• Title/Summary/Keyword: 창의성 향상

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The Possibility of Social-cultural Creativity Education: A Case Study of "Imaginative Innovator" at H University (사회문화적 창의력 교육의 가능성 제안 : H대학교 '상상력 이노베이터' 교과목 개발 및 운영 사례)

  • Lee, Jee-Young
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.448-458
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    • 2021
  • As the fourth industrial revolution accelerates, universities have made great efforts to develop and reform creative convergence courses for improving the students' creative convergence capabilities. Although various subjects such as "Capstone" and "Design Thinking" to the improvement of students' creative convergence competences, many courses focus on creativity education in the direction of creating new products or outputs such as engineering, design, and art, so there is still a lack of systematic education and subjects on creative convergence capabilities from a humanities and sociological perspective. In order to overcome their limitations of creative courses, "H" University developed a 'Imaginative Innovators' class with the purpose of solving creative problems on social issues related to sciences, culture, politics, economics, and so on. In this study, we introduced the purpose, methodology, students' best practices etc. of the "Imaginative innovator" course. In addition, we discussed the limitations and complements as well as the advantages and possibilities of the course. These findings are expected to contribute to the development and expansion of creativity education.

The Effects of Service Employee Market Orientation on Service Creativity: A Cross-National Comparative Study between Korea and Japan (서비스 종업원의 시장지향성이 서비스 창의성에 미치는 영향: 한국과 일본 호텔 서비스 종업원의 비교)

  • Cho, BoKyung;Kang, SeongHo
    • Journal of Korea Society of Industrial Information Systems
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    • v.24 no.4
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    • pp.53-64
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    • 2019
  • This research explored the main and interactive effects of service employee market orientation, service creativity, and national culture(Korea and Japan). To test the hypotheses, responses were collected from 196 Korean and 195 Japan hotel service employee samples. The results showed that service employee market orientation(customer orientation, competitor orientation, and interfunctional coordination) has a positive relationship with service creativity. Also, national culture moderates the relationship between service employee market orientation and service creativity, thereby implying the positive relationship between competitor orientation and service creativity is stronger in Korea than in Japan. In contrast, the positive relationship between interfunctional coordination and service creativity is stronger in Japan than in Korea. Theoretical implications of our findings and practical recommendations for how to address the impact of market orientation on service creativity are discussed.

Effect of Data Visualization Education using Scratch on the Creativity of Elementary Preservice Teacher (스크래치 활용 데이터 시각화 교육이 초등학교 예비교사의 창의성에 미치는 영향)

  • Kim, Jungah;Kim, Yongmin;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.607-614
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    • 2020
  • In this study, a scratch focused on data visualization was applied to 26 elementary school pre-service teachers to analyze the effect on improvement of creativity. Based on the results of the needs analysis conducted on 60 in-service elementary school teachers, the program using scratches according to the data visualization procedure was developed. With the developed educational program, 26 elementary school pre-service teachers were taught for 42 hours for a total of 4 months. In order to examine whether their creativity was improved, a creativity test was conducted and the effectiveness of the applied program was analyzed through a pre/post comparison tests. As a result of the analysis, it was found that the software education using scratch-oriented data visualization for elementary school pre-service teachers had significant effects on the fluency, sophistication, creativity average, and creativity index among the sub-elements of their creativity.

A Study on the Development and Effect of Number-Operation Games for Mathematical Creativity of Gifted Students (초등 수학 영재의 창의성 향상을 위한 수 연산 게임 개발 및 적용에 관한 연구)

  • Kim, Yong Jik;Cho, Minshik;Lee, Kwangho
    • Education of Primary School Mathematics
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    • v.19 no.4
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    • pp.313-327
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    • 2016
  • The purpose of this study is to develop the number-operation games and to analyze the effects of the games on mathematical creativity of gifted elementary students. We set up the basic direction and standard of mathematical gifted creativity program and developed the 10 periods games based on the mathematically gifted creative problem solving(MG-CPS) model. And, to find out the change of students' creativity, the test based on the developed program and one group pretest-posttest design was conducted on 20 gifted students. Analysis of data using Leikin's evaluation model of mathematical creativity with Leikin's scoring and categorization frame revealed that gifted students's creativity is improved via the number-operation games.

The Design of Web_Based Music Composition Learning System (웹 기반 음악창작학습 시스템 설계)

  • Lim, Sang-Mee;Goh, Byung-Oh
    • 한국정보교육학회:학술대회논문집
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    • 2005.08a
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    • pp.145-152
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    • 2005
  • 음악과 교육은 학생의 잠재력과 창의성을 개발하고, 음악을 통하여 자신의 감정과 생각을 표현하도록 하며, 삶이 질을 높이고 전인적인 인간이 되도록 하는데 그 목적이 있다. 특히, 창작 분야는 자신의 음악적 아이디어를 창출함으로써 자기를 구현하고 자신의 음악성에 대한 자부심을 느끼며 창작의 능력을 향상하는 기회를 제공한다는 점에서 음악의 여러 분야 중 가장 적극적인 음악 체험이라고 할 수 있으나 학교 교육에서는 여러 교육여건의 부재로 인한 어려움으로 가장 소홀히 다루어지고 있는 영역이다. 따라서, 본 연구는 학습자가 창의성 교수-학습에 입각한 세 종류의 단계를 거쳐 음악적 기본개념에 대한 원리 및 기능을 습득하고, 직접 작곡하고 실음을 통해 이를 듣고 수정할 수 있도록 하여 학습자로 하여금 창의력을 보다 향상시킬 수 있는 음악창작학습 시스템을 설계한다.

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A Study on the Creative Game Design Framework (창의적인 게임아이디어 발상에 관한 방법 연구)

  • Choi, Dong-Seong
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.49-59
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    • 2011
  • The creativity is the important ability required to game designers. But there is few research for the definition of creativity and creative thinking method. This study suggests that what creativity is and how to use creative thinking methods in the game design. In the first, this study analyzes three types of creativity meaning: revolutionary creativity, evolutionary creativity and impromptu creativity. In the second, this study suggests that how to use thinking methods that are mind map, brainstorming, check list and etc. The game designer's creativity can be improved by the suggestion of this study.

The Effect of Intuitive Free Association and Systematic Free Association on the Creativity of High School Students Group in the Conceptual Design Process (직관적 및 체계적 자유연상기법이 개념설계과정에서 고등학생 집단의 창의성 향상에 미치는 효과)

  • Mheen, Se-Kee;Choi, Yu-Hyun
    • 대한공업교육학회지
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    • v.34 no.1
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    • pp.129-154
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    • 2009
  • The purpose of this study was to find the effect of intuitive free association and systematic free association on the creativity of high school students group in the conceptual design process. Based on this study result, the conclusion can be summarized as follows. 1. There was meaningful relation between intuitive free association and creativity factor of high school students. Mean value of experimental group A 's creativity and it's factor originality, practicality, elaboration, and fluency which treated intuitive free association was increased. 2. There was meaningful relation between systematic free association and creativity factor of high school students. Mean value of experimental group B 's creativity and it's sub factors: originality, problem solving, elaboration, and fluency which was treated systematic free association was increased. 3. It was found that two different divergent thinking does not show any meaningful difference in creativities of two groups. However, the meaningful difference was found in post creativity test in each groups sub-factors. There was meaningful difference in practicality factor, though there was no meaningful difference in originality, elaboration, fluency factors. Using the obtained results, it was concluded that intuitive thinking and systematic thinking play different roles in practicality which is one of sub-factors of the creativity of high school students. Consequently, it can be concluded that systematic thinking which leads students to take a step to solve a given problem can elicit more scientific thinking, and helps students create more practical solution in problem solving than intuitive thinking that emphasize the quantitative aspect of ideas.

The effect of SW education applying Design Thinking on creativity of elementary school pre-service teachers (디자인 사고를 적용한 SW교육이 초등학교 예비교사의 창의성에 미치는 효과)

  • Seo, Youngho;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.21 no.3
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    • pp.351-360
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    • 2017
  • The purpose of this study is to analyze the effect of SW education applying design thinking on the creativity of elementary school pre-service teachers. We conducted research on 22 elementary school pre-service teachers who applied for a lecture on elementary computer education at a university in Jeju city. The pre-service teachers who did not have basic understanding of SW education and basic knowledge about scratch program which is an EPL tool for research. Therefore, we had time to learn the basic education of SW education and the basic functions of the scratch program over 18 periods before the pre-test of creativity. After conducting pre-test of creativity and conducting SW education applying design thinking over 21 hours, we conducted post-test of creativity. As a creativity test tool, TTCT pattern test forms A and B of Torrance were used. As a result of the verification, it was found that SW education applying design thinking was effective in improving creativity of elementary school pre-service teachers.

Design of an Educational Symbolic Coding Application for Drone Education (드론 교육 적용이 가능한 교육용 심볼릭 코딩 어플리케이션 설계)

  • Ok-Kyoon Ha;Ju-hyeon Lee;Dong-myung Kim;Byeong-chan Choi;Hyeong-guk Jo;Min-jae Kang
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.375-376
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    • 2023
  • 정보기술의 발전으로 인해 코딩 교육의 중요성이 부각되고 있다. 코딩 교육과 다양한 분야와 융합된 교육 모델이 제시되고 있으며 그 중 드론을 활용한 코딩 교육 방법이 일부 존재하지만 오락성이 강조되거나 드론 조종에 초점을 두고 있어 코딩 역량 향상에는 한계가 있다. 본 논문에서는 학습자의 안전성을 보장하고 코딩 역량 향상을 위해 드론 교육에 적용 가능한 교육용 심볼릭 코딩 어플리케이션을 제시한다. 제시하는 어플리케이션은 사용자가 SW 설계 수준의 순서도 기반 심볼릭 코딩을 학습하고 코딩 결과를 드론 시뮬레이션 또는 실제 드론에 적용하여 확인할 수 있는 기능을 제공한다. 이를 통해 학습자들에게 실제적인 코딩 경험을 제공하고 창의적인 문제 해결 능력과 창의성 향상을 기대할 수 있다.

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Effect of Treffinger’s Creative Problem Solving Model on Improvement of Elementary Student’s Creativity in Information Life Education. (Treffinger의 창의적 문제해결 수업모형을 정보생활수업에 적용하였을 때 아동의 창의성에 미치는 효과)

  • Kim, Hyun-Bae;Pak, Yeong-Im
    • Journal of The Korean Association of Information Education
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    • v.10 no.2
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    • pp.251-260
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    • 2006
  • The purpose of this study is to see the effect on the improvement of students' creativity through Treffinger's creative problem solving(CPS) model modified for Information life Education. In order to practice of this study, Software of the pleasant computer and one experimental group is chosen for the study and instructed 20 hours for consecutive 10 weeks with the modified CPS instruction model. The same creativi쇼 test is performed after experimental treatment in order to figure out the differences in the improvement of creativity in experimental group.

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