• Title/Summary/Keyword: Group Creativity

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The Analysis of Correlation between Management Performance and Governmental Support Policy for SMB (정부의 중소기업 지원정책과 기업성과의 상관성 분석)

  • Oh, Sang-Young;Hong, Hyun-Gi;Chun, Je-Ran
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.7
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    • pp.1696-1701
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    • 2009
  • In this paper we analyzed the management performance as the result of the korean government's support policy for the small and medium sized business (SMB). The governmental support policy was carried out for the companies classified in 3 criterion. The first is the upbringing of dynamic SMB group, which are driven by creativity and innovation. The second is the enforcement of technology-innovation and cooperation for SMB. The last is the establishment of the growth basis for SMB like funds, human resources and distribution channels. After categorization of above 3 classes, the affect of support policy on the management performance is analyzed, in terms of 3 aspects, management performance, technical performance and policy satisfaction. This study shows that the governmental support policy has the remarkable effects on the financial support sector of SMB. The 5 major sectors, 1) the upbinging of venture-innobiz innovation company, 2) rearing funds of knowledge-based service company, 3) R&D support, 4) support of management stability fund, 5) expansion of distribution channel to the public sector, are designed from 24 variables. The 3 sectors of these 5 are have the main influences from governmental support policy.

Discourse on the Gifted and Gifted Education in the Fatigue Society (피로사회 속 영재와 영재교육에 관한 담론)

  • Han, Ki-Soon
    • Journal of Gifted/Talented Education
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    • v.23 no.6
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    • pp.965-979
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    • 2013
  • In this paper, we explore how the concepts of fatigue society and self exploitation are related with the gifted and gifted education. Gifted students' burnout are the result of an excess of positivity. The violence of positivity stems from over-producing, over-achieving or over-communicating. Especially, this paper tries to warn gifted students' maladaptive perfectionism, high expectations of themselves and their surroundings, high task commitment, and excessive self criticism could make the gifted the high risk group who burnout themselves in this fatigue society. In addition, it is discussed how the gifted students' suicides are closely related to the issues of fatigue society and self exploitation structurally. Most importantly, we examine that why and how the concept of fatigue society results in ultimate decline of creativity. Finally, we discuss some ways to overcome this over-achieving fatigue society and their implications in the aspects of gifted students' creative lives and products.

Effect of the Integrated STEM Project Learning Themed 'Lighting of Quantum Dot Solution' on Science High-School Small-Group Students' Problem Solving and Scientific Attitude ('양자점 용액의 발광'을 주제로 한 융합형 STEM 프로젝트 학습이 과학고등학교 소집단 학생들의 문제해결력과 과학적 태도에 미치는 효과)

  • Yi, Seung-Woo;Kim, Youngmin
    • New Physics: Sae Mulli
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    • v.68 no.12
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    • pp.1356-1363
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    • 2018
  • The purpose of this study was to investigate science high-school students' creativity and scientific attitude when an integrated science, technology, engineering and mathematics (STEM) project themed 'lighting of quantum dot solution' was applied to them. The subjects were a one team composed of 3 students in the 11th grade desiring to participate in the Korea Science Exhibition. They began with a scientific inquiry related to the physical properties of the QD solution and then gradually showed the process of expansion of their ideas into the integration of engineering, technology, and mathematics. Also, during the process, they showed problem solving ability and scientific attitudes, such as cooperation, endurance, and satisfaction of accomplishment.

Virtual and Augmented Reality Technologies in the Organization of Modern Library Media Space

  • Horban, Yurii;Gaisynuik, Nataliya;Dolbenko, Tetiana;Karakoz, Olena;Kobyzhcha, Nataliia;Kulish, Yuliia
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.375-380
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    • 2022
  • Virtual and augmented reality technologies provide access to learning materials and improve the organization of a modern library's media space. This article aims to identify the significance and role of virtual and augmented reality technologies in the modern library's media space organization. Methodology. The research uses a university library case study methodology to empirically investigate virtual and augmented reality technologies. Results. Virtual and augmented reality technologies provide research and improve learning outcomes by engaging students and learners with significant interest in such technologies. Libraries offer users the opportunity to create their VR content through available software. Students can test their VR content in the libraries' labs. Libraries support access to a variety of virtual and augmented reality content. The content is accessed using "virtual reality headsets" for viewing and workstations with "authoring software and loanable 360 cameras" for creating. The library lab is a space to support students' digital creativity and research through virtual and augmented reality. There are 3D Design Labs within the libraries as a medium to large group design learning spaces with virtual reality technology. Libraries form a media space where users can create videos, podcasts, portfolios, edit media, and book tours, and students and researchers can explore different scientific knowledge. In this way, technology ensures that risks in learning are minimized as opposed to hands-on seminars and classes.

A Study on Development of Basic Data Science Education Contents for Artificial Intelligence Capability (인공지능 기반의 기초 데이터 과학 교육에 관한 연구)

  • Jo, Junghee
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.393-400
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    • 2021
  • Data science is a scientific discipline that defines problems while finding meaningful information from collected data to solve problems. Along with artificial intelligence technology, the field of data utilization is gradually expanding, and awareness of the importance of data science education is also increasing. Despite the rapid growth of the domestic data industry market, it has recently been predicted that the shortfall of data experts will reach 31.4% within the next 5 years according to an analysis of the current status of the data industry by the Korea Data Agency. In the field of elementary education, various studies have been conducted to introduce data science in order to improve students' computational thinking and creativity. This paper proposed the contents of data science lectures developed for the purpose of educating elementary school teachers, who are mostly non-majors in the computer field. The developed contents were applied to a group of elementary school teachers attending graduate school for artificial intelligence convergence education. Points for improvement were derived by identifying the contents that were difficult for learners to understand and analyzing the causes of difficulty.

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Exploration on Learning Experiences Influencing Elementary Science-Gifted Students' Perceptions of a 'Planning a Science Exhibition' Field Trip Program ('과학 전시전 기획' 탐방 프로그램에 대한 초등 과학영재 학생의 인식에 영향을 미친 학습 경험 탐색)

  • Kang, Minju;Kang, Hunsik
    • Journal of Korean Elementary Science Education
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    • v.43 no.2
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    • pp.252-268
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    • 2024
  • This study developed a field trip program called "Planning a science exhibition" and explored elementary science-gifted students' perceptions of the program and learning experiences influencing them. To this end, 56 elementary science-gifted students in grades 4-6 from in an university-affiliated science-gifted education institute in metropolitan area were selected to participate in the field trip program. After the program, the students answered a survey regarding their perceptions of the program. Additionally, 19 students were selected for group interviews to further explore their survey responses. Results showed that many elementary science-gifted students perceived the program positively in various cognitive and affective aspects. Some students also pointed out certain limitations of the program. Five interconnected learning experiences were identified as influencing the students' perceptions: "experiences fostering creativity", "non-residential camp-type project-based learning experiences", "self-directed learning experiences", "experiences utilizing digital devices", and "collaborative experiences". Educational implications regarding these results were discussed.

The effect of pre-service science teachers' experiences in nuclear physics research on their understanding of scientific inquiry process and career planning (핵물리 연구 참여 경험이 예비 과학교사의 과학 탐구과정의 본성에 대한 인식과 진로탐색에 미치는 영향)

  • Lee, In-Sun;Choi, Kyung-Hee;Hahn, In-Sik;Kim, Seon-Hwa;Lee, Hyun-Ju
    • Journal of The Korean Association For Science Education
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    • v.29 no.5
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    • pp.541-551
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    • 2009
  • This study aimed to investigate the effect of pre-service science teachers' experiences in nuclear physics research on their understanding of scientific inquiry process and career planning. The thirty-week URP (Undergraduate Research Participation) program was designed with the participation of six pre-service science teachers. Data sources included in-depth interviews with the individual teachers, group discussions, participant observations with field notes over the weeks, journals and lab logs, etc. Results indicated that the teachers perceived the complex and repetitive nature of the science research process, the importance of scientists' creativity and collaboration, etc. Their typical impressions of scientists has also more or less changed. In addition, the teachers had opportunities to confirm their aptitude in physics and to explore their career options in physics-related fields.

The Development of Level-Differentiated WBI Program on Weather and Climate Unit and the Analysis of Its Effects in Earth Science Class (일기와 기후 단원의 웹 기반 수준별 학습자료 개발 및 효과 분석)

  • Kim, Kwang-Hui;Park, Soo-Kyong
    • Journal of the Korean earth science society
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    • v.23 no.8
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    • pp.666-675
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    • 2002
  • The purpose of this study was to develop the level-defferentiated Web Based Instruction(WBI) program, to examine its effects on the science achievement self-directed learning characteristics, and the students’ perceptions on the WBI learning. For this purpose, the advanced and complementary WBI program of level-differentiated curriculum was developed to adapt to class fields and examine instruction facilitating efficiency. Designed and developed the WBI program make it possible to teach students according to the level-differentiated learning for the chapter, ‘weather and climate’ in high school science curriculum. The results of this study are as follows: First, level-differentiated WBI was effective to encourage self-concept, learning eagerness, future-oriented self-apprehension, creativity, self-assessment of the student’s self-directed teaming characteristics. There was no interaction effect of treatment and students’ learning ability at the self-directed learning characteristics. Second, the scores of science achievement of WBI group were significantly higher than those of conventional lecture group. There was interaction effect of treatment and students’ learning ability. However level-differentiated WBI has no effect on openness, initiative, responsibility of the student’s self-directed learning characteristics. There was interaction effect of treatment and students’ learning ability at the science achievement, Third, in the perception questionnaire of WBI teaming, many students showed the WBI teaming was good in terms of causing interaction between learners and web based learning materials including various images and animations. However there are several students who showed learning difficulties. For example they wonder which part is more important and what order is proper to study in hypertext environment.

Exploring on Possibility of Learning with Robots in the Elementary School Curriculum (초등 정규 교육과정에서 교구 로봇 활용 교육의 가능성 탐색)

  • Park, Ju-Hyun;Han, Jeong-Hye;Jo, Mi-Heon;Park, Ill-Woo;Kim, Jin-Oh
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.15-18
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    • 2010
  • As robots are proved to be effective in enhancing students' creativity and problem-solving abilities and satisfying various needs in special education for the gifted, many students participate in private education and after-school robot classes. However, it is difficult for students in the lower social economy class to use robots for their learning because of the high expense of robots. On this point, as a part of u-Learnng project, this research attempts to provide students in the lower social economy class with the opportunities to use robots for one year. At the end of the year, we will compare the experimental group and the control group in order to examine learning effects of using robots. Until now we have found many cases that show positive effects of the use of robots in students' learning.

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Effect of Inclusive Institution on Economic Development : Focus on the institutionalization of the game industry in Korea and Germany (포용적 제도가 경제발전에 미치는 영향 : 한국과 독일의 게임산업 제도화를 중심으로)

  • Seok, Seung-Hye;Shryu, Seung-Hoo
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.57-78
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    • 2015
  • This Study is the effect of the inclusive institution on a nation's economic development. Therefore, we focused on the gaming industry as an index that can drive the economic growth in the future. The reason to compare the game institution in South Korea and Germany is that both countries began to develop the game by the State, but the game institution in South Korea and Germany at the present time are sharply opposed, because the institutions can focus on the main points that are experiencing this difference. The results of this study, first, open/closed network in institutionalized aspect affects the social status of the game. This second, game workers in the legal institution has been classified as artists in Germany, as addicts in South Korea. And, Germany also has incentives to creators protected profits reinvested in the gaming industry, Korea leads to punitive exploitation is being transferred to the group for addiction treatment that revenue. Third, this exclusive and inclusive institutional system could affect the stable growth of the game market. As a result, South Korea's state institutions will notice that you get a result away from opportunities for economic development due to the loss of inclusiveness.