• 제목/요약/키워드: Creativity Development

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Case Studies of Developing Creativity through Integrating Algorithmic Teaching into Mathematical Activities

  • Peng Aihui
    • 한국수학교육학회지시리즈D:수학교육연구
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    • 제9권4호
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    • pp.341-350
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    • 2005
  • In this increasingly technological world, the creativity development has been highlighted much in many countries. In this paper, two mathematical activities with Chinese characteristics are presented to illustrate how to integrate algorithmic teaching into mathematical activities to develop students' creativity. Case studies show that the learning of algorithm can be transferred into creative learning when students construct their own algorithms in Logo environment rather than being indoctrinated the existing algorithms. Creativity development in different stages of mathematical activities and creativity development in programming are also discussed.

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초등학생의 창의성 신장을 위한 예술 영역 교과 중심의 STEAM 교육 프로그램 개발 및 적용: 스크래치 프로그래밍 언어를 활용하여 (Development and Application of Education Program Art Area Subject-based STEAM for Improvement of Elementary Students' Creativity: With a Scratch Programming Language)

  • 서영호;정승범;김종훈
    • 수산해양교육연구
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    • 제28권1호
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    • pp.69-82
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    • 2016
  • In this study, Art area -based STEAM education programs that take advantage of the Scratch was to analyze the effect of the development of elementary school students' creativity. The winter break of ${\bigcirc}{\bigcirc}$ university education donation application students 3, 4, 5th grader was verified two research hypothesis to the target. First, Art area -based STEAM education programs will be effective on the development of elementary school students' creativity. Second, Art area -based STEAM education programs will be more effective on the development of the elementary school girls' creativity than the elementary school boys' creativity. Art area -based STEAM education programs is to show a significant difference on the development of elementary school students' creativity, mean change of elementary school girls were remarkable than boys.

패션디자인 능력 육성을 위한 창의성 개발 교육법 특성 연구 (A Study on the Characteristics of the Creativity Development Teaching Method for Promoting Fashion Design Ability)

  • 이은령
    • 한국의류산업학회지
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    • 제20권2호
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    • pp.156-166
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    • 2018
  • The purpose of this study is to present the suitable material that can be a real help to make the creativity development teaching method for creative inspirations of fashion design. To achieve these goals, researched and analyzed the creativity studies in the fields of psychology, education, and design (visual design, product design, fashion design, etc.) published in the national journal. Through this analysis, were extracted the characteristics of creativity, teaching methods for creativity learning, and expression methods. Based on this, intend to provide the creativity characteristic, the expression method, and the problem solving process in teaching methods for promoting fashion design ability. After the analysis, the results are as follows; First, the classical 4P (Place, Person, Process, Product) is important to a creativity development teaching method for fashion design. The elements of creativity of a creativity development teaching method for fashion design are 5elements; curiosity, openness, originality, patience, and synthetic ability. Second, the typical method is a drawing (such as a sketch) when visually express and embody ideas in fashion design. Drawing is an important activity that is working with the right brain and the left brain. Drawing exercises will reduce the burden of expressing ideas, providing pleasure and fulfillment in the development of creative ideas. Third, offered 5stages to solve problems of a creativity development teaching method for fashion design; understanding stage, idea stage, visualization stage, evaluation stage, and verification stage. Abstract intangible ideas are concreted and elaborated through stages of visual manifestation such as language, symbol, and drawing.

A Study on the Development of Learning Model for Improving Collaborative Creativity Based on CPS

  • PARK, Eunsook
    • Educational Technology International
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    • 제7권2호
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    • pp.23-44
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    • 2006
  • As the educational paradigm has shifted from the traditional knowledge oriented instruction learning to the knowledge product oriented instructional learning, the development of student's creativity becomes one of the most important educational goals, because the ability that can produce the knowledge creatively is required in the digital information knowledge based society. The purpose of this study is to make a basic direction and strategy for the instructional design to develop an on and off line blended instructional design which will help a learning community to be a more collaborative and creative learning community. This research has investigated the concept and the characteristics of collaborative creativity and creative problem solving as the theoretical basis of the design. After that, on the basis of the theories connected with the collaborative creativity theory, the direction and the strategies for the development of collaborative creativity was designed. The design was applied into the real learning community and finally proved the effectiveness of the learning model for the development of the collaborative creativity by the quantitative evaluation.

Human Capital as a Development Factor for Cultural and Creative Industries

  • Horban, Yurii;Dolbenko, Tetiana;Yaroshenko, Tetiana;Sokol, Oleksandr;Miatenko, Nataliia
    • International Journal of Computer Science & Network Security
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    • 제21권12spc호
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    • pp.604-610
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    • 2021
  • Human capital is the defining value of the national economy under market conditions. The manifestation of human capital is realized as an intellectual and creative capital, theoretically grounded and proven. The realization of intellectual capital is realized through the research creativity of scientists and researchers, and creative capital is manifested through artists and thinkers. Accordingly, creativity in market conditions forms a separate source of income and is an essential article in the formation of the GDP of the national economy. This research aims to analyze human capital from the perspective of cultural and creative industries. Research methods: systematization; comparative analysis of individual indicators of advanced countries of the world on the training system; statistical, taking into account macroeconomic indicators to assess the level of national creativity potential; system and logical analysis; method of information synthesis. Research results. The structural and quantitative composition of the factors of intellectual and creative capital formation has been systematized. The article proves that the unique properties of human capital, knowledge, creativity, experience and professional skills are the push factors of creativity development of the national economy and provide the priority development of creative and cultural industry that allows generating the added value on the national scale. The functions of creativity in the sphere of cultural industries are highlighted. It is noted that education and creativity of both intellectual and creative capital are the forming basis. The research of the world's advanced countries on the creativity index has pointed out the Netherlands as the leading country in the quantitative measurement of creativity. The economic development factors of the Netherlands were analyzed from the position of economic creativity, which allowed the formation of a two-factor model providing priority development of creativity in the cultural and creative industries.

A Modularized Approach to the Development of the Creativity Learning Program

  • Won, Kyung-Ah
    • 디자인학연구
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    • 제20권2호
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    • pp.103-116
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    • 2007
  • Art education in design has repeatedly stressed the importance of developing creativity. In the digital period, however, which shows rapid change in both forms and contents, it needs to be equipped with more flexible and systematic ways of approaching to the creativity development, especially involved with cultural diversity of the digital world. This paper primarily proposes a maximally efficient, productive creativity learning program in which the integration of expressive media and communication generates a comprehensive network of communicative information in the development of digital technologies, which, consequently, brings forth valuable cultural contents of art. The amalgamation of Won (2006)'s Prism Effect, with distinctive three devices, and the facilitator factors, with two different facilitators such as self-controlled and controlled plays, would function as a catalyst for cultural diversity in the digital forms and contents of art. And this will, consequently, result in producing a number of practices that can be classified and assorted for a later performance. This paper thus suggests a roadmap of how to develop the creativity learning program in which two categories of facilitators based on three thinking devices function to classify four activities. In addition, selected activities are shaped as a creativity learning program by generating learning practices with the formalizing instructional strategy that fit into a specialized educational environment and learners. The samples of loaming practice design show guidelines for practice and the results of learning activity. Therefore, the eventual goal of this paper would be to establish a creativity learning program that constitutes a highly systematized and modularized database to maximize the efficiency and productivity of the creativity development.

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기술개발 프로젝트에서 팀효능감이 커뮤니케이션 역량을 통해 개인창의성과 제품개발성과에 미치는 영향 (The Effect of Team Efficacy on Individual Creativity and Product Development Performance through Communication Competence in Technology Development Projects)

  • 이명기;서영욱
    • 한국융합학회논문지
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    • 제10권11호
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    • pp.375-386
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    • 2019
  • 기술개발 프로젝트에서 성과를 높이기 위해서는 창의성이 필요하며, 창의성을 높이기 위해서는 업무지시에 대한 명확한 이해력이 필요하다. 본 연구는 팀효능감과 지식공유가 커뮤니케이션 역량에 미치는 영향과, 커뮤니케이션 역량이 개인창의성 및 제품개발성과에 미치는 영향을 실증적으로 분석하였다. 본 연구의 목적은 기술개발 프로젝트에서 커뮤니케이션 역량과 개인창의성의 중요성을 검증하고, 커뮤니케이션 역량에 대한 향상 방안을 제언하기 위함이다. 기술 개발 참여자들을 대상으로 설문조사를 실시하여 요인간의 관계를 구조방정식 모형으로 확인하였다. 가설검증 결과, 팀효능감과 지식공유가 커뮤니케이션 역량에 긍정적인 영향을 미쳤고, 팀리더의 확실한 업무지시 전달과 실무자의 명확한 업무지시 이해가 개인창의성에 주요한 요인임을 확인할 수 있었다. 본 연구결과는 첨단기술이 융복합되는 기술개발 프로젝트에서, 개인창의성 향상에 필요한 참여자의 커뮤니케이션 역량을 제고하는데 기여할 수 있을 것이다. 향후에는 조직 수준의 창의성에 대한 커뮤니케이션 역량의 효과에 대해 연구하고자 한다.

수학교사의 요구를 반영한 창의성과 인성 교육 전문성 신장 내용요소 탐색 (Exploring the content factors to develop mathematics teachers' professionalism for creativity and character education)

  • 김현아;이봉주
    • 한국수학교육학회지시리즈A:수학교육
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    • 제55권4호
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    • pp.485-501
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    • 2016
  • This study was to explore the factors that mathematics teachers actually need to improve their students' creativity and character to pursue education in the direction of the revised curriculum. We first temporarily extracted the elements to reinforce mathematics teachers' professionalism for creativity and character education through literature review, and then conducted the modified delphi technique and interview by targeting secondary school mathematics teachers. Based on the discussion of previous studies, we divided into five areas for mathematics teachers' professional development of creativity and character education: 1. understanding of creativity and character education, 2. creating an environment, 3. understanding curriculum for creativity and character education, 4. instructional design and apply for creativity and character education, 5. evaluating for creativity and character education. Actually content elements highly required by mathematics teachers were reset 17 items. The results of this study are expected to be used as the basis for teachers' professional development of creativity and character education in mathematics education.

창의력 계발을 위한 학습게임의 프로토타입 제시 (Prototype of Educational Game for Development of Creativity)

  • 안성혜;송수미
    • 한국콘텐츠학회논문지
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    • 제8권7호
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    • pp.112-119
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    • 2008
  • 오늘날 지식정보화 사회로 변화하면서 창의성의 중요성이 더욱 강조됨에 따라 각 교육기관의 창의력 교육이 중시되고는 있으나, 대부분 교과목과 연계된 진학교육에 치중한 지능 계발에 더욱 초점이 맞춰져 있는 실정이다. 따라서 본 논문은 학습자의 자발적인 흥미와 참여를 통한 창의력 향상 및 종합적인 문제해결능력을 키울 수 있는 학습게임 개발의 방향을 제시하고자 하였다. 그 결과 선행연구인 창의력의 개념과 다중지능 이론을 바탕으로 한 창의력 계발을 위한 학습설계를 토대로 하여 학습게임의 재미요소 및 스토리텔링의 구성요소를 도출하였고, 이에 따라 게임구조도를 설계한 후 학습게임의 프로토타입 제작을 위한 스토리보드와 인터페이스 설계 및 그래픽 요소를 개발 사례로 제시하였다.

동화와 관련된 확장활동이 유아의 언어 창의성에 미치는 영향 (The effect of the extensive program using the storytelling on young children's linguistic creativity)

  • 김수연;김문희;나종혜
    • 한국생활과학회지
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    • 제15권6호
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    • pp.937-949
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    • 2006
  • The purpose of the study was to explore the effect of the extensive program using the story telling on young children's linguistic creativity. 20 five-year-olds and 18 four-year-olds from a day care center were selected for this study. After performing pre-test, they were divided into control and experimental group. Children's linguistic creativity was measured using 'Imagining Red' of 'Korean Comprehensive Creativity Test for Young Children' standardized by Chun(2000). 6 books were selected for the extensive program for the promotion of children's linguistic creativity was carried out to experimental group for three weeks. After three weeks, post-test was performed on experimental and control group. The results indicate that the extensive program using the storytelling had an effect on promoting young children's linguistic creativity including the sub-elements such as fluency, flexibility, and originality. As the results of experiencing the extensive program related to storytelling, the linguistic creativity of 5 year olds improved more than that of 4 year aids and that of girls improved more than that of boys. For the developing children's linguistic creativity, various extensive activities need to be programmed.

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