, Yong-hoon;Cho, Hyun-Yang
    • Journal of the Korean Society for Library and Information Science
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    • v.49 no.3
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    • pp.15-36
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    • 2015
  • This research aims at executing a after reading activity using book trailers for the teenagers, and verifying its effects. For the investigation into its effectiveness, 6 classes on the first grade in a middle school were divided into 3 classes of an experimental group (104 students) and the other 3 classes of a comparative group (100 students), and a preliminary and a post test were conducted using the measurement tool on creativity and reading attitudes. As the result, the creativity, reading attitudes and understanding of the selected books of the experimental group were found to be better than those of the comparative group.

대학생의 창의적 사고 활동을 위한 앱 인벤터를 활용한 안드로이드 앱제작 교육프로그램 개발

  • Bae, Ji-Hye;Lee, U-Jin
    • 한국벤처창업학회:학술대회논문집
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    • 2016.04a
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    • pp.235-238
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    • 2016
  • 디지털 콘텐츠의 한 형태로 볼 수 있는 앱은 개발자들의 창의적 사고를 바탕으로 현재도 무수히 쏟아져 나오고 있으며, 많은 사용자로부터 선택되어 활용되고 있다. 이러한 변화는 교육분야에도 영향을 주어 앱을 활용한 교육환경과 교육방법에 대한 다양한 연구가 현재 진행되고 있다. 앱과 같은 디지털 콘텐츠의 개발은 창의적 아이디어를 기반으로 구현되며 이는 콘텐츠 사용자의 유용성과 경제적 가치를 결정하는데 중요한 요소로 작용하고 있다. 이러한 창의와 디지털 기술을 접목한 앱 프로그래밍 교육은 학생들의 창의적 사고와 문제해결력을 향상시키는데 중요한 역할을 하며 특히 교육용 프로그래밍 언어(EPL, Educational Programming Language)를 활용한 코딩 교육과 창의적 문제해결력 향상에 관한 관련 연구들이 활성화되고 있는 실정이다. 본 연구에서는 이러한 EPL을 바탕으로 비IT계열 전공의 대학생들에게 프로그래밍 교육을 실시하고 창의적 사고를 통해 디지털 콘텐츠인 앱을 제작하는 것에 초점을 두기 위한 안드로이드 앱제작 교육 프로그램 개발을 진행하였다. EPL을 위한 도구는 MIT 미디어랩에서 개발한 클라우드 기반의 안드로이드용 앱 인벤터2(App Inventor 2)를 사용하며, 제작한 앱을 스마트 기기에서 즉시 실행하고 확인할 수 있다는데 대해 학습만족도와 성취감이 높음을 수업관찰을 통해 확인할 수 있었으며 제작 과정에서도 활발한 사고력를 발휘하는 것을 확인할 수 있었다.

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The Design of Creative Activities Program Using An Educational-Robot (교육용 로봇을 활용한 창의적 체험활동 프로그램의 설계)

  • Hur, Jung-Ho;Nam, Dong-Soo;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.331-334
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    • 2011
  • 본 연구의 목적은 국가경쟁력 향상을 위한 세계적인 융합의 흐름을 대비하여 융합 기반인 교육용 로봇을 활용한 창의적 체험활동 프로그램을 설계하는데 있다. 이를 통해 해외의 정보교육 활성화 경향과는 달리 초등학교에서 소외되는 정보교육의 중요성을 부각시키고, 창의성과 인성을 강조하는 창의적 체험활동에서 자연스럽게 활용되기 위함이다. 이에 교육용 로봇을 활용한 융합교육 단계와 프로그램 교수 학습 모형의 설계를 통해 초등학교의 창의적 체험활동에서 활용될 수 있는 프로그램의 토대가 되고자 한다.

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영재 학생과 일반 학생의 수학 창의성과 수학 자기효능감에 대한 차이에 관한 연구

  • Seo, Jong-Jin;Hwang, Dong-Ju
    • Communications of Mathematical Education
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    • v.18 no.3 s.20
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    • pp.209-226
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    • 2004
  • 본 연구는 이강섭 ${\cdot}$ 황동주 ${\cdot}$ 서종진(2003)의 개방형적인 접근의 수학 창의성 반응에 따라 수학적 자기효능감의 차이를 조사한 것이다. 수학적 자기효능감이 높다고 하더라도 독창성이나 창의성에서는 낮은 점수를 받은 학생이 있으며, 수학적 자기효능감이 낮은 학생일지라도 유창성에서는 높게 나타나는 경우가 있다. 그러므로 수학 창의성은 수학적 자기 효능감과는 다른 특별한 능력이고 수학 창의성 중에서 유창성은 아마 동기 능력과 관련이 있을 것이다. 본 연구에서는 수학 창의성 교수학습 방법을 개발하는데 있어 인지적인 요인뿐만 아니라 동기적인 요인도 포함하여 개발하여야 할 것이다.

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Analysis of linguistic creativity according to the types of brain dominance for developing pre-service early childhood teachers' creativity teacher education program (예비유아교사의 창의성 교사교육 프로그램 개발을 위한 두뇌우성사고 유형에 따른 언어 창의성 분석 연구)

  • Kim, Hyoung-Jay;Kim, Hyung-Sook;Park, Hye-kyung
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.79-88
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    • 2017
  • The purpose of this study was to identify the difference of creativity according to the type of brain dominance for deveoping pre-service early childhood teachers's creativity teacher education program. The subjects of this study were 210 pre-service early childhood teachers. The tests were conducted by using the Herrmann' BDI and TTCT: verbal. The study have applied Pearson product-moment correlation to find out relation between the type of brain dominance and creativity, and used multi-variate analysis to find out the difference of creativity according to the type of brain dominance. The results of the study are as follow; first, the upper left brain, lower left limb, and right brains had no relation to fluency, flexibility, originality and overall linguistic creativity. The lower right limb showed a positive correlation with fluency, flexibility, originality, and overall linguistic creativity. Second, the lower left, upper right lower, and lower right limb dominant teachers showed higher fluency, flexibility, originality and overall linguistic creativity than upper left neural dominant teachers. The result of analyzing the language creativity according to the type of brain dominance of the pre-service early childhood teachers will be used as a suggestion to develop the brain-based creativity teacher education program.

The Effects of STEAM-based Programming Education with Robot on Creativity and Character of Elementary School Students (로봇을 활용한 STEAM기반 프로그래밍교육이 초등학생의 창의성 및 인성에 미치는 효과)

  • Chai, Soophung;Chun, Seokju
    • Journal of The Korean Association of Information Education
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    • v.19 no.2
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    • pp.159-166
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    • 2015
  • STEAM is a multidisciplinary education program which intended to promote creative thinking by combining studies in the arts and STEM(Science, Technology, Engineer, Mathematics) fields. STEAM education can bring out creativities in students through educational activities of integrating and combining diverse studies. In this research, we integrated the educational elements of science, technology, engineering, mathematics, and arts using robots and then developed an educational program that raises the creative and character (focused on collaboration and communication) of students in a more fun and effective way. Using our developed educational program, we taught 6th grade students of an elementary school located in Seoul. As the result, most of students were found to be enhanced in their creativity and character after participating in the STEAM-based programming education course.