• 제목/요약/키워드: Creative level

검색결과 571건 처리시간 0.026초

팀기반학습이 영재학생의 창의적 문제해결력에 미치는 영향 (Effects of Gifted Students' Creative Problem Solving Ability by Team-Based Learning)

  • 진영훈;손정우
    • 영재교육연구
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    • 제21권3호
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    • pp.703-718
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    • 2011
  • 팀기반학습은 짜임새 있는 팀활동을 통해 구성원들의 의사결정능력, 조정능력, 협동심, 문제해결력을 향상시켜주기 때문에 영재교육에 있어 중요한 역할을 할 수 있다. 그래서 팀기반학습에 기초한 프로그램을 개발하고, 이를 영재학생들에게 적용시켰을 때 창의적 문제 해결력의 향상 효과에 대해 연구하였다. 경남 산청군의 S 초등학교 4, 5학년 영재학급 학생 13명(남 3명, 여 10명)을 대상으로 실시하였고, 총 10차시 분량의 프로그램을 개발하였다. 창의적 문제해결력의 향상 정도를 파악하기 위해 자기보고식 형태의 검사도구를 사용하였다. 적은 학생 수로 인하여 사전사후 결과를 비모수통계처리한 결과 유의수준 5% 이내에서 유의미한 향상효과가 있었다. 특히 확산적 사고, 비판적 논리적 사고에서 크게 향상되었다. 이처럼 팀기반학습에 기초한 프로그램은 영재학생들의 창의적 문제해결력 향상에 효과적이므로, 창의적 문제해결력 향상을 필요로 하는 영재학급에서 널리 사용될 수 있다.

창조적 품질경영의 가능성에 대한 탐색적 연구 (An Exploratory Study on the Possibility of Creative Quality Management)

  • 오형술;성백서;김선민
    • 대한안전경영과학회지
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    • 제11권1호
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    • pp.103-113
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    • 2009
  • Motorola which had developed and commercialized wireless telephone and mobile phone for the first time in the world made a decision on the separation of the mobile unit from the Motorola due to the continuous bad performance turn. In addition, the Korean company named Raincom which had developed and commercialized MP3 player have been disappeared since Raincom failed to compete with iPod of Apples. What is the main cause the companies that have been top of the world level weed out of IT product market? For less product life cycle and globalization of market, the company's competitiveness tends to be determined based on company's creative capability, rather than process implementation capability. Thus, companies spent a great amount of time and effort in the introduction of creativity management and R&D activities. However, as company's continuous investment on R&D and innovation activities did not lead to business performance, they starts to pay much attention on the effective R&D and innovation activities. Therefore, this paper tries to solve the limitation of the effectiveness of R&D activities by introducing the concept of 'creative quality'. The creative quality is executed by the creative process, which is designed for getting over the limitation of the traditional brainstorming method. This paper presents the concept so called 'creative quality management' and expects it to be an alternative to conquest the limitation of six sigma management.

유아의 다중지능, 창의적 가정환경 및 사회인구학적 변인이 유아의 리더십에 미치는 영향 (Multiple Intelligences, Creative Home Environment, Social economic status, and Leadership of Children)

  • 김민영;문혁준
    • 한국보육지원학회지
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    • 제7권3호
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    • pp.259-284
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    • 2011
  • 본 연구는 서울 및 수도권에 소재하는 유치원에 다니는 만5세 유아 173명과 그 부모를 대상으로 하였다. 본 연구를 통해 유아의 리더십에 영향을 미치는 다양한 변인들을 밝힘으로써 유아의 리더십을 증진시키는 프로그램 개발의 기초 자료를 제공하는데 그 목적이 있다. 이와 같은 연구목적을 달성하기 위해 첫째, 사회인구학적 변인(출생순위, 모 학력, 모 취업여부, 총수입)에 따른 다중지능, 창의적 가정환경, 유아 리더십의 차이를 살펴본 결과, 유아의 출생순위에서 둘째 이상인 유아가 첫째보다 대인관계지능이 높게 나타났다. 대졸 이상의 학력인 어머니가 전문대 이하 학력인 어머니보다 가족압력이 높았으며, 어머니의 취업유무에 따라서는 차이가 나타나지 않았다. 가정의 총소득에 따라서는 월 400만원 이상인 가정의 유아가 논리 수학지능, 자연이해지능, 언어지능, 학습환경, 아동존중에서 유의미하게 높게 나타났다. 둘째, 다중지능, 창의적 가정환경, 유아 리더십의 관계를 살펴보기 위해 상관분석을 실시한 결과, 하위영역 간에는 높은 상관관계가 있는 것으로 나타났다. 셋째, 유아 리더십에 영향을 미치는 변인과 상대적 영향력을 알아보기 위해 위계적 중다회귀분석을 실시한 결과, 총수입, 언어지능, 가족압력이 주도성에 영향을 주었으며, 총수입, 가족압력은 사교성에 영향을 미치는 것으로 나타났다. 또한 다중지능, 대인관계지능, 학습환경이 몰입에 영향을 미쳤으며, 가족압력이 리더십 총점에 영향을 미치는 것으로 나타났다.

Analysis of Group Process with Instant Messaging Technology

  • Park Sanghyuk;Cho Namjae
    • 한국정보시스템학회:학술대회논문집
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    • 한국정보시스템학회 2003년도 추계학술대회
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    • pp.41-54
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    • 2003
  • This study examines group process patterns when Instant Messaging is used for decision-making, and examines how these patterns are associated with creative solutions to problems. Our research suggests that certain communication behavior of a group, when appropriately organized, can enhance creative production of outcomes. A qualitative analysis is conducted on communication patterns based on text-based conversation protocols. Specifically, this research tries to extend existing studies on group-work by focusing on the interactive communication process among participants. Study results include that the production of creative outcome depends on the temporal sequence of discussion pattern among group members. (1) Appropriate control of the discussion process is essential to obtain a high level of performance. (2) It is also important to set up discussion rules and rules for the use of communication medium in the early stages of the discussion . (3) Active participants use various protocol types while less-active members rely mainly on 'cognitive' protocols.

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동시적 텍스트 기반 매체를 이용한 집단의사결정에 관한 질적 연구 (Qualitative Study on Group Decision Making with Synchronous Text Communication Medium)

  • 박상혁;조남재
    • Journal of Information Technology Applications and Management
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    • 제11권4호
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    • pp.1-23
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    • 2004
  • This study identifies communication patterns of groups using synchronous text communication medium for their group decision-making, and examines how these patterns are associated with creative solutions to problems. Our research suggests that certain communication behavior of groups, when appropriately organized, can be of help in enhancing creative production of outcomes. A qualitative study was conducted on communication patterns based on an analysis of text-based electronic conversation protocols. Specifically this research tried to overcome existing studies on electronic groups by focusing on interactive process of communication among participants. The major study conclusion; are: (1) The production of creative outcome may depend on the process or sequence of discussion among group members with synchronous text communication medium. That is, proper interactive responses and appropriate control of the discussion process are essential to obtain a high level of performance. (2) It is importantto make discuss rules based on meta-cognitive and interactive protocols in the early stage. Explicit rules relating to internal group processes as well as communication medium use are even more important to groups with electronic communication medium than face-to-face groups.

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`카탈란수의 탐구`에 관련된 창의적 산출물 중심의 수학영재 교수-학습 자료의 개발 (Developing Teaching and Learning Materials for the Gifted Students Based upon a Creative Output Related to Catalan Number)

  • 이상근;정기영
    • 한국수학교육학회지시리즈E:수학교육논문집
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    • 제21권1호
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    • pp.65-79
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    • 2007
  • 본 연구는 창의적 산출물을 지향하는 수학 영재교육을 위한 교수-학습 자료 개발 연구로, 카탈란수의 성질 및 다양한 표현방법을 탐구하여, 창의적인 산출물의 발명으로 이어질 수 있는 수학 영재를 위한 교수-학습 자료를 중학교 수준에서 개발하여 제시하였다.

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예술가 해외거주 프로그램(Artist-in-residence)의 확산과 진화 - 창조도시 구도에서 국가 간 협력 프로그램까지 (Expansion and Evolution of Artist-in-residence Program: From Structure of Creative City to the Nations' Cooperation)

  • 박신의
    • 미술이론과 현장
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    • 제6호
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    • pp.123-145
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    • 2008
  • Artist-in-residence which gets chances to create by artists' moving and encountering new culture is heightening its level in 21th century. Under the circumstance that issue of cultural diversity and the role of artists which is for city revitalization and sustainability are affect residency program in the midst of highly proceeded globalization that international exchange. Therefore, in the aspect of creative city, a new model is creating by reuse of abandoned industrial facilities and Asia or Eastern country become the subject in residency program management, the issue of cultural diversity is getting more important, programs based on project not just residence are managing. Furthermore, it has inter-country cooperating system in the rage of cultural management. It means that artists' space of creating activity has a new, social role in spontaneously we need to approach to following model in Korea, as well.

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창의적 학습동아리 활동을 통한 차세대 지식경영 구현사례 : 포스코 (A Case Study for Implementing Next-Generation Knowledge Management at POSCO through Creative Community of Practice)

  • 최종진;정남호;조용말
    • 지식경영연구
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    • 제9권1호
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    • pp.147-161
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    • 2008
  • In the previous KM (Knowledge Management) studies, it has been repeatedly pointed that CoP (Community of Practice) should be used as a platform for boosting up corporate innovative activities. Despite this, it is very rare to find relevant literature in which real-world cases are introduced showing critical success factors, implemented strategies, and objective analysis of results. In this sense, main objective of this paper is very timely- to introduce a real-world CoP case in which POSCO, world-leading steel company, sorted out creative CoP strategies to nurture knowledge-sharing activities to solve various kinds of problems at hand, and maintain appropriate level of knowledge circulation throughout all the working units of company. In a nutshell, POSCO has been successful in any measure in utilizing the creative CoP activities as strategic means to change the paradigm of innovation and extract fruitful outcomes from integrating three important individual activities such as work, learning, and innovation.

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Practice of Design Curriculum Aimed for High Attainment Level of Creativity and Perfection

  • Yagi, Hidetsugu;Arimitsu, Yutaka
    • 공학교육연구
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    • 제13권2호
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    • pp.70-73
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    • 2010
  • The practice named "Creative Design and Production" has been given to train the students'ability to find and solve problems. Students are expected to design and fabricate creative artifacts in the practice. The practices focusing on perfection and creativity of the products have been executed for the past few years. We have reviewed the relationships between these abilities and the qualities of products of the students in the practices. It seems that the products lacks of originality and creativity when focused on the perfection. And on the contrary, the perfection of the products is low when focused on the creativity. We have employed the new three trials in order to solve these problems in the practice. Among trials, the cooperation with veterans has been the most useful for students through "Creative Design and Production".

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인터넷 메신저를 이용한 의사결정 환경에서의 커뮤니케이션패턴에 관한 연구

  • 박상혁
    • 한국정보시스템학회:학술대회논문집
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    • 한국정보시스템학회 2004년도 추계학술대회
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    • pp.499-513
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    • 2004
  • This study identifies communication patterns of groups using Internet Messenger for their group decision-making, and examines how these patterns are associated with creative solutions to problems. Our research suggests that certain communication behavior of groups, when appropriately organized, can be of help in enhancing creative production of outcomes. A qualitative study was conducted on communication patterns based on an analysis of text-based electronic conversation protocols. Specifically this research tried to overcome existing studies on electronic groups by focusing on interactive process of communication among participants. The major study conclusions are: (1) The production of creative outcome may depend on the process or sequence of discussion among group members with Internet Messenger. That is, proper interactive responses and appropriate control of the discussion process are essential to obtain a high level of performance. (2) It is important to make discuss rules based on meta-cognitive and interactive protocols in the early stage. Explicit rules relating to internal group processes as well as communication medium use are even more important to groups with Internet Messenger than face-to-face groups.

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