• Title/Summary/Keyword: Creative Ability

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A Study Basic Engineering for Improving the Creative Practice PBL Case (기초 공학의 창의적인 실습 능력 향상을 위한 PBL 적용 사례 연구)

  • Park, Il-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.11
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    • pp.5396-5402
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    • 2013
  • In this study, one for grades 1 Institute of Foundation Engineering Practice training to enable the creativity of problem-based learning as an alternative (PBL: Problem-Based Learning) training system was applied. The reason for the development of education systems engineering knowledge and practice skills related to the University no basis for first year students in the theory and practice based on the characteristics of the materials used and the tools to use, how to use the machine was to be accomplished. Hands-on training for existing structured learning plan driven by the faculty and students conducted hands-on training in the uniform limits on the ability of the practice has been shown. However, in this study on the basis of PBL learning materials, and the students themselves leading learner-centered practice problems derive and small unit exercises the ability to decide how to proceed on improving the educational process proposes. As a result of these studies, about 30% more than traditional hands-on training to improve the ability of learning respectively.

A Study of Advertisement Businessmen's Perceptions of Advertisement Education in College (대학광고교육에 대한 광고실무자 인식연구)

  • Kim, Jun-Whai
    • The Journal of the Korea Contents Association
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    • v.7 no.11
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    • pp.193-204
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    • 2007
  • In accordance with the rapid growth of advertisement business, the advertisement education in college also has grown in quantity. But compared with this growth in volume, the dissatisfaction with curriculum and alumni's business ability is a problem to be settled in advertisement education. The purpose of this research is to provide creative ideas for the improvement of advertisement education in college that is needed for the advertisement field, by means of a survey for those who are concerned in advertisement education including personnel managers in advertisement companies and senior workers who have worked with new faces. The survey was done for 137 employees who are working for advertisement companies. The result of this research shows that there are differences between the education content provided by advertisement education in colleges and the ability needed for business. This research suggests that the curriculum in college should be operated to create the ability required in advertisement business, and two parties concerned in advertisement education (college and advertisement company) need to continually try to extend the mutual interest and understanding.

The Effects of Medical Service Design Thinking on Preliminary Health Administrators' Empathy Ability (의료서비스 디자인씽킹 교육이 예비보건행정가의 공감 능력에 미치는 영향)

  • Yoo, Jin-Yeong
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.367-377
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    • 2018
  • The purpose of the study is to verify the effectiveness the Preliminary Health Administrators(PHA)' Empathy Ability(EA) through the application of Medical Service Design Thinking(MSDT) conducted by undergraduate school of Intrapreneurship education. The pre-post questionnaire survey was conducted on 41 students in the second year of the Department of Health Administration after applying MSDT for 15 weeks from March to June, 2018 at a college in Daegu. The main results are as follows. MSDT was positive influenced on the improvement of Empathic Imagine, Empathic awakening of the PHA' EA. Especially, male student or aged 20-25, it was effective on the improvement of Empathic Imagine and Empathic awakening of the participants. Further research is needed on the development of MSDT programs for each grade to improve the empathy of PHA.

Development of Language Rehabilitation Program Using the Smart Device-based Application (스마트 기기 기반 언어재활 프로그램 개발)

  • Hwang, Yu Mi;Park, Kinam;Jung, Young Hee;Pyun, Sung-Bom
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.321-327
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    • 2019
  • The purpose of this study is to develop a smart device-based Language Rehabilitation Program (LRP) to improve communication ability for the patients with language disability. The content of the LRP includes a variety of semantic categories and grammatical elements and consists of 17 semantic categories, 29 tasks and 3780 items to improve comprehension/production ability at word level, semantic category level, sentence level and discourse level. We developed LRP as a Windows-base management program and an Android-base language rehabilitation application. LRP was developed into an application for smart devices, providing real-time delivery of training contents, measurement and database of training task results, and patient progress and monitoring. A follow-up study will be conducted on the verification of the language rehabilitation effect using LRP by patients with language disability.

A Study the 7th Revised Curriculum Development for the Fisheries and Merchant Marine High School (수산·해운계 고등학교 제7차 교육과정 각론 개정 연구)

  • Kim, Sam-Kon
    • Journal of Fisheries and Marine Sciences Education
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    • v.12 no.1
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    • pp.83-97
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    • 2000
  • This article refers to the processions and the improvement of the 7th revised curriculum development for the Fisheries and Merchant Marine High School, published at Dec. 30, 1997. The general point of the 7th revised curriculum development was to cultivate creative Korean who will lead the epoch of globalization and information and to perform the learner-centered curriculum. Moreover, it defines the nature of Business High School not as completive but as continuing education. Based on this view, the improvment of 7th revised curriculum has been searched in varous sides. The group of general researchers and cooperators consisted of 12 members who were of university professors, teachers, related business men and executives in the administration branches, and the total researchers of 7th revised curriculum development were 90 members. The basic orientation of the research for the revised curriculum development was as following : The improvement of basic ability, job-analysis ability, integrity of theory and practice, acquisition of the certificate of national qualification, interrelation and cooperative role division between school and industrial fields, extension of self-decision ability of school and local society, protection of learner-selection right and maintaining close relations with the business-educational organization under life-long education system. Thus on the whole, the research for educational goals and contents, instructions, learning theory and evaluation is being processed with a high activity, based on the above mentioned plan of 7th revised curriculum development. At the same time, the methods and the models are being investigated. At last, it is to be noted that, in such as the 7th revised curriculum development research in this case, the effort should not be spared to harmonize the basic technological knowledge of the specialists in the Fisheries and Merchant Marine field and the cultural, liberal arts of personality education.

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Formation of Research Competence Using Innovative Technologies to Improve the Quality of Training Future Specialists

  • Olena, Dobosh;Daria, Koval;Natalya, Paslavska;Natalia, Cherednichenko;Iryna, Bondar;Oksana, Vytrykhovska;Olena, Bida
    • International Journal of Computer Science & Network Security
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    • v.22 no.12
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    • pp.91-97
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    • 2022
  • Analyzing the psychological and pedagogical literature, we showed the interest of researchers in the problem posed. The concept of competence is considered, which is interpreted as giving the key to solving a wide range of educational and life tasks. Research competence implies the ability to cooperate, enter into contacts, readiness for changes, for self-determination and is an integral quality of the individual, expressed in the readiness and ability to independently search for solutions to new problems and creative transformation of reality based on a set of personal and meaningful knowledge, skills, methods of activity and value attitudes.The article offers conditions that certify the improvement of forms and methods of training students in the formation of research competence of future specialists. The use of innovative technologies contributes to improving the level of training of future specialists: students are better prepared for classes, take an active part in the assimilation of program material in laboratory classes. It is noted that this creates a subject-subject relationship between the student and the teacher, and changes the attitude of students to classes. In the process of such organization of educational activities, students are convinced of the need for knowledge and its effectiveness, learn to compare, generalize, classify, establish cause-and-effect relationships, express opinions, defend their point of view, they ensure success in their studies, and develop research competence. It is proved that in order to apply the latest technologies, the teacher himself must know them well, that is, constantly improve himself, master new methods, techniques, ideas, which will help him create new pedagogical technologies and implement them in the educational process.

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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Gender and Abstract Thinking Disposition Difference Analyses of Visual Diagram Structuring for Computational Thinking Ability (컴퓨팅 사고력을 위한 시각적 다이어그램 구조화의 성별 및 추상적 사고 성향 차이 분석)

  • Park, Chan Jung;Hyun, Jung Suk
    • The Journal of Korean Association of Computer Education
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    • v.21 no.3
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    • pp.11-20
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    • 2018
  • One major change in the 2015 revised national curriculum is that computational thinking ability is becoming an essential competency for students. Computational thinking is divided into abstraction, automation, and creative convergence in the curriculum for secondary schools' Information subject. And, the curriculum contains problem solving and programming area. Among the components of computational thinking, data representation emphasizes the ability to structure data and information for problem solving of learners. Pre-service teachers of Information subject at secondary schools also learn how to structure information through diagramming. There are differences in the ability to structure diagrams among students, but the studies on learning methods that help students develop their structuring abilities have rarely been performed. The purpose of this paper is to analyze the differences of abstract thinking disposition and gender perspective among college students. As a result, female students had more concrete thinking disposition than male students. Also, there were gender differences according to the characteristics of diagrams. Differences in abstract thinking disposition also made a difference in structuring diagrams. It is useful for achieving the education purpose of improving computational thinking ability by finding out the differences in thinking tendency between males and females and finding the education method that can complement them.

The User Support 3D Form Generation System Establishment (사용자 지향적 3차원 형태발상 지원 시스템 구축)

  • Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.17 no.9
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    • pp.1115-1124
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    • 2014
  • The objective of this study is to present a new design method at the idea brainstorming process, which requires a great deal of time and effort to seek their own ideas in existing design process and to develop a user support idea forms generation system called OCIGS (Openware Creative Idea Generation System) that makes it possible to create a variety and 3D forms as well as a quantitative evaluation data for the actual types that compose the aesthetic factors and designs of qualitative standards. In order to achieve these objectives : First, overcoming the limitation of 3D form generation ability by establishing visual application system, Second, accepting users' opinions by generating 3D images dynamically, analysing and giving information on the preferred ones on the web on real time, Third, identifying tendency of preference so that they can generate preferred colors and images in future by updating image combination and dropping low-preferred ones. This system would play a role as an idea or form generation application in the actual 3d form design development process.

English Education and the Information Age (영어교육과 정보화 시대)

  • Choe, Sook-Hee;Kim, Sung-Hun;Kim, In-Churl
    • English Language & Literature Teaching
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    • v.12 no.1
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    • pp.239-256
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    • 2006
  • With the rapid development in computer hardware and software in recent years, the contents and methods of teaching English have been altered greatly. The use of multimedia and the Internet as a means of language teaching is increasing as information technology accelerates. Using multimedia and the Internet in language teaching allows teachers to have more time to devote to interacting with their students. Above all, it arouses in students the motivation for learning and enables each student to study with the speed commensurate to his/her own ability. Both teachers and students can choose their own style that is most efficient for their classes. When students are efficiently stimulated through visual and auditory materials, they can be more easily motivated to utilize and develop creative techniques by using multimedia and the Internet. Thus, in the information age, it would be desirable to innovate the existing concepts of lineal education and allow more student-centered lessons to more readily expose students to contents and experiences according to their own demands.

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