• Title/Summary/Keyword: 예술적.과학적.일반적 창의성

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The Impacts of Artistic Creativity, Scientific Creativity, General Creativity on Perceived Enjoyment and Intention to Reuse : Focused on Role-Playing Game Players (예술적 창의성, 과학적 창의성, 일반적 창의성이 지각된 즐거움과 재이용의도에 미치는 영향 : 롤플레잉 게임 이용자들을 대상으로)

  • Byeon, Hyeon-Su
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.59-67
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    • 2011
  • The increase in the use of video games is resulting in the perception of some variables for video gamers. Therefore, it is necessary to identify the drivers for video games and their effects on the users to lead the growth strategies for the video gaming business. In this study, the drivers of video game play are creativities and enjoyment which are based on previous studies. And an empirical analysis was performed to determine the effect of these variables on intention to reuse. First, the results showed that artistic, scientific, and general creativity affect perceived enjoyment. Second, perceived enjoyment appeared to be a significant factor of intention to reuse. Specially, the author confirmed that artistic creativity has a very significant effect on enjoyment of video games.

High School of Arts students' Understanding of the Nature of Science and Nature of Art (과학과 예술의 본성에 대한 예술고 학생들의 인식)

  • Kim, Hee-Jung;Kim, Sung-Won
    • Journal of The Korean Association For Science Education
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    • v.32 no.4
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    • pp.586-603
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    • 2012
  • This study is a survey conducted to explore what art high school students specifically see as nature of science. Third-year students of a high school of arts in Gyeonggi-do participated in the survey. The questionnaire was classified into three categories - the formative arts in the fine arts, the sound arts in music, the performing arts in dance, and drama and play. The study analyzed what they think of as similar aspects of science and art respectively according to their majors, with focus on the extracts. As a result, they mentioned 'creative imagination', 'correlation with technology', 'social and cultural relation', 'subjectivity', 'variability', and 'inquiring attitude' as similarities between science and art. The results are almost the same as the elements of the nature of science as agreed on by scientists. From the result, we can assume that students majoring in art, indeed, need an education on the nature of science. Also, while the fine arts students have more tendency to perceive inquiring attitude than others, music students are more likely to perceive variability than others. Therefore, teaching strategy in experimental inquiring context for the former is more helpful in understanding the nature of science, and teaching strategy in the context of scientific history for the latter.

The Effects of Team Learning Behavior, Individual Creativity, Team Shared Mental Model, Mutual Performance Monitoring on Team Creativity in the College Classroom (팀 학습행동, 개인 창의성, 팀 공유정신모형, 상호 수행 모니터링이 대학 수업에서 팀 창의성에 미치는 영향)

  • Jun, Myongnam
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.5 no.6
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    • pp.317-325
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    • 2015
  • The aim of this research was to investigate the relationship among team learning behavior, individual creativity, team shared mental model(TSMM), mutual performance monitoring on team creativity and then providing the fundamental data on the education. Also it intended to acknowledge relative predictive power on team creativity of independent variables. The total of 257 college students participated the team learning for 6 weeks in a semester. Pearson's product moment correlation and regression analysis were used for data analysis and testing of significance of verification, The main research results are summarized as follows; team learning behavior, TSMM, mutual performance monitoring had no significant effects on three subfactors of team creativity such as novelty, resolution, elaboration & synthesis. Therefore followed researches are needed about inter and intra processing of team creativity.