• Title/Summary/Keyword: 창의적 모델

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A Study on Investment Decision Making Criterion based on Crowd Funding (크라우드펀딩의 투자의사결정기준에 관한 연구)

  • Lee, Eui-Bang;Lee, Jae-Beom;Yang, Chang-Gyu
    • Information Systems Review
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    • v.16 no.2
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    • pp.25-41
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    • 2014
  • While previous studies on Crowd funding mainly focused on the plan and policy of the introduction of Crowd funding, this study classified Investment Decision Making criterion and proposed the significance of each factor, leading to results that can help investors practically. According to the analysis, (1) physical resource in business is the most important criterion to be considered as the way for investor to objectively make decisions on business model, (2) although people pay attention to the managerial capabilities of business, the creativity of business model is not being paid much attention. The result of this study can objectively determine investment decision making on business model thought a quantitative standard of judgment. Moreover, an environment should be built for healthy decision making which is based on business model instead of only product, and it is necessary to have institutional framework to enable new companies to have healthy competition with existing companies through creative business model.

Scientific Creativity Development: The Case Studies of Creative Korean (과학적 창의성의 발달: 창의적 한국인 사례에 대한 전기적 연구)

  • Kang, Jung-Ha;Choe, In-Soo
    • Journal of Gifted/Talented Education
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    • v.19 no.3
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    • pp.529-563
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    • 2009
  • The object of this study is to understand creativity development by examining the emergent process of accomplishments from case studies on individuals who had made creative accomplishments in science. Especially this study focuses from childhood to adulthood of the research participants before they accomplished their goal. For case studies, 10 people who made creative accomplishments in the science and technology domain were selected for interviewing as the research participants. Analyzing data were made using by KES. Then it is summarized and described the representative traits of each period of the research participants.

A Study on Educational Utilization of 3D Printing : Creative Design Model-based Class (3D 프린팅의 교육적 활용 방안 연구 : 창의적 디자인 모델 기반 수업)

  • Choi, Hyungshin;Yu, Miri
    • Journal of The Korean Association of Information Education
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    • v.19 no.2
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    • pp.167-174
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    • 2015
  • A recent increase of interests on the influence of 3D printing and low prices of 3D printers makes a high possibility of 3D printer adoption as a educational equipment in public education settings. The Ministry of Science, ICT and Future Planning and Ministry of Trade, Industry and Energy proposed '3D printing industry development strategies', and had pilot schools to include understanding of 3D printing concepts and practices in the primary, secondary and high schools' curriculum. However, even if 3D printers were provided in educational settings, the research on educational content and methods to properly react to this change is very limited. Therefore, this study reviewed various 3D modeling software because a modeling skill is a prerequisite skill to use 3D printers, and proposed a creative design spiral based teaching content that can be incorporated in elementary school contexts.

The Educational Program Development of Creativity in Science-Technology-Society for Gifted and Talented Children based on GENEPLORE Creative Thinking Process and Theory of Knowledge Development (GENEPLORE 창의적 사고 과정 모델과 지식발달론에 기초한 영재아 과학-기술-사회(STS) 창의력 교육 프로그램 개발)

  • 전명남
    • Proceedings of the Korea Contents Association Conference
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    • 2003.05a
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    • pp.74-87
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    • 2003
  • A model of STS (Science-Technology-Society) creativity education program for the gifted and talented children has been developed, based on GENEPLORE thinking process and Knowledge development theory. The GENEPLORE creative thinking process, developed by Finke et al. (1990, 1992), has two phases such as generative phase and exploratory phase. And The knowledge development theories of Piaget (1977) and Gallagher(1981) assume that knowledge-bases are developed on the basis of empirical as well as reflective abstraction, which could imply that knowledge-bases are crucial in creative thinking process. The creativity education model for the gifted and talented of the present study attempted to integrate 'the individual, creative thinking process, and social/scientific technology' by employing topics of the science-technology-society such as computer, network, biotech, robot, e-business, e-education, e-health, nanotech and entertainment and the structure and contents of the program are proposed

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The Effect of the Physical Computing Convergence Class Using Novel Engineering on the Learning Flow and the Creative Problem Solving Ability of Elementary School Students (노벨엔지니어링을 활용한 피지컬 컴퓨팅 융합수업이 초등학생의 학습몰입도와 창의적 문제해결력에 미치는 영향)

  • Yang, Hyunmo;Kim, Taeyoung
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.557-569
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    • 2021
  • In preparation for the future society, the educational curriculum is changing according to the trend of the times, and with the advent of the era of the 4th Industrial Revolution, the purpose of the new 2015 revised curriculum was suggested to foster the convergence creativity of students. The purpose of software education is to promote creativity and further develop problem-solving skills in connection with real life. In addition, flow in learning leads to outstanding educational achievement. However, in elementary school computer education, there is still a lack of development of a convergence class model for students to easily immerse themselves and promote creative problem-solving skills. Therefore, in this study, we designed convergence computer education using Novel Engineering, which is a convergence class model suitable for these educational conditions and applied it to classes. Further, to measure the effect on the improvement of learning flow and creative problem-solving ability. the Novel Engineering-based computer class was applied to the experimental group for 6th graders, and the general computer class was applied to the control group. As a result of the pre-post test between groups, it was found that computer classes using Novel Engineering had a positive effect on learning flow and creative problem-solving ability.

Establishing the Concept of ICT-Based Creative Talented Persons (ICT기반 창의인재상 정립에 관한 연구)

  • Lee, Jaeho;Jin, Sukun;Shin, Hyunkyung
    • Journal of Internet Computing and Services
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    • v.17 no.5
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    • pp.141-150
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    • 2016
  • This study proposed the concept model of ICT-based Creative Talented Persons as the type of persons that gifted education in the ICT area should cultivate for the 21st century. The model of ICT-based Creative Talented Persons is made of three dimensions by 3 core competencies, 9 traits, and 27 characteristics. The field experts, that is, teachers on elementary and secondary school levels evaluate the validity of the model. Teachers expressed positive opinions about the validity of the multi-dimension model of ICT-based Creative Talented Persons. We expect that this model can provide a useful guide to designing and operating ICT education and ICT gifted education for cultivating talented persons to contribute for the future society.

A Study on the Creative Web Design Concept Development (창의적 웹디자인 컨셉 개발에 관한 연구)

  • Seo Mi-Ra;Park Sang-Jin;Kwak Hoon-Sung
    • The Journal of the Korea Contents Association
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    • v.6 no.6
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    • pp.136-143
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    • 2006
  • Contemporary society demands the ability to cope with the change competitively to the designer which is being accelerated of change and various media are emerging. The web design field which is one of the core design industry field of the contemporary society is needing the conversion from manufacturing technology specialization into creative design development composition. Generally, creative design development ability can be learned by studying. So, creativity development education is needed to develop creative design. Creative thought training is perceived as the core condition for competitive design and the education method for this is being proceeded multiply. But the study for design concept is lacking concretely. By this, this paper is to study the model which helps setting the design concept deduction creatively by instigating new ways of thought. The concept development process suggested in the study procedure systemizes the course for creative web design concept deduction and expects it to be utilized in design development to reinforce competitiveness.

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The Plan to Improve Creativity through Producing Motion Image based on Modified ASSURE Model (수정된 ASSURE 모델 기반 영상제작을 통한 창의성 신장 방안)

  • Kong, Byeong-gap;Jeon, Byeong-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.161-165
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    • 2008
  • The purpose of this study is to design and apply that teaching and learning methodology of motion image based on modified ASSURE model to improve creativity the competitive power of an information oriented society. To accomplish the end of this study, the following procedure and methods were performed. After the theoretical consideration about education visual image and creativity, we get to the bottom the connection of them. In the result of that, it designed plans for teaching and learning applied by modified ASSURE model. And it had larger efficiency to apply a creativity develop learning model when it spread out teaching and learning process to produce motion image. The main points of the result and the meaning are as follows. Firstly, in the light of the result of this study, student's creativity were enhanced to a large extent as applying this study. It appeared that the average of performance improved from 30.18 to 37.44. Such difference was t=-14.39 (p<0.05), which is a meaningful difference in terms of statistics. Secondly, it laid the foundations for being cultural prosumer as applying this study. Additionally, it anticipated that all the students join in this study become leader group in the age of digital media.

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복지형 아이디어 지원 플랫폼을 활용한 개발도상국 지원 방안에 관한 연구

  • Hwang, Yeong-Heon;Jeong, Do-Beom;Song, Yong-Jun;Kim, Seong-Jin;Kim, Sang-Min
    • Proceedings of the Korea Technology Innovation Society Conference
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    • 2015.11a
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    • pp.709-715
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    • 2015
  • 주요 선진국에서는 개발도상국을 지원하기 위해 자금, 교육, 의료, 인프라 등 다양한 프로그램이 존재하고 있다. 하지만 개발도상국이 지속적으로 성장하기 위해서는 창의적인 활동의 증가, 사회문제 해결형 혁신 등 실질적인 도움으로 연결될 수 있어야 한다. 본 연구는 복지형 아이디어 지원 플랫폼의 대표적인 모델로써 창조경제타운을 개발도상국으로 확산하는 방안을 제안하고자 한다. 이를 통해 개발도상국의 창의적인 아이디어가 발현되고 혁신형 창업으로 연결될 수 있는 적용 가능성을 탐색하였다. 개발도상국에서 국민들이 아이디어를 제안하면 선진국의 전문가들이 재능기부 형식으로 온라인 멘토링을 수행하고, 우수한 아이디어의 경우에는 세계은행 등과 협력하여 실제 사업화를 지원할 수 있어야 할 것이다. 성공적인 사업화 지원을 위해서는 언어 번역기, 화상회의 시스템 등이 필요하고, 선진국과 개발도상국 정부와의 협력을 통해 사업화 지원 프로그램이 확산될 수 있도록 해야 한다. 본 연구에서는 이러한 접근법의 하나로 우리나라에서 성공적으로 운영되고 있는 창조경제타운 모델을 채택하였으며, 글로벌로 확대 시 필요한 요소들을 조사함으로써 지속가능한 선-후진국간 글로벌 혁신 플랫폼의 한 형태를 제안하는데 목적이 있다.

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Development of a Chem-E-Car curriculum model for Creative Engineering Education (창의적 공학교육을 위한 Chem-E-Car 강의안 개발)

  • Kim, Ji-Yong;Kim, Hong-Seong;Lim, Jong-Koo;Moon, Il
    • Journal of Engineering Education Research
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    • v.9 no.3
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    • pp.5-21
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    • 2006
  • The engineer's creativity is becoming more important as high value-added products are required. In this paper, a new curriculum model for creative engineering education has been developed. This study proposes the method of applying Chem-E-Car to the chemical engineering education for students to develop creativity. The Chem-E-Car is used as a given problem to students for developing safety study, teamwork, communication skill and creativity. The PBL(problem based Learning) is used in the class. The problem in this case is to make the Chem-E-Car, a shoebox sized car powered only by chemical reactions. Four types of Chem-E-Car such as turbine, rocket, voltaic cell and fuel cell are developed through out this program. The fuel cell powered Chem-E-Car is emphasized to students as new problems with constraints. This paper shows how the students solved the problems with creativity.