• Title/Summary/Keyword: Creativity program

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A Study of Mathematically Gifted Student's Perception of Mathematical Creativity (수학 창의성에 대한 초등수학영재들의 인식 연구)

  • Kim, Pan Soo;Kim, Na Ri
    • Journal of Gifted/Talented Education
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    • v.26 no.4
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    • pp.747-761
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    • 2016
  • The purpose of this research is to study the perception of mathematical creativity through gifted elementary mathematics students. The analysis on perception for mathematical creativity was done by testing 200 elementary school students in grades 4, 5, and 6 who are receiving gifted education in elementary mathematics gifted class operated by ${\bigcirc}{\bigcirc}$ City Dept of Education through the questionnaire that was developed based on Rhodes' 4P theory. This survey asked them to name what they think is the most creative from educational programs they have as far received. Then we analyzed the reason for the students' choice of the creativity program and interviewed the teachers who had conducted chosen program. As a result of analyzing the data, these students chose as mathematical creativity primarily creative problem solving, task commitment, and interest in mathematics in such order. This result is explained through analyzing the questionnaire that was based on Rhodes' 4P theory on areas of process, product and press. The perception of mathematical creativity by the gifted mathematical students not only helps to clarify the concept of mathematical creativity but also has implication for future development for gifted education program.

The Effects of a Convergent Arts and Science Program on Young Children's Creativity and Scientific Inquiry (만 5세 유아의 창의성 및 과학적 탐구능력을 위한 예술·과학 융합프로그램의 효과)

  • Choi, Jiwon;Seo, SoJung
    • Human Ecology Research
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    • v.53 no.1
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    • pp.67-80
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    • 2015
  • This study aimed to develop a convergent arts and science program for 5yearold children and to evaluate this effectiveness of the program. To meet the purpose of this study, 34 children (aged, 5 year) were divided into two groups, namely the experimental group and the control group. To the experimental group, the creative arts and science convergence program of interest in this study was delivered over a period of 8 weeks. The children of the control group were delivered the Nuri Curriculum (standardized educational curriculum targeted for 3- to 5year olds) during the same experimental period. The levels of the children's creativity were assessed using the Torrance Test of Creative Thinking-Figural and those of their scientific inquiry ability were tested by using the Scientific Inquiry Ability Assessment Scale. The analysis of covariance calculated using by IBM SPSS ver. 21.0 revealed that the experimental group scored higher in creativity and scientific inquiry than did the control group. The results indicated that the proposed convergent arts and science program was effective in promoting creativity and scientific inquiry ability of young children. In this paper, along with the main results of this study, the implications for research and practice are discussed.

Research on Creative Thinking Program in Design Management Education (디자인 매니지먼트 교육에서의 창의적 아이디어 발상을 위한 교육프로그램)

  • Oh, Chi-Gyu
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.267-274
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    • 2010
  • A new awareness on design in economy and business domain has shifted the focus of design education from the description and presentation to the creativity. This contextual change raises new awareness on the importance of the design management training program. The goal of this research is to suggest a program of design management training program in Korean context. For the purpose, the history of design management activity is briefly reviewed. And then the curriculum between Korean design schools and design management schools abroad is reviewed. The result shows that the design management schools abroad emphasize leadership based on practicality and the program is also ran by School of Business Management. The curriculum consists of leadership program and creativity program. The leadership comprises individual, personal, and collaborative. The leadership takes the role of catalyst in the organization to draw a creativity and raise it. So both leadership and creativity are inseparable. The result of creativity, however, differ from one another based on individual's capacity, procedure, and social context. Thus, it is important to develop a design management program which considers individual, social context, as well as economy and business domain.

A Program To Promote Young Children's Creative Problem-Solving Skills : Focus on Cooperative Activities Using Picture Books (유아의 창의적 문제해결력 증진을 위한 프로그램: 그림책을 활용한 협동활동 중심으로)

  • Ae-Ran Song;Seung-Min Song
    • Korean Journal of Childcare and Education
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    • v.19 no.1
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    • pp.69-92
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    • 2023
  • Objective: This study was to develop a creative problem-solving(CPS) program conducive to the improvement of young children's creativity, creative problem-solving competence, social and communication skills. The program was based on the picture books, focusing on young children's cooperative activities. Methods: In order to verify the effectiveness of the program, 99 five-year-old children were induced to participate in it. In order to verify the effectiveness of the program, data were analyzed in advance and post hoc test was conducted using the SPSS 22.0 program. Results: This program had positive effects on children's creativity, creative problem-solving competence, social and communication skills. Conclusion/Implications: The purpose of the program was to solve the problems we face in our daily life creatively through cooperative activities. The creative problem-solving(CPS) program for the young children focused on cooperative activities using the picture books was very effective in improving young children's creativity, creative problem-solving competence, social and communication skills.

Application and Development of Convergence Program for Congruence and Symmetry Teaching (합동과 대칭의 지도를 위한 융합 프로그램 개발 및 적용)

  • Lee, Ji Hae;Sihn, Hang Gyun
    • Journal of Elementary Mathematics Education in Korea
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    • v.22 no.3
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    • pp.267-282
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    • 2018
  • The purpose of this study is to develop and apply a Convergence program for teaching of congruence and symmetry and to investigate the effects of the mathematical creativity and convergence talent. For these purposes, research questions were set up as follows: 1. How is a Convergence program for teaching of congruence and symmetry developed? 2. How does a Convergence program affect the mathematics creativity and convergence talent of fifth grade student in elementary school? The subjects in this study were 16 students in fifth-grade class in elementary school located in Songpa-gu, Seoul. A Convergence program was developed using the integrated unit design process chose the concept of congruence and symmetryas its topic. The developed program consisted of a total 12 class activities plan, lesson plans for 5 activities. Mathematics creativity test, a test on affective domain related with convergence talent measurement were carried out before and after the application of the developed program so as to analyze the its effects. In addition, students' satisfaction for the developed program was investigated by a questionnaire. The results of this study were as follows: First, A convergence program should be developed using the integrated unit design process to avoid focusing on the content of any one subject area. The program for teaching of congruence and symmetry should be considered students' learning style and their preferences for media. Second, the convergence program improved the students' mathematical creativity and convergence talent. Among the sub-factors of mathematical creativity, originality was especially improved by this program. Students thought that the program is good for their creativity. Plus, this program use two subject class, Math and Art, so student do not think about one subject but focus on topic 'congruence and symmetry'. It help students to develop their convergence talent.

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The Effect of Scientific Writing Program using Thinking maps on the Scientific Gifted Children's Scientific Process Skill and Creativity (Thinking maps를 활용한 과학글쓰기가 초등과학영재의 과학탐구능력 및 창의성에 미치는 효과)

  • Cho, Hye-Jin;Lee, Hyeong-Cheol;Kim, Eun-Jin
    • Journal of the Korean Society of Earth Science Education
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    • v.4 no.2
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    • pp.166-176
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    • 2011
  • The purpose of this study was to examine the effect of the science gifted children's Science Process Skiils and Creativity development by Scientific Writing Program using Thinking maps. To verify research problem, the subject of this study were third-grade students selected from two classes of an elementary scientific gifted students located in Ulsan : the search group is composed of twenty students who were participated in TScientific Writing Program using Thinking maps, and the other is composed of twenty students (comparison group) who were participated in teacher map based instruction in comparison group. Pro-test showed following results: First, the search group showed a significant improvement in the science process skills compared the comparison group. Second, the search group didn't showed a significant improvement in creativity compared in the comparison group. In conclusion, Scientific Writing Program using Thinking maps was more effective than teaching model using the teacher map on science process skill and creativity.

Exploration of the Evaluation Criteria and Index by Applied CIPP Model in Creativity·Character Education (CIPP 모형을 적용한 창의·인성교육 평가준거 및 지표의 탐색)

  • Won, Hyo-Heon;Jeon, Eun-Sun
    • Journal of Fisheries and Marine Sciences Education
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    • v.26 no.5
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    • pp.1108-1118
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    • 2014
  • The purpose of this study was to spread the education of human creativity program and its possibility of consistency, and its application to school system by exploring the evaluation system that determines the valuable and useful decisions. This study was based on the evaluation system according to CIPP model regarding the program's general ideas and its role. The interest of the education of human creativity was increasing as well as its progress of program, and we searched 13 figures and 55 evaluation index according to increase the program's effectiveness and nation-wise situation of evaluation model. The conclusion of this study was that the human creativity program's evaluation was composed of six compartments. And the context evaluation was composed of three evaluation models and eleven index, and input evaluation was composed of three evaluation model and 15 index, while process evaluation is composed of three evaluation models and thirteen evaluation index. Lastly, output evaluation had four evaluation model and sixteen index.

The Effects of Learning Training Program on Creativity (학습전략이 창의성에 미치는 효과)

  • 강덕구
    • Archives of design research
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    • v.11 no.1
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    • pp.99-108
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    • 1998
  • The purpose of this study was to exanune the effects of learning training program on university students' creativity. In order to accomplish this purpJse of the study effectively, the following research hypotheses were posited: (Hypothesis 1) The treJltment group trained with the learning program will perform better in technic.al class. (Hypothesis 2) The treatment group trained with the learning program will show the higher degree of progress in diagram creativity than the pre-treatment group. The result of the study were summarized as follows: First, regarding the effects of training, there appeared a significant difference between the groups of post-treatment class and pre-treatment class in the use of learning strategies. Second. there appeared a significant difference between the group of post-treatment class and pre-treatment class in diagranl creativity.

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The Effect of Creative Potential on Innovation Behavior: focusing on Design Thinking

  • KIM, Taehyung
    • Journal of Distribution Science
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    • v.18 no.8
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    • pp.65-74
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    • 2020
  • Purpose: The purpose of study is to examine the effects of design thinking-based programs on creative potential, creativity and innovation behavior, as well as the mediating effect of creative potential and creativity. Research design, data and methodology: The study was conducted through a four-step process. First, the previous studies were investigated. Second, a total of three experts were reviewed to improve and supplement the program. Third, a workshop-based design thinking program was conducted four times. Fourth, the effectiveness of the program was reviewed through data analysis. Results: The design thinking-based program was found to have a statistically positive effect on creative potential, creativity, and innovation behavior. As another hypothesis of this study, by applying the design thinking-based program, it was statistically confirmed that creative potential has a direct, indirect effect, and a mediating effect on innovation behavior. Conclusions: These results provide usability for design thinking in terms of direction for creativity-based creative problem solving and innovation. Finally, design thinking can be used to develop and utilize new services and discover new ideas, especially improve the competitiveness of the company. In addition, it means that the level of innovation action can vary depending on the level of the individual's creative potential.

Educational Effects of Interdisciplinary Creativity Promotion Program Based on Movie-Assisted Flipped Learning of creativity and STEAM literacy indexes in College Students (영화를 활용한 플립러닝 기반의 학제 간 융합 창의성 증진 프로그램이 대학생의 창의성과 융합인재소양에 미치는 효과)

  • Kim, Byung-Man;Youn, Jeong-Jin;Kim, Seoung-Won
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.37-47
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    • 2017
  • The purpose of this study is to investigate how flip learning based interdisciplinary fusion creativity promotion program using movie is effective for university students creativity and fusion talent literacy. To do this, we conducted a total of 15 sessions for a total of 89 students from 44 college students and 45 non - attendance college students who attended the "Creative Fusion Creative Encounters with Film" course at Busan Metropolitan City. The collected data were analyzed by independent sample t-test using SPSS 23.0 program. The results of this study are as follows. First, flip learning based interdisciplinary fusion creativity enhancement program using movie was significant in the order of patience / attachment, humor, self - confidence, imagination, openness, independence, and curiosity in the creativity sub - domain of college students. Second, flip learning - based interdisciplinary convergence creativity enhancement programs using movies were found to have a significant effect in the order of convergence, care, communication, and creativity in the sub - areas of university students' literacy achievement. The findings of the study proved the educational effects of the interdisciplinary creativity promotion program that was based on movie-assisted flipped learning, and this study is expected to suggest some of the right directions for education-based interdisciplinary research and to give some suggestions on that.