• Title/Summary/Keyword: Creative writing

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Development And Application of CNP Model for the Enhancing Creativity of Scientifically Gifted Students (과학영재의 창의성 신장을 위한 CNP 모형의 개발과 적용)

  • Hwang, Yo-Han;Park, Jong-Seok
    • Journal of Gifted/Talented Education
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    • v.20 no.3
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    • pp.847-866
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    • 2010
  • Enhancing creativity is possible to offer systematic education programs and several conditions as variable thinking, experiment lesson, opened-situation. We developed CNP model as program for enhancing creativity. The CNP model emphasizes that parts of problem finding, embodying and solving ability and includes scientific problem finding tool, Integrated Process Skills and Science Writing Heuristic. The CNP Model is comprised of six step. We developed teachers' guide and student's worksheets for application. Result of applied CNP model to students of scientifically gifted education center in K University, students were able to enhanced originality and fluency and had solved problems by creative way. And creative problem finding, embodying and solving ability were increased. Therefore, the CNP model was effective in enhancing the creativity of scientifically gifted.

Thematic Analysis of the Therapeutic Song Writing Experience of Music Therapy Interns: A Focus Group (음악치료 인턴들의 치료적 노래만들기 경험에 대한 주제분석: 포커스 그룹을 중심으로)

  • Park, Chanyang;Kim, Jinah
    • Journal of Music and Human Behavior
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    • v.17 no.1
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    • pp.1-24
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    • 2020
  • The internship is essential for the music therapy curriculum and affords interns the opportunity to apply their classroom-based knowledge and skills to real-world clinical settings. However, challenges associated with the internship can result in interns undergoing trial-and-error learning, interpersonal conflicts, and intrapersonal difficulties. An experiential music therapy group may be useful in helping interns process these incidents and develop their personal and professional skills. We explored the experiences of music therapy interns participating in therapeutic song writing. In this study, five music interns completed two 4-hour sessions of therapeutic song writing. Following the second session, a group interview was conducted with participants to gather data on their experiences. The interview was recorded, transcribed, and analyzed. Six themes and 18 sub-themes were derived from the data. The six themes were preconceptions of therapeutic song writing, meaningful lyric creation, challenges in song composition, structured experiences during song writing process, development of self-awareness through music, and relational experiences resulting from the group process. Participants were able to incorporate their individual internship experiences into a single song by communicating with group members during the step-by-step process. Participation in therapeutic song writing was found to help music therapy interns identify and process challenges encountered during their internship and further their personal and professional development.

Validity Analysis on Writing Directions and Content Development of Texts for 'Invention and Problem Solving' ('발명과 문제해결'의 집필 방향과 교재 내용에 대한 타당도 분석)

  • Lee, Byung-Wook;Choi, Yu-Hyun;Kim, Taehoon;Kang, Kyoung-Kyoon
    • 대한공업교육학회지
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    • v.34 no.1
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    • pp.155-170
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    • 2009
  • This study aims at examining text contents and its writing directions and analyzing their validity to develop text books of "invention and problem solving", which will be used for advanced courses of specialized high school of invention and patents. To develop text book contents and writing direction, literature research and professional association meetings were performed and to verify validity on developed text book contents and writing direction, survey research was performed. The subjects of survey research to verify validity consist of seventy five teachers who participated in the training course for invention leaders hosted by International Intellectual Property Training Institute (IIPTI) of Korean Intellectual Property Office (KIPO). To examine validity on text writing directions, each area of the text, themes, and modules, questionnaires that consist of multiple choice questions, and open questions that participants can describe their opinions were developed. Text book writing plans are included in the questionnaires to help the understanding on text book contents. The conclusions drawn from results of validity analysis are as follows: First, each theme and modules of 'invention and problem solving' were properly developed for common text books for the advance course of specialized high school of invention and patents. Second, as for the text book writing direction of 'invention and problem solving', text books emphasize research ability and creative thinking. They were developed to help increase critical thinking, logical thinking and problem solving ability.

The case study for university writing class through the classics of Orient - Focusing on in the book of 『Zhuangzi』 (동양고전을 활용한 대학 글쓰기 수업 사례 연구 - 『장자(莊子)子』 <제물론(齊物論)>을 중심으로)

  • Choi, Yun jeong
    • (The)Study of the Eastern Classic
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    • no.48
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    • pp.311-340
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    • 2012
  • This research is the case study on the course of 'Masterpiece Reading & Fine Composition Writing' in Ewha Waman's University which opens this class as a intensified writing course. In this course, part in the book of "Zhuangzi" is selected as the reading text. This research targets at highlighting the characteristics and effectiveness which appears in when the class choose the classics of Orient as writing text. This research divides the student's performance into two steps. Understanding stage and Evaluation stage. In Understanding stage, the student read part in the book of "Zhuangzi", write a discussion paper and discuss on, and in Evaluation stage, the student write the essay, depending on their previous performance in Understanding stage. This research discusses on each stage's characteristics, and analyzes the effectiveness of each ones. Especially, in the stage of Evaluation this research focuses on the relative view in perception of outside, finding self-introspection factor, and accommodating communication message. By connecting "Zhuangzi" and writing, this research tries to rediscover the era of the variety and its value, suggest the meaning of self-consciousness, and finally draw out the significance of open thought and creative writing. This research suggests on the meaningness of a modern reinterpretation on the classics and also provides the example of instructive usage of the classical text.

Study of Problem Design for PBL in Creative Engineering Design Subject (창의공학설계 교과에서 PBL을 위한 문제 개발에 관한 연구)

  • Lee, Keun-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.8
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    • pp.5242-5247
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    • 2014
  • The aim of this study was to specify the procedures of problem design for employing problem based learning (PBL) and designing problems for the learning content of the subject. The procedures for designing good problems are composed of the selection of educational contents, determining the learner's characteristics, identifying problems, setting roles and situations, and writing down problems. Using the procedures, four integration problems covering the contents of a creative engineering design subject were designed. The talent needed in a current industrial site can be fostered with PBL, not whole-class learning. A creative engineering design subject based on PBL was planned, which focused on the process of design problems. To make an effect of this PBL, studies applying this instructional design to many lectures should be implemented.

A study of creative humor represented in Moschino's works (모스키노의 패션 세계에 반영된 창조적 유머)

  • Kim, Sun Young
    • The Research Journal of the Costume Culture
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    • v.23 no.4
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    • pp.628-643
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    • 2015
  • This study is to assist in developing creative designs based on the humor available in the fashion world of Moschino. For the research method, this writing examined literature on humor and Moschino's fashion world and analyzed Moschino's fashion collection, show window, Maison Moschino, and collaborative products to conduct an empirical analysis of humor shown to the fashion media. The research results are as follows. The humor in Moschino's fashion appeared in the form of surrealistic humor with the depaysement technique, deconstructive wit in clothing, such as distortion, change, or exaggeration, and textual humor, including brand symbols, logos, and graffiti. Collection pieces indicated the brand's confirmative identity based on humor with the surrealistic depaysement technique and deconstructive wit through irregular phenomena, such as change, distortion, exaggeration, and illusion in clothing form. Additionally, such attributes added to Moschino's wit and humor in decorative costume components as graphic images, graffiti, and brand symbols, including smile, love, and reversal. The show window display delivered surprises and smiles through the production of surrealistic space borrowed from various objects. In particular, performance with surrealistic images helped to show the characteristics of parodic humor. Maison Moschino was a surrealistic space for the concept of the fairy tale and for practical experience, thus working as a communication channel for humor and emotion. Collaborative products also clearly reflected the identity of the designer's own humor, which showed scarcity value as well as differentiation.

A Study on the Creation List of Game Scenarios (게임시나리오 창작 리스트 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.61-70
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    • 2017
  • The fusion of virtual and reality and the revolution of gamification are beginning in human culture. As the quaternary industrial revolution enters the era, major developments of convergence main content games are expected as human-made play products. Now that we need a diverse game IP, we need a methodology that makes it easy to approach game scenario creation. The creation of the game scenario has a very large difference due to interactivity with the general video scenario. Therefore, without interactive knowledge, it is difficult to challenge game scenario creation. In this paper, 'Game Scenario Creation List' was created in order to lower the barriers to entering game scenario creation. I hope that this paper will be even a little positive for the development of game contents.

A Study on the Iconological Approach of the Korean Traditional Space Design - Focusing on Regional Prototype and Creative Fantasy - (한국 전통공간디자인의 도상해석학적 접근에 관한 연구 - 지역적 원형과 창조적 환상의 개념을 중심으로 -)

  • Park, Kyung-Ae
    • Korean Institute of Interior Design Journal
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    • v.17 no.6
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    • pp.120-127
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    • 2008
  • Korean space design image is a kind of writing as well as one of the sign that dissembles itself as a direct transcript of what it represents. Moreover it is pictorial representation and notions such as mental and perceptual imaginary. Significance of Iconology lies in how we transform image and the imagination that produces it into power of trust and respect. From this point of view, the process of this study is illustrated as follows: At first, this study search out concept of archetype, collective unconsciousness and collective representation that found principles on basic theory for interpretation of korean space icon. Secondly, it mentions theoretical background of iconological contents and structure. And it clarifies Iconology as a method that is applicable logic for Korean space design. Finally, as an analysis of korean space design, this study analyse in three steps that are pre-iconological description, iconological analysis, iconological interpretation each in terms of modernization at regional korean space design. In the step of the pre-iconological description, it describe visual representative style based on era and place. In the step of the iconological analysis, the typical structure is classified in status, vernacular, ethnic, traditional. In the step of the iconological interpretation, connotation is categorized into allegory, multivalence, potential. Through this process, this study suggest that iconology is an appropriate analysis system of Korean space design images that represent symbols combined with our collective emotion.

Clustering Character Tendencies found in the User Log of a Story Database Service and Analysis of Character Types (스토리 검색 서비스의 사용자 기록에 나타난 인물 성향 군집화 및 유형 분석)

  • Kim, Myoung-Jun
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.383-390
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    • 2016
  • is a service providing story synopses that match user's query. This paper presents a classification of character types by clustering of character tendencies found in the user log of . We also present a visualization method of showing genre-action relationships to each character type, and investigate the genre-action relationships of the major character types. We found that a small number of character types can represent more than half of the character tendencies and the character types tend to have a relationship to particular genres and actions. According to this properties, it would be desirable to provide supports for creative writing classified by character types.

A Study on the Quests of 'Warlords of Draenor' in the Game, World of Warcraft (World of Warcraft '드레노어의 전쟁군주' 퀘스트 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.105-114
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    • 2016
  • This study analyzed a total of 1,025 quests in the 'Warlords of Draenor' which is the fifth expansion set to the massively multiplayer online role-playing game (MMORPG) World of Warcraft, by dividing them into violent and nonviolent quests. There was a total of 515 nonviolent quests which can be categorized into 46 types and a total of 510 violent quests that can be categorized into 7 types. The balance between violent and nonviolent quests shows that the game makers limited the number of adverse factors that can cause the players to be excessively absorbed in the game while successfully incorporating factors that can have positive effect on game players.