• Title/Summary/Keyword: Creative Ideas

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Differences in Creative Personality and Environment between Higher-Level and Lower-Level Students in Scientific Creativity (창의 성향, 환경, 과정, 산물의 상관 분석 및 과학 창의성 상·하위 학생의 창의 성향과 환경의 차이)

  • Kim, Minju;Lim, Chaeseong
    • Journal of Korean Elementary Science Education
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    • v.41 no.2
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    • pp.395-417
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    • 2022
  • This study aims to analyze the correlation of creative personality, environment, process, and product as related to scientific creativity for different levels of elementary school students. We evaluated 105 fifth graders' responses to two tests: i) the scientific creativity test for creative process and product and ii) the self-report test for creative personality and environment. In the self-report test, creative personality comprises cognitive and affective personality, and creative environment constitutes home and school environments. To attain a deeper understanding of phenomena that cannot be explained by a quantitative analysis, interviews were conducted with four students who had the highest scores in creative product and four students who had the lowest scores in creative product while having higher-than-average scores in creative process. First, correlation of creative personality and environment were not significant. Second, in the interviews, students who had the highest scores in scientific creativity had common characteristics, namely, the ability to endure current difficulties to achieve future success and the propensity to listen to other people's ideas critically. Third, students who had the highest scores in creativity hailed from families that respected their opinions, whereas students with the lowest scores belonged to families that disregarded or neglected their opinions. Finally, this study specifies the criteria that should be considered for affective and environmental aspects of scientific creativity education.

The Design and Implementation of Gamification for Online Mentoring : Focusing on the Case of 'Idea Community' in Creative Economy Town (온라인 멘토링을 위한 게이미피케이션의 설계와 구현 : 창조경제타운의 '아이디어 커뮤니티' 사례를 중심으로)

  • Chung, Do-Bum;Jang, Hye-Jeong;Lee, Kyuhong
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.39-50
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    • 2018
  • Today, gamification that appeal to people and provide fun by applying game thinking and elements in many non-game fields is becoming a big issue. This study analyzed the case of 'Idea Community' in Creative Economy Town that combines online mentoring and gamification. In order to foster and select ideas, we conducted the open simulated investment and mentoring. In this process, members are able to acquire experience points and raise the level when doing certain activities. Besides, members felt their sense of accomplishment by receiving internal/external rewards for their activities. The results will be an importance reference for the application of gamification in various fields.

Creative Engineering Design Teaching-Learning Model using TRIZ Contradiction Analysis (TRIZ 모순분석을 활용한 창의공학설계 교수학습 모델)

  • Cho, Do-Eun;Kim, Si-Jung
    • Journal of Convergence for Information Technology
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    • v.9 no.5
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    • pp.130-136
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    • 2019
  • Recently, the importance of creativity and problem-solving skills are being emphasized in engineering education. In particular, research is actively being conducted on learning models considering practicality or applicability in practice and education among many creative problem-solving methods. The objective of the present study is to develop a teaching and learning model and verify its effects in order to promote creative thinking and problem-solving skills using the TRIZ Contradiction Analysis. This study led the participants to obtain basic knowledge of creative engineering design through the creative engineering design course for freshmen at an engineering college, and come up with ideas and solutions using the TRIZ Contradiction Analysis. A survey was conducted and analyzed to verify the effectiveness of education using the proposed teaching and learning model, and as a result, the effectiveness of education has been proven by an average of 89 positive responses. Follow-up research is needed on improved application models so that the proposed learning model can be applied to various subjects.

A Study on Collage as a Means of Generating Creativity in Fashion Design (패션디자인 발상을 위한 꼴라쥬 활용 연구)

  • 이민선
    • The Research Journal of the Costume Culture
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    • v.11 no.5
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    • pp.683-696
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    • 2003
  • In the post-modern society, creativity is redefined as a capability which collects a wide range of information and recombines them in diverse manners. With a such trend, the characteristics of collage - a method of making a creative image by combining pieces which have no relevance - is becoming prevalent in the post-modern culture. The purpose of this research is to develop a model which generates ideas in fashion design by use of collage techniques. With regard to research methodology, a literature survey was undertaken to find out and understand characteristics of collage. Analytic and positive studies were also done on the styles of fashion design of the 2003 SS collections to which collage techniques applied. In order to generate ideas in fashion design, the following mechanism using collage techniques can be used. Above all, pluralism is realized by collecting incoherent elements. Secondly, deconstruction is made by changing scales and configuration. Lastly, relativity is attained by using parts of ready-made goods and respecting their independency.

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Automatic Data Matching System for CAD Data's Integrity (CAD 데이터의 무결성을 위한 데이터 매칭 자동화 시스템)

  • Byeon, Hae-Gwon;Yoo, Woo-Sik
    • IE interfaces
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    • v.24 no.1
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    • pp.71-77
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    • 2011
  • Design works consist of essential works and subsidiary works. Essential design works means designing creative ideas and productive ideas, while subsidiary design works means helping essential works those are making data tables and specification sheets, checking CAD data's integrity. Subsidiary design works forms the bulk of the whole design process and affects the time limit of delivery. Therefore we propose the automatic data matching system for CAD data's integrity. Proposed system is automatic system supporting subsidiary design works. The data matching system consists of three parts; 1) automatic generation of data tables 2) supporting module for checking CAD data's integrity between Drawings 3) automatic generation of spec. sheets. Developed system was tested in LCD equipment manufacture company and was found to be useful system.

A Study Of Effective Operation and Learning Methods Of Intellectual Property Courses (Apply Core Competency Assessment)

  • Ju Hyun Jeon
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.233-238
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    • 2023
  • In the Fourth Industrial Revolution era, creative ideas are creating enormous value. This study conducted a case study on curriculum management plans aimed at protecting ideas and their results, recognizing the importance of intellectual property (IP), and cultivating basic knowledge about intellectual property. In particular, this study looked at ways to quickly learn related issues regarding new intellectual property rights related to computer software and artificial intelligence. In addition, research was conducted on ways to learn about efficient protection and utilization of inventions through actual examples. This study checked the importance and necessity of the interaction and communication between instructors and learners through the status of distance learning in domestic universities and a case study of distance learning of convergence subjects. We aim to continuously research effective class management methods and contribute to academic development through case studies of convergence subjects.

A Study on the Dimension of Design Idea through the Analysis of Words that Remind of Fashion Image Words -Focusing on Classic and Avant-garde Imaged Language- (패션 이미지어(語)의 연상 어휘 분석을 통한 디자인 발상차원에 관한 연구 -클래식, 아방가르드 이미지어를 중심으로-)

  • Kim, Yoon Kyoung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.3
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    • pp.413-426
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    • 2020
  • This study researches the association between associative vocabulary and fashion image language in order to extract ideas that can be used as basic data for design ideas. Classic - avant-garde imaged language were chosen as theme words and each 70 questionnaires per a final image word were used for analysis. We obtained the following results by researching keywords that explained classic image words through a word cloud technique. It was found to have high central representation in the order of suit, classical, basic, music, Chanel, black and traditional. The core key words explaining avant-garde image language were found to have a central representation in the order of : peculiar, huge, Comme des Garçons, artistic, creative, deconstruction and individuality. We extracted the necessary idea dimensions needed for design ideas through associative network graph analysis. In the case of classical image language, it was named as the Mannish Item, Music, Modern Color, and the Traditional Classicality dimensions. In the case of avant-garde image language, it was named as the Key Image, Artistic Aura, Key Design and Designers dimensions.

A Study on the Creative Problem-Solving Education in Entrepreneurship Education of Higher Educational Institutions: Lessons and Implications From Leading Countries' Educational Policies and Cases (대학 창업교육의 고도화를 위한 창의적 문제해결역량교육에 대한 고찰: 해외의 교육정책 및 사례분석의 시사점)

  • Kim, Jiyoung;Sung, Chang Soo;Park, Joo Y.
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.12 no.2
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    • pp.65-76
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    • 2017
  • The purpose of this study is to promote the activation of creative problem - solving education in Korea through the case of countries leading education for creative problem solving in order to overcome the limitation of creative problem solving education in Korea. Based on 5 success factors by our cases of United States, Singapore, and Dublin City University in Ireland, we focused on the cases and extracted five key characteristics of creative problem solving education. The university should be able to provide various information gathering and theoretical knowledge for problem definition as well as continuing guidance and mentoring, rather than one-time teaching, in the form of teaching-student cooperative learning paradigm. Second, the class should be a team - based learning team which is a key factor in overseas universities' policy, so as to be able to identify differentiated, new ideas and creative problem solving methods based on knowledge and experience sharing. The creative problem solving method derived from education could be able to collect, organize, and apply to the field continuously and comprehensively about the learning process of the individual. Evaluation of curriculum should be based on characteristics of school and characteristics of students. The results of creative problem-solving education should be evaluated in order to continuously develop and create value in addition to the outcomes of the class. Therefore, it is necessary to develop an evaluation process for each university. The university should try to make creative problem solving education create value through specialization of university. Based on this, we propose a creative problem solving education framework.

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The Needs Analysis of the General Eduction in Engineering Education for Undergraduate Students at Engineering Related Departments (공학계열 대학생들의 공학소양교육 요구분석)

  • Jung, Eun-Jung
    • Journal of Engineering Education Research
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    • v.18 no.5
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    • pp.22-31
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    • 2015
  • The purpose of this study is to suggest the general education contents for undergraduate students at engineering related departments through need analysis in order to develop creative and integral talents. For this study, the need analysis was conducted by using focus group interviews, Borich's educational need equation and the Locus for Focus Model, and highly ranked priorities on both methods proposed as the highest priorities. As a result, 'drawing up a letter of self-introduction and a portfolio', 'understanding fields', 'understanding careers related to the major', 'presentation skills', 'knowledge for certificated exams', 'method to deduct creative ideas' were high on the list of top five priorities. The selected items by Locus for Focus Model show that undergraduate students at engineering related departments need general education contents associated with career development and communication by priority.

Industry-University Cooperation Research Activities Through Idea Factory (Optimized Modeling in Butterfly Valve Disk by Creative Selection in Material) (Idea Factory를 통한 산학 협력 연구 활동 (소재의 적절한 선정을 통한 버터플라이 밸브 디스크의 최적화 모델링))

  • Kim, Yun-Hae;Park, Chang-Wook;Bae, Chang-Won;Kim, Han-Sol;Jung, Min-Kyo
    • Journal of Engineering Education Research
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    • v.19 no.6
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    • pp.44-48
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    • 2016
  • This research is one of the Industry-University cooperation in idea factory of Korea Maritime and Ocean University. Idea factory of Korea Maritime and Ocean University is trying to train creative talented students and discover ingenious ideas. The contents are consisted of the possibility for the replacement of a metal valve disk to composite valve disk in butterfly valve based on the diversification. Purpose in this study is to predict failure field by each fly by appling Tsai-Wu Failure Index.