• Title/Summary/Keyword: 창의성 향상

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The Creative Education for Digital Contents Production (창의적인 디지털 컨텐츠 개발을 위한 교육)

  • 김혜경
    • Archives of design research
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    • v.16 no.4
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    • pp.335-344
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    • 2003
  • Creativity has become a buzzword in the 21s1 century to the extent that it is considered as one of the criteria for a nation's competitiveness. In the cultural industry, one of the industries with the highest growth potential, creativity is the decisive factor Nevertheless, we have to admit that there is a serious lack of this quality in the planning area. Everyone is born with creativity and creative way of looking at things can be developed through training and education. Most of universities now classify digital contents within the realm of design, therefore, emphasizing only the formal or the artistic side of it. However, the study of digital contents requires creative thinking processes that are oriented to problem-solving, for which one needs to put together his/her planning (socio-cultural), expressive (artistic) and technological (scientific) capabilities at the same time. Also, the education of digital contents should be focused not only on acquiring the knowledge and skills, but also on developing individual creativity and learning to increase one's creativity working in a team of an organization. For the environmental aspect, education for creativity should take into account social and cultural specificities of Korea. Therefore, continuous studies must be done to explore more concrete ways of developing creativity on the individual, organizational and environmental levels.

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Investigating the Effect of Social Learning about Entrepreneurship on Creativity (기업가정신의 사회적 학습이 창의성에 미치는 영향에 관한 연구)

  • Hwang, Yoon Min;Lee, Kun Chang
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.11 no.5
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    • pp.165-174
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    • 2016
  • Recently, global economic recession has a significant influence on promoting launch of start-ups around the world. As is often the case, powerful and bright entrepreneurship is required so that the start-ups may be successful in their target markets. Despite the fact that numerous studies about impact of the entrepreneurship on start-ups exist in literature, there is no study attempting to recognize importance of social learning about entrepreneurship on individual creativity of those who have intentions to become entrepreneurs of start-ups. In this sense, this study proposes a new research model in which social learning about entrepreneurship is assumed to have an influence on individual creativity of start-ups candidates. For the sake of proving the proposed research model more rigorously, we include those constructs such as para-social interaction, imitation of role model, and internal motivation. We garnered 89 valid questionnaires from college students who were invited to the experiments designed for this study. Results proved that para-social interaction and imitation of role model affect internal motivation significantly, which in turn affects individual creativity positively. These results also provide theoretical directions revealing the embedding process of entrepreneurial capital among society.

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Development and Analysis of Creativity·Personality-integrated Programming Education Model for Nurturing Holistic IT Human Resources (전인적 IT인재 육성을 위한 창의성·인성 통합 프로그래밍 교육 모형 개발 및 효과 분석)

  • Seo, Jeong Hyun;Kim, Yoon Young;Kim, Ji Sun;Jeong, Bok Moon;Kim, Young Sik
    • The Journal of Korean Association of Computer Education
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    • v.18 no.3
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    • pp.79-91
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    • 2015
  • Future society demands a personal who is equipped with personality as well as creativity. In this study is developed an creativity personality-integrated programing education model combining CPS(Creative Problem Solving) method for creativity and narrative approach for personality. The developed model was applied to the 5th, 6th grade students in elementary school. As a result, there were effects of improvement in cultivating both personality as well as creativity. The result may offer implications in developing a creativity personality-integrated education model and curriculums in computer science education.

Kim on Critical Thinking (김영정 교수의 비판적 사고론)

  • Choi, Hoon
    • Korean Journal of Logic
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    • v.13 no.2
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    • pp.1-26
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    • 2010
  • The primary purpose of this paper is to examine critically the theory of critical thinking proposed by the late Professor Young-Jung Kim. He defined the basic properties of critical thinking as active reflectivity, and listed deepness, multilaterality and domain-transitivity as primary properties for which critical thinking aims. He, then, pursued how critical thinking can be merged with creativity and proposed the concept 'critico-creative thinking'. I argue that his theory of critical thinking has some limitation, but we can develop his critico-creative thinking further.

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Development and Application of the Family Activity for Improving Scientific Creativity (FAISC) Program (과학적 창의성 향상을 위한 가족활동(FAISC) 프로그램의 개발과 적용)

  • Jee, Kyoungjun;Park, Jongwon
    • Journal of The Korean Association For Science Education
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    • v.33 no.1
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    • pp.114-131
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    • 2013
  • In this study, FAISC (Family Activity for Improving Scientific Creativity) program was developed and applied to 12 families. FAISC consists of 12 tasks and 12 evaluation papers. Family participants conducted the task individually and evaluated their performance results through discussion and agreement. From the participants' responses, it was found that FAISC tasks were fun but weakly difficult. Participants responded that Guide 1 (Creative thinking methods) and Guide 2 (Related knowledge) were helpful in their performance, and their scientific creativity was enhanced. From the analysis of interview and video recording of participants' behaviors, various positive aspects were observed. Especially on cognitive aspects, harmonious and pleasant family activities were observed. Negative aspects observed in interview and video gave us a practical guide for more effective performance in further application. Finally, according to comparison of evaluation results by family and professionals, the correlation between them was .901. Therefore, we conclude that evaluation of creative activity by family is highly confidential.

The Effects of Open-Ended Mathematical Problem Solving Learning on Mathematical Creativity and Attitudes of Elementary Students (개방형 문제해결학습이 초등학생들의 수학적 창의성 및 수학적 태도에 미치는 영향)

  • Seo, YoungMin;Park, Mangoo
    • Communications of Mathematical Education
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    • v.35 no.3
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    • pp.277-293
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    • 2021
  • The purpose of this study was to find out how problem solving learning with open-ended mathematics problems for elementary school students affects their mathematical creativity and mathematical attitudes. To this end, 9 problem solving lessons with open-ended mathematics problems were conducted for 6th grade elementary school students in Seoul, The results were analyzed by using I-STATistics program to pre-and post- t-test. As a result of the study, problem solving learning with open-ended problems was effective in increasing mathematical creativity, especially in increasing flexibility and originality, which are sub-elements of creativity. In addition, problem solving learning with open-ended problems has helped improve mathematical attitudes and has been particularly effective in improving recognition needs and motivation among subfactors. In problem solving learning with open-ended problems, students were able to share various responses and expand their thoughts. Based on the results of the study, the researchers proposed that it is necessary to continue the development of quality materials and teacher training to utilize mathematical problem solving with open-ended problems at school sites.

An Analysis of Teacher Questioning Focused on Mathematical Creativity (수학적 창의성 관점에서 본 교사의 발문 분석)

  • Han, Jung-Min;Park, Man-Goo
    • Journal of Elementary Mathematics Education in Korea
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    • v.14 no.3
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    • pp.865-884
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    • 2010
  • The purpose of this research was to analyze the characteristics of teachers' questionings in the geometry field and suggest the characteristics of teacher questioning to enhance students' mathematical creativity. Teacher questioning plays a role to students' mathematical achievements, mathematical thinking, and their attitudes toward mathematics. However, there has been little research on the roles of teacher questioning on students' mathematical creativity. In this research, researchers analyzed teachers' questions concerning the concepts of triangles in the geometric areas of 4th grade Korean revised 2007 mathematics textbooks. We also analyzed teachers' questionings in the three lessons provided by the Jeju Educational Internet Broadcasting System. We classified and analyzed teachers' questionings by the sub-factors of creativity. The results showed that the teachers did not use the questionings that appropriately enhances students' mathematical creativity. We suggested that teachers need to be prepared to ask questions such as stimulating students' various mathematical thinking, encouraging many possible responses, and not responding with yes/no. Instead, teachers need to encourage students to explain the reasons of their responses and to take part in learning activities with interest.

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A Study on the Effectiveness of Media Based Cultural Studies - Center of creativity education of university students (미디어 기반 교양교과 효과 검증 연구 - 대학생의 창의성 교육 중심으로)

  • Kim, Seong-Won;Youn, Jeong-Jin
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.193-201
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    • 2017
  • The purpose of this study is to examine the effect of creativity education on creativity of college students through educational medium such as film, animation, documentary, cartoon, advertisement, etc. Therefore, D university in Busan Metropolitan City held a 15-week creativity program for team college students in the second semester of 2016 "creative convergence". In this study, the data collected by the pre - test and post - test using the creativity questionnaire were analyzed by SPSS 18.0 program. The results of this study are as follows. First, the creativity of college students showed a significant difference in problem solving ability scores in the curriculum for media literacy. Second, the creativity of university students showed a significant difference in creative tendency score in media literacy curriculum. The fact that various media such as movies, animations, documentaries, cartoons, advertisements, etc. are educational media that can be easily accessed in everyday life, suggests that the improvement of creativity suggests educational effects to college students and future students.

청소년의 기회발견, 창의성 역량, 자기주도 학습력이 진로결정 자기효능감에 미치는 영향: 기업가정신을 매개로 하여

  • Hwang, Gyo-Jin;Lee, U-Jin
    • 한국벤처창업학회:학술대회논문집
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    • 2019.11a
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    • pp.107-112
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    • 2019
  • 21세기 4차 산업혁명 시대에 급변하는 산업과 기술 발전으로 인해 기존의 직업과 일자리의 위협과 변화가 커짐에 따라 청소년의 진로에 대한 준비는 더욱 절실해졌다. 청소년들은 급격한 기술 발전과 시장의 변화로 인한 기존 직업 소멸, 일생에서의 직업 활동기간의 비약적인 증가가 맞물려서 평생 한 번은 창직이나 창업을 해야만 하는 시대를 살고 있다. 이에 대비하기 위해 진로 및 직업활동에 대한 기회를 발견하고, 급변하는 시대와 시장의 다양한 문제들을 창의적으로 해결하고, 남들과 다르게 자신만의 방법으로 다방면의 경험과 지식을 쌓기 위한 자기주도적 학습력이 필수가 되었다. 본 연구는 그동안 다루어지지 않았던 청소년의 기회발견, 창의성 역량, 자기주도 학습력이 진로결정 자기효능감에 미치는 영향에 대해 청소년 진로교육 사례를 중심의 연구이다. 청소년에게 기회발견, 창의성 역량, 자기주도 학습력이 기업가정신의 매개로 하여 진로결정 자기효능감에 어떠한 영향을 미치는지에 대한 것이 주요 연구목적이다. 분석결과, 첫째로 기회발견, 창의성 역량, 자기주도 학습력은 진로결정 자기효능감에 유의한 영향을 미치는 것으로 나타났다. 둘째, 기업가정신의 향상 정도에 따라 진로결정 자기효능감에 매개 역할을 부분적으로 하고 있음이 확인되었다. 이와 같은 결과는 앞으로 청소년의 진로 및 기업가정신 교육에 중요한 자료가 될 것이며, 향후 청소년 진로 및 기업가정신 교육 프로그램의 연구개발을 위해 관련 연구가 확대 되어야 할 것이다.

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Solutions for Design Creativity Barriers (디자인 창의성 저해요소의 해결방안)

  • Kim, Dong-Ha
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.15-27
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    • 2020
  • In the design process that focuses on problem solving, in general, two or three barriers to design creativity appear at the same time and are linked to increase difficulty. Because the design problem always arises in unusual, unique, weird, and difficult to define, it is not possible to extract the correct answer through the formula and the answer is always plural. This study aims to present solutions and prove their effectiveness as a follow-up study that seeks to overcome the representative obstacles to design creativity discussed in the previous study. To this end, a qualitative study was conducted to find solutions to the obstacles suggested in the previous study and to devise key solutions(creativity development cards). At the same time, a quantitative research methodology using experiments and statistical analysis was adopted. After grasping the core characteristics of an object using the creativity development card, it was able to approach the creative solution by utilizing the reductive analysis of the original such as transformation of the core characteristics, reconsideration of essential problems and intentional differentiation. As a result, it was confirmed that the proposed solutions were effective not only as a method of overcoming the barriers to design creativity, but also in improving creativity.