• Title/Summary/Keyword: sub-factors of creativity

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Verification of the Mediation Effect of Creativity in the Relationship between the Core Competencies of Lifelong Educators and the Life Competencies of Adult Learners (평생교육자의 핵심역량과 성인학습자 생애능력의 관계에서 창의성에 대한 매개효과 검증)

  • Kim, Eun Im
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.5
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    • pp.180-190
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    • 2019
  • This study aims to investigate the mediation effect of creativity in the relationship between the core competencies of lifelong educators and the life competencies of adult learners. A survey was conducted for adults participating in the lifelong education programs in lifelong education institutes in Gyeonggi-do. Consequently, a toows. First, among the life competencies of adult learners, the problem solving ability showed the highest correlations with the planning, action, and support competencies, which are the sub-factors of the core cotal of 520 questionnaires were used for research analysis. The main findings of this study are as follmpetencies of lifelong educators. Among the creativity factors of adult learners, unique flexibility showed high correlations with the life competencies of adult learners. Second, the core competencies and creativity of lifelong educators had a 74.6% effect on the life competencies of adult learners. Among them, creativity was a variable that had a greater effect on the life competencies of adult leaners than on the core competencies of lifelong educators. Third, the mediation effect of creativity in the relationship between the core competencies of lifelong educators and the life competencies of adult learners was verified. The results of this study proved that the creativity of adult learners is an important variable for improving life competencies and that qualitative improvement through the core competencies of lifelong educators is required.

A Study on Conceptions of Giftedness in Arts (예술영재성의 의미와 특성: 음악, 전통예술, 발레 분과를 중심으로)

  • Won, YoungSil
    • Journal of Gifted/Talented Education
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    • v.23 no.6
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    • pp.919-945
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    • 2013
  • Exploring the conceptions of giftedness in arts is very important as the essential prerequisite to identification of giftedness and organizing the curriculum for the gifted in arts. So I have explored the conceptions of giftedness in western music, korean traditional arts(music, theatricals, dance) and ballet based on the results of various studies and cases. The three fields of performing arts mentioned above are operating in the present fields on gifted education in Korea. As the result of this study, I have converged three or four factors on main psychological constructs of giftedness in arts. The giftedness in western and korean traditional music is composed of three sub-factors: high ability in relevant domain, high creativity in general and specific areas, and high motivation including task commitment. However, the giftedness in traditional theatricals, dance, and ballet consists four sub-factors: the physical condition, high ability in relevant domain, high creativity in a specific area, and high motivation including task commitment. The internal characteristics of the gifted in arts mentioned above can be maximized through supporting external conditions like social environments including family and school, and crucial opportunity to meet the teacher who affects the development of giftedness.

The Effects of PBL-based Data Science Education classes using App Inventor on elementary student Computational Thinking and Creativity improvement (앱인벤터를 활용한 PBL 기반 데이터 사이언스 교육 수업이 초등학생의 컴퓨팅 사고력과 창의성 향상에 미치는 효과)

  • Kim, Yongmin
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.551-562
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    • 2020
  • The purpose of this study is to investigate the effects of Data Science Education classes using PBL-based App Inventor on elementary student Computational Thinking and Creativity. Based on the results of the pre-requisite analysis by Rossett's demand analysis model, PBL-based Data Science Education class was designed according to the procedure of ADDIE model which is 42 hours of classroom instruction for elementary student. As a result of the Paired t-test, it was proved that the Computational Thinking was statistically significantly improved in the post-test. In addition, as a result of the Paired t-test and Wilcoxon's signed rank test, it was found that the sub-factors of Creativity were 'Originality', 'Fluency', 'Closure', 'Average', and 'Index'. Therefore, it was confirmed that the PBL-based Data Science Education class using App Inventor is effective in improving Computational Thinking and Creativity of elementary student.

The Effects of Educational Activities Based on Oriental Mythology on Young Children's Creativity and Personality (동양신화에 기반한 통합 교육활동이 유아의 창의·인성에 미치는 영향)

  • Cho, Anna;Jung, Hyekyung;Lee, Kiyeong
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.236-249
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    • 2018
  • The purpose of this study is to examine the effects of educational activities based on oriental mythology on young children's creativity and personality. A total of 14 sessions were applied to 36 children (18 experimental group and 18 control group). For this study, myths in Shan-hai jing, The Classic of Mountains and Seas), which is the origin of oriental mythology, were used as basic data of class activities and developed to experimental groups. The collected data were analyzed using SPSS 21.0 statistical program and covariance analysis (ANCOVA) was conducted with covariance score of the group after the activity. The results of this study were as follows: First, integrated educational activities using oriental mythology had a positive effect on all children's creativity and all sub-factors. Second, integrated educational activities using Oriental mythology have a positive effect on children's personality. The expansion and transformation of educational texts to oriental mythology is not only helpful for young children's creativity and personality development, but also enables them to experience cultural balance through their new understanding of the Orient.

The Effects of Storytelling-Centered Arts Educational Activities Based on the Famous Painting Appreciation on Young Children's Appreciation Ability of Pictures and Creativity (명화 감상에 기초한 스토리텔링 중심 예술교육활동이 유아의 그림감상능력과 창의성에 미치는 영향)

  • Kim, Eunah;Byon, Kil Hee;Shim, Seong Kyung
    • Korean Journal of Human Ecology
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    • v.23 no.5
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    • pp.807-823
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    • 2014
  • The purpose of this study is to verify the effects of storytelling-centered arts educational activities based on the famous painting appreciation on young children's appreciation ability of pictures and creativity. The study was conducted with a total of 50 5-year-old young children in two classes of B Day Care Center in the city of J, Jeollabukdo. The children were randomly divided into an experimental group(25) and a control group(25). The storytelling-centered arts educational activities based on the famous painting appreciation was conducted for the experimental group for 12 weeks from April 29, 2013 to July 19, 2013. The activities were composed of 3 steps of 'appreciation-expression-exhibition & assessment' on the basis of 2-week basic units. The appreciation activities were composed basing upon the types of the famous painting appreciation and storytelling, and expression and exhibition & assessment activities were composed of 4 areas of arts(music/movement/language/art). The results of the study are as follows. First, the storytelling-centered arts educational activities based on the famous painting appreciation generally improved young children's painting appreciation abilities in all sub-areas(observation and description/artist's intention of subject expression/mood of a work/material and technique/artistic factors/attitude to the work). Second, the storytelling-centered arts educational activities based on the famous painting appreciation generally improved young children's creativities in all sub-areas(originality/fluency/flexibility/imagination).

An Exploratory Study on the Effect of Start-up Orientation in Business Performance

  • ROH, Seung-Ju;YOUN, Myoung-Kil
    • The Journal of Economics, Marketing and Management
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    • v.7 no.3
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    • pp.13-28
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    • 2019
  • Purpose - The purpose of this study is to analyze the start-up factors in start-up tourism companies and to analyze how these factors influence business performance. This study will be conducted for the further exploratory study with in-depth research with literature reviews, interviews and surveys. Research design, data, and Methodology - The activation of entrepreneurship is very important factor as for not only the development of entrepreneurship which is the characteristic of the innovative and risks-taking for the success of the enterprise, but also the sustainable growth and creation of performance of the entrepreneur. In other words, if it is the entrepreneurial spirit affects entrepreneurship, it is entrepreneurial orientation that continuously affects entrepreneurs. In order to achieve the above purposes, this study conducted literature research and empirical studies. Result & Conclusions - The sub-factors for independent entrepreneurial variables' orientation are classified as creativity, technological, enterprising, and innovation, and subordinate variables were set of management performance. The sub-factors of the control variable government support policy are classified as financial support, consulting support, and marketing support. For the purpose of empirical analysis, this paper collects data on companies selected for tourism venture business competition and CEOs of SMEs tourism for less than 7 years.

Development and Effectiveness of STEAM Outreach Program based on Mathematics (수학을 기반으로 하는 STEAM 아웃리치 프로그램 개발과 효과성)

  • Hwang, Sunwook;Kim, Namjun;Son, Jeongsuk;Song, Wonhee;Lee, Kapjung;Choi, Seongja;Lew, Kyounghoon
    • Communications of Mathematical Education
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    • v.31 no.4
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    • pp.389-407
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    • 2017
  • Many researches related to STEAM education have been actively conducted for developing elementary and secondary school students' comprehensive and logical thinking ability in relation to creativity education in Korea. Each sub factor of STEAM education requires creative thinking with the ability to be merged together to solve problems as integrated or combined forms in the fields of Science, Technology, Engineering, Arts, and Mathematics. Also, these STEAM activities and experiences should be carried out at various places outside the classroom in school. Although various educational programs to enhance mathematical creativity have been emphasized for elementary and secondary school students, recent tendency to focus on classroom learning in the school makes it difficult to develop creative thinking ability of students. This research is mainly based on the result of the project "Development and Administration of STEAM Outreach Program in 2016" supported by KOFAC(Korea Foundation for the Achievement of Science & Creativity). The purpose of this research is to develop a STEAM outreach program including students' activity books, teachers' manuals and administration manual that can maximize STEAM-related interest of students, and to provide a chance for elementary and secondary school students to experience creative thinking based on sub factors of STEAM. The STEAM competency total score and the perception of convergence education were significantly increased for all students participating this program, but some sub factors showed different result by school levels. The STEAM outreach program developed by this study is designed to emphasize STEAM education especially 'based on' mathematics in order to provide students with the opportunity to experience more interest in the field of mathematics and will be able to provide an interesting creative STEAM outreach program that utilizes a variety of activities which, we expect, would help students to consider their career in the future.

The Effects of Mathematical Problem Solving with Multiple Strategies on the Mathematical Creativity and Attitudes of Students (다전략 수학 문제해결 학습이 초등학생의 수학적 창의성과 수학적 태도에 미치는 영향)

  • Kim, Seoryeong;Park, Mangoo
    • Education of Primary School Mathematics
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    • v.24 no.4
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    • pp.175-187
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    • 2021
  • The purpose of this study is to investigate the effects of solving multi-strategic mathematics problems on mathematical creativity and attitudes of the 6th grade students. For this study, the researchers conducted a survey of forty nine (26 students in experimental group and 23 students in comparative group) 6th graders of S elementary school in Seoul with 19 lessons. The experimental group solved the multi-strategic mathematics problems after learning mathematics through mathematical strategies, whereas the group of comparative students were taught general mathematics problem solving. The researchers conducted pre- and post- isomorphic mathematical creativity and mathematical attitudes of students. They examined the t-test between the pre- and post- scores of sub-elements of fluency, flexibility and creativity and attitudes of the students by the i-STATistics. The researchers obtained the following conclusions. First, solving multi-strategic mathematics problems has a positive impact on mathematical creativity of the students. After learning solving the multi-strategic mathematics problems, the scores of mathematical creativity of the 6th grade elementary students were increased. Second, learning solving the multi-strategy mathematics problems impact the interest, value, will and efficacy factors in the mathematical attitudes of the students. However, no significant effect was found in the areas of desire for recognition and motivation. The researchers suggested that, by expanding the academic year and the number of people in the study, it is necessary to verify how mathematics learning through multi-strategic mathematics problem-solving affects mathematical creativity and mathematical attitudes, and to verify the effectiveness through long-term research, including qualitative research methods such as in-depth interviews and observations of students' solving problems.

The Effects of a Long Term Robot Based Instruction on the Creativity of Elementary Students (장기간의 로봇활용교육이 초등학생의 창의성에 미치는 효과)

  • Baek, Jeeun;Kim, Kyunghyun
    • Journal of The Korean Association of Information Education
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    • v.19 no.1
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    • pp.45-56
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    • 2015
  • This article examines the effects of a long term robot based instruction on the creativity of elementary students. To explain these effects, we conducted similar creativity test twice to 237 students of schools which had been designated as a robot based instruction model from 2011 to 2012. From these test results, the following three conclusions may be drawn: (1) The creativity of students who had participated in long term robot based instruction increased significantly, especially after the first test. (2) The fluency and originality as two of the sub-creativity factors are also accelerated significantly, especially after the first test. (3) The creativity of male and female students are all improved significantly but the test period factor and the interaction factor between male and female are not significant. (4) All elementary students of the lower grades(1st and 2nd grades), middle grades(3rd and 4th grades) and higher grades(5th and 6th grades) increased significantly but the test period factor and the interaction factor between the grades were not significant. On the other hand, the creativity improvement between lower-middle grades and higher grades is significant.

The Influence of Self-efficacy on Stability and Organization Culture of Marine Sports Participants (해양스포츠 참여자의 자기효능감이 사회성과 조직문화에 미치는 영향)

  • Ji, Sam-Up;Kim, Tae-Soo;Lee, Ho
    • Journal of Fisheries and Marine Sciences Education
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    • v.26 no.5
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    • pp.1165-1174
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    • 2014
  • The research was conducted on 238 marine sports participants by clarifying the relationship among self-efficacy, sociality, and organization culture, to eliminate the organizational(home, school, club, workplace, etc.) culture maladjustment phenomenon which is caused by personal stress, the lack of physical activity, and the lack of sociality due to the rapid change of modern society and enhance sociality, adjustment to society and the lack of creativity due to the rigid hierarchy and contribute to organization culture through marine sports among sports which we enjoy with nature. Firstly, according to general self-efficacy, and social characteristics of the organizational culture and the gender differences in higher than women in all sub-variables of the sub-factors of self-efficacy and self-regulation, sociability, organizational culture, sub-culture and develop cultural factors agreed man showed that in the sub-factors of organization culture showed that the development of high culture and hierarchical culture in the age of 20s. Secondly, in terms of the effect of self-efficacy of marine sports participants on sociality, it is found that self-regulation and level of difficulty positively influence on the culture of agreement, the culture of development and the culture of hierarchy. Lastly, in terms of the effect of self-efficacy of marine sports participants on organizational culture, it is shown that self-regulation has positive influence on the culture of agreement, the culture of development and the culture of hierarchy.