• 제목/요약/키워드: Practical and Creative

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The Effect of Fashion Product Consumers' Need for Uniqueness on their Criteria of Clothing Selection and Switching Intentions

  • Park, Soojin;Park, Sookyeong
    • 패션비즈니스
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    • 제20권3호
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    • pp.54-67
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    • 2016
  • The purpose of this study was to investigate the The effect of fashion consumer's need for uniqueness in their clothing purchase behavior and switching intention. A total of 332 cases were included as the subjects of this study and a survey method was used. The data were analyzed by factor analysis, reliability analysis, t-test and multiple regression analysis using the SPSS 22.0 statistical program. The results were as follows. 1. The 3 dimensions (creative choice, unpopular choice, and avoidance of similarity) were extracted from the consumer's need for uniqueness and consumer divided high uniqueness group, middle uniqueness group, low uniqueness group. 2. The 3 factor (esthetic, functional, practical) were extracted from the clothing selection criteria. The three group had a significant difference in clothing selection and switching intention. Aesthetic factor and practical factor were the highest in high uniqueness group. 3. The need for uniqueness has influence on the aesthetic factor and practical factor. The creative choice factor had positive effect on the aesthetic and practical factor, yet unpopular choice factor had negative effect on the practical factor. The need for uniqueness and aesthetic factor has positive influence on brand switching intentions. 4. There was difference in unpopular choices factor by gender. A monthly average expenditure on fashion products had a significant difference in three kind of need for uniqueness. Results of this study provide a basis understand need for uniqueness and their effect on consumer behavior.

가부장적 리더십과 중국 종업원의 창의적 직무몰입 간의 관계: 집단응집력과 발언 행동의 매개효과 (The Relationship between Paternalistic Leadership and Chinese Employees' Creative Work Involvement: The Mediating Effects of Group Cohesiveness and Voice Behavior)

  • 묘가호;최석봉
    • 아태비즈니스연구
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    • 제15권2호
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    • pp.125-142
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    • 2024
  • Purpose - This study investigated the effect of paternalistic leadership on Chinese employees' creative work involvement. In addition, it also examined the mediating effects of group cohesiveness and employees' voice behavior in the above relationship. Design/methodology/approach - Based on survey data from 452 employees working in Chinese firms, empirical analysis was conducted by using hierarchical regression model. Findings - As a result, it was found that the authoritative of paternalistic leadership had a negative effect on employees' creative work involvement, and the moral and compassion of paternalistic leadership have a positive effect on employees' creative work involvement. Second, we found that loneliness had a positive mediate effect in the relationship between the paternalistic leadership and employees' creative work involvement. Research implications or Originality - This paper confirmed the paternalistic leadership still has an important impact on the creativity of Chinese employees, making up for the lack of previous literatures. In addition, it was confirmed that group cohesiveness and voice behavior play an important mediating role between paternalistic leadership and employees' creative work involvement. We also discuss important theoretical and practical implications of these findings.

공과대학생의 종합설계에 대한 창의융합 인식 비교 (The Awareness Comparison about Creative Converged Competence for the Capstone Design among Engineering Students)

  • 윤석범;장은영
    • 실천공학교육논문지
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    • 제11권1호
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    • pp.9-15
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    • 2019
  • 졸업 연구작품 제작에 참여한 학생들과 참여하지 않은 학생들에게서 인식되는 창의적 능력, 창의적 성격, 창의적 리더십 및 융합적 사고와 관련된 역량을 파악하였다. 창의적 능력에서는 참여 학과 학생들에게서 다양한 전공 분야의 이해를 통한 아이디어 창출에 대한 부분의 교육에 더 많은 교육과정과 비교과 활동의 운영이 필요하나 전체적으로는 비참여 학생보다는 높은 긍정적 결과를 얻었다. 창의적 리더십 및 융합적 사고에서는 종합설계와 졸업작품을 진행한 학생이 더 긍정적인 면을 보여주었으며 미참여 학과 학생들은 고등사고, 복잡한 현상의 논리적 분석 및 전체적 파악 등에서 창의적 역량이 부족함을 나타내었다.

CPS(Creative Problem Solving)를 활용한 창의적 설계 및 실습에 관한 연구 (A Study on Creative Design and Practice using CPS(Creative Problem Solving))

  • 홍성도;허용정
    • 한국실천공학교육학회논문지
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    • 제4권2호
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    • pp.1-6
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    • 2012
  • 전공과목과 더불어 학습자들에게 창의적인 문제 해결 능력을 교육하기 위한 창의적 사고 기법의 중요성이 대두되고 있다. 실무 현장에서도 전공 능력과 창의력의 동시 함양을 강조하고 있다. 창의적 문제 해결 능력이 중요시되고 있는 상황에서 창의적 문제 해결 기법인 CPS는 빠르고 명확한 문제 해결의 가능성이 높은 기법이라고 할 수 있다. 본 연구에서 활용한 CPS는 문제의 원인을 체계적으로 정의하고 단계별 분석을 통해 명확한 아이디어를 도출할 수 있도록 하는 5단계 가이드를 제시한다. 또한, 적용범위가 넓어 실무 현장의 다양한 문제를 분석하고 명확히 평가할 수 있다. 본 연구에서는 CPS 5단계를 활용하여 창의적 문제 해결 능력 배양을 위한 실습교육을 학습자들에게 제공한 결과를 바탕으로 창의적 문제 해결 능력 실습에 필요한 과정을 제안하였다.

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The Impact of the Hotel Employees' Psychological Safety and Intrinsic Motivation on Creative Process Engagement

  • Kim, Ji-Eun;Kim, Mi-Kyung
    • 한국조리학회지
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    • 제23권6호
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    • pp.57-69
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    • 2017
  • In this quantitative research, it was enhanced to understand the impact of intrinsic motivation on creative process engagement by examining the significant role of psychological safety on intrinsic motivation. These relationships were examined by targeting the employees working full-time for five star deluxe hotels. Total number of 230 responses had been collected out of 250 cases requested and he number of 213 cases was used for the final analysis. The data were analyzed using structural equation modeling with SPSS 19.0 and AMOS 7 software program. The results suggested that psychological safety is significantly associated with intrinsic motivation. Furthermore, the hotel employees' problem identification, information searching & coding, and idea generation are affected by intrinsic motivation. That is, intrinsic motivation plays a significant role for each sub-factors of creative process engagement in the hotel industry. The theoretical and practical implications of these findings are established and related suggestion for formulating marketing strategy is well discussed.

창의교육에 있어 예술 활동을 통한 창의실습도서에 대한 고찰 (Contemplation of Creative Practice Book though Art Activity in Creative Education)

  • 안종혁
    • 한국콘텐츠학회논문지
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    • 제12권10호
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    • pp.106-115
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    • 2012
  • 21세기는 창의(創意) 중심의 시대이다. 교육정책 또한 창의성을 강조하며 창의를 바탕으로 새로운 변화를 꿈꾸고 있다. 예술을 통한 창의교육은 사물의 본질을 파악하고 본인이 느낀 것을 추구하고 인지능력 향상만 가져오는 것뿐 아니라 피교육자의 창의성 개발을 촉진시키며 사물에 대한 통찰력과 기존의 것과는 다른 새로운 사유와 법칙을 만들어내는 능력을 얻게 된다. 창의교육은 가정, 학교, 지역사회, 공공기관, 사설기관 등을 통하여 실행되고 있지만 창의적 환경에 노출되는 피교육자의 수는 극히 드물다. 창의교육을 담당하고 있는 다양한 방법 중 가장 보급력이 높은 창의실습도서의 연구와 개발은 아직 미흡한 현실이다. 창의교육실습도서의 새로운 접근이 필요하며 창의교육을 범국민적인 차원으로 넓혀가려면 손쉽게 볼 수 있도록 누구나 접할 수 있는 환경을 제공할 수 있어야 한다. 이러한 측면에서 예술 활동을 통한 창의교육 실습도서에 대한 고찰을 시작하게 되었으며 널리 연구되어 다양한 방식의 창의실습도서가 저서 되었으면 한다.

유용미생물을 활용한 창의적 체험활동이 초등학생들의 환경소양에 미치는 영향 (The Effects of Creative Hands-on Activities using Effective Microorganisms on Elementary School Students' Environmental Literacy)

  • 황영호;박재근
    • 한국초등과학교육학회지:초등과학교육
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    • 제33권3호
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    • pp.524-535
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    • 2014
  • The purpose of this study was to develop the creative hands-on activities using EM (effective microorganisms) that can enhance the environmental literacy of learners, and to examine the effect of its application. The program was composed of 10 sessions, including biological knowledge and ecosystem status of microorganisms, practical activities that stimulate the environmental behavior and emotion of elementary school students, and career design related to their aptitude and occupation in future. This program can also be connected to the domains of creative hands-on activities, that is, career activities, club activities, self-regulated activities and voluntary service activities. In this study, two classes of 3th grades of elementary school in Seoul were selected and divided into two groups. The experimental group to undergo the program of creative hands-on activities using EM showed higher environmental literacy than the control group. In the concrete, it is proven that this program contributed to the improvement of learners' environmental emotion, skill, and behavior. When interviewed with experimental group, we found that sustained EM hands-on activities were conducted in collaboration with their families, and they became more aware of the utilities of EM and could participate in the activities more interestingly. In conclusion, the creative hands-on activities program was very effective and helped elementary students to change their environmental literacy in positive ways.

창조경영 실행체계 개발에 관한 탐색적 연구 (An Exploratory Study on the Development of a Practical Execution System for Creativity Management)

  • 김선민;오형술;성백서
    • 산업경영시스템학회지
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    • 제34권1호
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    • pp.14-24
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    • 2011
  • Though many researchers have interested in the effects of creativity management on the business performance, few have researched the relationship between management execution systems for creativity management and the performance. This paper tried to identify the relationship between management execution systems for creativity management and the performance by using 181 Korean companies' survey data. In this paper, a creative management execution system is modelled by the six criteria that are widely used in the Malcolmn Baldrige National Quality Award, and the performance is measured by a composite variable called by business capability. Through an analysis of survey data using factor analysis and regression analysis, this paper tried to answer two research questions: Firstly, does creative management execution systems have the characteristics of multi-dimensionality? Secondly, does creative management execution systems have an impact on the firm's performance? It was found that a creative management execution system largely consists of two parts, which are called 'system factor' and 'management support factor', and system factors have a more strong impact on the performance. The contribution of this paper is in suggesting that establishing a systematic creative management execution system is required in order to efficiently manage for creativity.

STEAM 수업에서 나타난 초등학생의 창의적 설계 과정 질적 분석 (Qualitative Analysis of the Creative Design Process of Elementary School Students in STEAM Class)

  • 전정희;신영준
    • 한국초등과학교육학회지:초등과학교육
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    • 제37권2호
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    • pp.93-109
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    • 2018
  • The purpose of this study was to analyze the character of the creative design processes that appear at the creative design stage of the design thinking based on STEAM class and what factors affect the creative design process. Students who served as the subjects of this study were 4 elementary school students. We developed the design thinking based on STEAM program to look more specific the creative design process. The project was conducted with a total of 12 sheets of paper materials. The conclusions of this study are as follows. First, the problem solving process of the design thinking based on STEAM classes is not anticipatory and is cyclical and complex. So, teachers should provide sufficient time for students to create and simulate ideas and accept the solving problems through trial and error. Second, Having presented the STEAM class as a practical problem in the real world, there was less fear of students' failure and heightened motivation and enthusiasm. Providing with the real topic and open questions in classrooms can lead to students' voluntary participation in the classroom. Third, In the design thinking based on STEAM class, students develop concrete ideas through visualization courses. The group of students made the best solutions through communication.

LED 디바이스를 활용한 패션전공 진로체험 프로그램 개발 및 적용 (Development and application of career experience programs for fashion majors using LED devices)

  • 백경자
    • 복식문화연구
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    • 제30권2호
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    • pp.319-329
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    • 2022
  • This study started from the practical need for a career experience program in the fashion major that is creative and responds to current methodologies. The purpose of this study is to propose a fashion work experience program that combines digital technology and practical experience. The research methods and procedures were as follows: fashion items and wearable devices were selected, the LED smart bag program was developed, and it was executed. A total of 123 students participated in the program, and a satisfaction survey was conducted after observation and oral evaluation. All of the participants completed the LED smart bag processes of design ideation, material selection, production, and styling using an eco-bag (one of the fashion items and as an LED wearable device). As a result of the participants' satisfaction (on a 5-point scale), most items showed a high level of satisfaction of 4.39 points or more. The smart bag program was evaluated to increase interest based on the time allotted and the students' level and to bolster their understanding of, and interest in, the fashion major. Therefore, this study is expected to be baseline to explore diversification of the fashion major work experience program, in order to create interest in the fashion major based on creative convergence competency.