• Title/Summary/Keyword: 창의성향

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The Creativity Forecasting of Design Idea Sketches According to the Ambiguity of Visual Stimuli and Idea-Sharing Situations (시각자극의 모호함과 아이디어 교류의 유무에 따른 디자인 아이디어의 창의성 예측)

  • Jang, Sun Hee
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.275-288
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    • 2016
  • A decision tree analysis was performed by categorizing the idea sketches produced in the group environment into three different levels of visual stimuli ambiguity (vague, ambiguous, and definite) and two idea-sharing situations (before and after). We then examined the predicted values for the creativity of each group's idea sketches, the factors that led to high creativity scores, and their standards. The results of the analyses indicated that the Resistance to Premature Closure, Originality, Elaboration, ness, and Similarity represented important predictors of the creativity of design idea sketches according to the level of ambiguity of the visual stimuli used and whether ideas were shared or not. The group presented with vague stimuli after sharing ideas scored the highest predicted creativity value and the group presented with definite stimuli after sharing ideas scored the lowest predicted creativity value.

Integrated Program Development for Creativity and Emotion of Elementary Lower Grade Students (초등 저학년 학생의 창의·정서 함양을 위한 통합 프로그램 개발)

  • Lew, Kyoung-Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.5
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    • pp.551-558
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    • 2020
  • The purpose of this study was to develop an integrated program to improve the creative and emotional ability of lower grade students. This program aimed to cultivate creative thinking and creative personality for problem solving, and to learn how to interact positively with others by developing emotional expression and control. Creative thinking ability includes fluency, flexibility, originality, elaboration, imagination, and sensitivity. Creative personality includes curiosity, sensitivity, adventure, humor, independence, task commitment, and problem solving leadership. We selected 6 creative thinking skills such as mind-map and brainstorming. Emotional factors consist of self /other understanding, control of emotional effect, self-expression emotionally, and respect for others for cooperation. The integrated program consisted of 12 themes, and the class time was set to 40 minutes, which is the same as the elementary curriculum. The program was conducted by a teacher with 10 years' experience.

Degree of Science Problem Solving by the Information Processing Types and Cognitive Styles of Elementary School Students (초등학교 학생의 정보 처리 유형과 인지 양식에 따른 과학 문제 해결)

  • Shin, Ae-Kyung;Choi, Byung-Soon
    • Journal of The Korean Association For Science Education
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    • v.20 no.1
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    • pp.155-165
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    • 2000
  • The purpose of this study was to find out the degree of science problem solving by the information processing types and cognitive styles of 235 6th grade students. The results of this study were as follows. First, as the students got higher scores in the two types of information processing, they could solve more science achievement items and creative problem solving items correctly. And as the students got higher scores in simultaneous information processing test, they could solve more scientific concept understanding items. Secondly, as the students were more field-independent, they could solve more science achievement items and creative problem solving items. And especially in solving scientific concept understanding items, much higher field-independence was required. Finally, there was a significant difference on the distributions of cognitive styles by the information processing types. As the students got higher scores in the two types of information processing, their cognitive style tended to be more field-independent.

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The Effect of Problem-Based Learning on Student's Creativity in Middle School Science Class (중학교 과학수업에서 문제중심학습이 창의력에 미치는 효과)

  • Oh, Hee-Jin;Kim, Sang-Dal;Lee, Yong-Seob
    • Journal of the Korean earth science society
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    • v.26 no.1
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    • pp.1-8
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    • 2005
  • The purpose of this study is to identify the effect of Problem-Based Learning on Student's Creativity Ability in Middle School Science Class. The experimental group had Problem-Based Learning classes for six weeks and control group had traditional inquiry instruction for the same period. The results of this study presents that Problem-Based Learning is significantly effective for the improvement of creative skills test and creative tendencies. And PBL group student's had positive thinking for PBL. It's not easy to generalize these results because of many different variables. but the results suggests that teachers should make an effort to improve student's creativity applying Problem-Based Learning. And it's necessary to develop many kinds of problems and teacher's instruction method to enrich creativity in the process of Problem-Based Learning.

Exploratory study on a psychological traits changes by entrepreneurship short-term education (단기 창업교육이 예비창업자의 심리적 특성 변화 영향에 대한 탐색적 연구)

  • Lee, Seung-Jae;HwangBo, Yun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.5 no.1
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    • pp.19-44
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    • 2010
  • This study intend to analyze effect on a change mental feature of founder received entrepreneurship short-term education called the successful foundation package. In other words, what kind of change the mental feature of founder before and after entrepreneurship education. The founder of the psychological characteristics include the locus of control, risk-taking propensity, need for achievement, ambiguity tolerance and specially new psychological trait, that is, creativity. The result of paired T-test and ANCOVA on pre-founders who received Entrepreneurship short-term education which called successful business start-up package is that need for achievement, ambiguity tolerance and creativity among pre-founders' psychological characteristics are enhanced by Entrepreneurship short-term education. However ANCOVA shows that there are no psychological characteristics changes according to age, education, the number of Entrepreneurship education.

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Development of an AI Education Program Converging with Korean Language Subject (국어 교과 융합 AI 교육 프로그램 개발)

  • Shin, Jineson;Jo, Miheon
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.289-294
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    • 2021
  • With the development of artificial intelligence, a wave of the 4th industrial revolution is taking place around the world. With the technologies such as big data and Internet of Things-based artificial intelligence, we are heading to a hyper-connected society where everything converges into one. Accordingly as educational talents in the era of artificial intelligence, we are pursuing the cultivation of creative convergence-type talents and emotional creative talents. With human creativity and emotion at the center, we should be able to collaborate with artificial intelligence and create new things by converging knowledge in various fields. By developing a program that combines humanities-oriented Korean language with engineering-oriented artificial intelligence, this research attempted to help students experience solving problems creatively by combining humanistic knowledge with engineering thinking skills. The educational program consists of two kinds of contents(i.e., "Books with AI" and "A Play with AI") and 15 classes that provide students with opportunities to solve humanities problems with artificial intelligence.

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An Analysis of Creativity Elements on Activities in the Nuri Curriculum Teachers' Guidebooks for the Ages of 3-5 (3-5세 누리과정 교사용 지도서 활동의 창의성 요소 분석)

  • Lee, Mi Ran;Chun, Hui Young;Song, Young Joo
    • Korean Journal of Childcare and Education
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    • v.11 no.1
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    • pp.305-327
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    • 2015
  • The purpose of this study was to investigate the tendencies and general distributive features of creativity elements on activities in the Nuri curriculum teachers' guidebooks for the ages of 3-5. This was done by analysis of 1,883 activities related to creativity in the teachers' guidebooks. In order to analyze the data, the frequency and percentage of creativity elements were calculated. The results can be summarized as follows: First, the ratio of activities related to creativity was 95.1% for the age of three, 93.1% for the age of four, and 78.6% for the age of five. Second, the most common creativity element was cognitive element and the next was motivational element, and the least was dispositional element. Third, regarding themes, the frequency of creativity elements was highest in 'tools for living', and lowest in 'countries of the world'. Fourth, the creativity elements were more frequently found in group activities rather than free choice activities. Last, the frequency of creativity elements was highest in nature exploration, and was followed by social relations. The results of this study could be used as basic data for practicing activities related to creativity in the field of early childhood education.

The Relationship of Genius Softwear Program with of Children Creation Increase (영재 소프트웨어프로그램과 유아 창의성 증진의 상관관계성)

  • Kim, Jun-Mo
    • Journal of the Korea Computer Industry Society
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    • v.10 no.4
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    • pp.127-134
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    • 2009
  • This paper has been designed genius software program model that introducted new class basing the Heurilistic Classification model. In order to implement this model, we have introducted heurilistic class to genius software program. And we compared comparing group with treating group using genius software program and study relationship of creation increase.

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A Study on the User Segmentation Analysis through POSA method (POSA 분석을 통한 소비자 유형 분류에 관한 연구)

  • Kim, Tae-Kyun
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.252-257
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    • 2006
  • 기본적으로 모든 소비자들은 조금씩 다르며, 제품은 그 차이를 극대화 시킴으로써 다양한 소비를 촉진하게 된다. 이와 같은 시장 세분화와 포지셔닝 전략은 디자인 경영에 있어 매우 중요한 전략적 단계라 할 수 있으며, 기업의 소비자 분석의 목적이기도 하다. 다차원 척도법은 군집 분석에서와 마찬가지로 자료에 내재된 구조를 찾아내어 자료를 함축적으로 표현하고자 하는 자료축약형 다변량 분석 기법이다. 패턴 분류의 수량화를 이용하는 POSA(Partial Order Scalogram Analysis)는 MSA(Multidimensional Scalogram Analysis)의 구조화된 방법으로 디자인 전략을 수립하는 단계에서 소비자의 성향을 보다 세분화할 수 있다. 본 논문에서는 디자인 리서치 단계에 POSA 방법론을 적용하였을 때 소비자 유형 분류가 가능하다고 보고, 창의적 디자인 컨셉의 도출에 어느 정도 역할을 하는지 알아보고자 함을 목적으로 하였다. 본 연구에서는 부분적 계층 분석법인 POSA 분석방법을 통하여 사용자의 계층을 세분화하는 방법을 고안하고, 이를 분석함으로써 소비자의 유형을 분류하여 디자인 포지셔닝과 방향을 제시하는 방법론을 제안하고자 하였다. 이를 위하여 설문조사를 통하여 POSA 기법을 이용한 소비자 유형 분류 방법이 고안되었고, 이를 기반으로 모바일 기기를 위한 프로젝트에 실제 디자인 사례로 적용되었으며, 이러한 소비자 유형 분석을 통하여 타겟 유저의 시나리오 작성 단계에서 창의적 발상을 지원한다는 점을 발견할 수 있었다.

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A Program Development of Social Justice for Mathematics Education (사회정의를 위한 수학교육 프로그램 개발)

  • Park, Mangoo
    • Journal of Elementary Mathematics Education in Korea
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    • v.22 no.1
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    • pp.47-67
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    • 2018
  • The purpose of this study is to develop an elementary mathematics education program for social justice. In the two years of research including literature review and development of a teaching model, forty 6th grade elementary students at two schools in Seoul participated as participants for verification of the effectiveness of the program. Parents' SES in each group is in the high and average levels, respectively. The students participated in 12 mathematical classes for social justice, and the effects of mathematics education for social justice were tested by using mixed method. As a result of the study, students' perceptions of mathematics and tendency toward mathematics were changed positively. The results of this study showed that students' perceptions on mathematics and tendency toward mathematics were influenced by individual ability, inclination, and condition rather than parents' socio-economic environments. It is necessary to develop high qualified and diverse mathematical materials for social justice in order to cultivate creative convergence ability that flexibly copes with future society. It is also necessary for teachers to look at mathematics education in a broader and deeper perspective such as seeing mathematics with humanistic imagination.

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