• Title/Summary/Keyword: 창의적 기능

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Creative Evolution of Digital Leisure Culture, Serious Games (디지털 레저 문화의 창의적 진화, 시리어스 게임)

  • Lee, Hye Rim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.48-61
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    • 2013
  • At the dawn of a new digital era, people's way of spending their leisure time and leisure activity preferences changed. Accordingly, Leisure culture is in the midst of change, such as watching movie and performance, enjoy golf etc. Due to its nature as an interactive medium, the digital game offers uniquely different approaches to the leisure activity. Leisure as state of mind is much more subjective in that it considers the individual's perception of an activity. In that regard, we used the digital games for leisure activity. Digital games are powerful environments for fun, including functional nature. For that reason digital leisure culture keep creative evolving. This paper proposes a serious games as a branch of digital games that meaningful digital leisure, and introduced the concept of serious games for a serious purpose other than pure entertainment. Many recent studies have identified the benefits of using serious games in a variety of purposes. Games technology is fun and entertaining for people of all ages. Ultimately, serious games become meaningful and valuable performance tools as the Digital Leisure Culture.

이달의 과학자 - KIST 고분자연구부장 김영하 박사

  • Korean Federation of Science and Technology Societies
    • The Science & Technology
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    • v.30 no.12 s.343
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    • pp.82-83
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    • 1997
  • 혈전형성 억제기능은 물론 항감염성이 뛰어난 무독성 고분자물질을 개발한 KIST 고분자연구부장 김영하박사. 고분자중에서도 의료용 고분자를 전공하고 있는 김박사는 종래의 방법을 개선하여 보다 혈전생성이 적고 칼슘화가 감소도는 재료를 개발해 외국에서도 높이 평가를 받고 있다. 특히 김박사는 산업계의 지속적인 연구투자와 후배들의 창의적 연구활동을 당부하고 있다.

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A Feasibility Study on Information Processing Models as Learning Tools for Developing Creativity (창의성 개발을 위한 학습도구로서의 정보처리모형의 타당성 연구)

  • Yoo SoYoung
    • Journal of the Korean Society for Library and Information Science
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    • v.32 no.4
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    • pp.87-103
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    • 1998
  • What is the reason that the use of an Information Processing Model (PM) contributes to enhancement of students' creativity? Postulated creativity is generated from integration of information, the author discloses the function of a human information processing system and an IPM is an integrating process of information which produces creativity. Also the use of IPM as a tool influences favorably the integration of information within the human thinking system because the function of psychological tool helps the integration of information that produces creativity.

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Development of the elementary programing curriculum and textbook for improvement of creative thinking ability - centered on c - (창의적 사고력 신장을 위한 초등 프로그래밍 교육과정과 교재 개발 - C언어를 중심으로 -)

  • Cho, Sung-Woo;Moon, Wae-Shik
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.51-57
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    • 2010
  • When you look at computer training techniques, generally you will see an unbalanced focus towards the software applications being used. Office programs, including software applications, or simply the ability to operate has been assigned in the attempt to develop more information. Omitted, while a students thought process dealing with computer applications is usually clear and effective, the functional oriented tasks involved are time consuming. In order to keep up with the pace of today changing requirements, creativity and problems solving ability is a necessity. These are the areas in which both our training techniques are inefficient, and the resulting ability of student's is unsatisfactory. In this study of 5thand6thgradelevelcomputerteachingtechniques.

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Development of a Design Thinking-based Maker Education Program for Elementary Students (초등학생의 소프트웨어 교육을 위한 디자인 사고 기반 메이커 교육 프로그램 개발)

  • Lee, Seung-Chul;Lee, Saet-Byeol;Kim, Taeyoung
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.31-34
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    • 2017
  • 현재 4차 산업혁명이 사회에 던지는 화두는 다양하다. 첫째, 소프트웨어 중심 사회이다. 빅 데이터, 인공지능 기술 등이 다양한 분야와 결합하고 그 중심에는 소프트웨어가 있다. 앞으로 소프트웨어 교육이 필수적이고 강화되어야 할 이유다. 둘째, 생산과 소비가 결합된다는 것이다. 즉, 더 이상 소비자가 수동적인 소비자로만 남지 않으며, 획일화된 제품과 서비스에 흥미를 느끼지 않고, 소비자가 직접 자신이 구매할 제품 생산과 판매에 관여하는 '프로슈머(prosumer)' 필요한 물건을 직접 만드는 D.I.Y.(Do It Yourself), 3D 프린팅 등이 새로운 소비 방식을 대표한다[3]. 이에 메이커 운동이 떠오르고 있고, 메이커에 대한 관심이 커지고 있다. 우리나라는 2015 개정 교육과정을 통해 소프트웨어 교육을 강화했다. 초등학교에서는 5~6학년 실과 교과의 정보 관련 단원이 ICT활용 중심에서 소프트웨어 기초 소양 내용 중심으로 개편되었다[1]. 아직 교육과정이 시행되기 전이지만 선도학교나 연구학교를 통해 진행된 소프트웨어 교육을 보면 기능을 익히는 프로그래밍 교육이 주류를 이루고 있고, 이래서는 다양하고 창의적인 결과물을 도출할 수 없다. 이를 해결하기 위해서는 디자인 사고를 도입할 수 있다. 디자인 사고는 인간을 관찰하고 공감하여 소비자를 이해한 뒤, 다양한 대안을 찾는 확산적 사고와 주어진 상황에 최선의 방법을 찾는 수렴적 사고의 반복을 통하여 혁신적 결과물을 도출하는 창의적 문제 해결 방법 중 하나이다[5]. 따라서 본 연구에서는 초등학생들의 소프트웨어 교육을 위한 디자인 사고 기반 메이커 교육 프로그램을 개발하고자 한다.

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Idea Effect of Product Design Class Using Scamper (스캠퍼 기법을 활용한 제품 디자인 수업의 발상 효과)

  • Hwang, Hae-Jung;Huh, Yoon-Jung
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.133-141
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    • 2020
  • This study aims to conduct product design class using scamper technique and to verify its creative effectiveness. Therefore, this study conducted a product design class using SCAMPER to 52 students in the second year of specialized high school, analyzed the results, and verified the effectiveness of idea generation through SCAMPER with a survey. As a result, most of the students used the 'combine' and 'modify' techniques most often to combine other products with existing products or to find and correct problems of existing products. Second, when using SCAMPER, 'flexibility' and 'reconstruction' were used among the creative components. It turned out to provide the ability to see objects from a new perspective. Third, the results of the post-class survey showed that students' satisfaction with the class using SCAMPER was high, which helped them to develop creative ideas.

Triple Helix Model evolution perspective through human capital policies in the process of industrialization era (산업화과정 인력양성 정책을 통해 본 Triple Helix Model의 진화)

  • Junghee Han
    • Journal of Technology Innovation
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    • v.31 no.2
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    • pp.29-58
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    • 2023
  • The knowledge and technological competitiveness produced by universities determines a country's scientific technology and industrial competitiveness. The aim of this study is to find the evolution of Triple Helix Model (THM) by analyzing cases of technological catching-up and nurturing the human capital policies during Korea industrialization era, from 1960 to 2020. To fulfill the aims, this study utilized qualitative methodologies. In this study not only the process of acquiring technologies and core technologies but also the system for nurturing the human capital focused on scientific and engineers was analyzed. In addition characteristics of each ear of Triple Helix Model (THM) were examined. From the results, this study suggests Triple Helix Syncro-Scenario (THSS) which is the compelling innovation model, based on scenario, combined the personal experiences various critical thoughts and problems with enterprises and government for creating the incessment innovations.

A Study on Creative Cognition of Language based concept Generation of Game Graphics (언어기반 게임그래픽 디자인 발상의 창의적 인지에 관한 연구)

  • Huh, Yoon-Jung
    • Journal of Internet Computing and Services
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    • v.12 no.5
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    • pp.171-179
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    • 2011
  • In this paper it is hypothesized that word stimuli that are presented by Google’s search word, would improve the quality of the design solution, so this research examines the effect of related search word stimuli in concept generation and analyzes the results through the processes of creative cognition. In the process of concept generation, words are given as stimuli which are generated through Google's related search and these search words are given by 5 levels. Google search is based on the collaboration philosophy. People's participation and contribution recreate knowledge and information, so these renewed and related search words update in real time by people are used as stimuli. Two problems are provided with related search words. After the design concept generation the results are analyzed by 3 bases: the usage of related search words and those of frequency, creativity, and Finke's 12 Geneplore model. These are the results of the research. Many levels of related search words are used in design concept generation but especially higher levels which are more related to search words are more used than lower levels. The usage of multi words and conjunction with higher levels and lower levels words are observed in creative results. On the creative cognitive processes, it is more creative when using association and mental transformation with the related search words than using the related search words simply. Creative outputs also use conceptual interpretation, functional inference, and contextual shifting of creative cognitive processes of Finke's 12 Geneplore model.

Development and application of TPACK based STEAM program - Focused on the excretory organs in the 'structure and function of our body' unit - (TPACK 기반 융합프로그램 개발 및 적용 - '우리 몸의 구조와 기능' 단원 중 배설 기관을 중심으로 -)

  • Ko, Dong Guk;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.40 no.4
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    • pp.443-459
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    • 2021
  • In this study, a TPACK-based STEAM program was developed and applied under the theme of excretory organs in the 'Structure and Function of Our Body' of the elementary science curriculum. The program was produced and conducted through curriculum analysis and learning goal detailing, learning environment analysis, teaching·learning method and technology selection, TPACK elements arrangement and teaching·learning material development, application and effectiveness verification. Teacher's TPACK considered in STEAM program design process is content knowledge (appearance and work of excretory organs), pedagogical knowledge (STEAM, problem-based learning, research learning, discussion learning, cooperative learning, scientific writing) and technology knowledge (3D printer and smart device application technology). The program consisted of a total of 8 hours of project learning activities and was applied to 29 students in the fifth grade as an experimental group. A program of the same theme developed mainly from textbooks was applied to 27 students in the fifth grade of a comparison group. As a result of the application of the program, the experimental group showed significant improvement in creative problem-solving ability and scientific attitude compared to the comparison group, and the class satisfaction with the STEAM program was also high. However, there was no significant difference in academic achievement ability.

The effect of SW education applying Design Thinking on creativity of elementary school pre-service teachers (디자인 사고를 적용한 SW교육이 초등학교 예비교사의 창의성에 미치는 효과)

  • Seo, Youngho;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.21 no.3
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    • pp.351-360
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    • 2017
  • The purpose of this study is to analyze the effect of SW education applying design thinking on the creativity of elementary school pre-service teachers. We conducted research on 22 elementary school pre-service teachers who applied for a lecture on elementary computer education at a university in Jeju city. The pre-service teachers who did not have basic understanding of SW education and basic knowledge about scratch program which is an EPL tool for research. Therefore, we had time to learn the basic education of SW education and the basic functions of the scratch program over 18 periods before the pre-test of creativity. After conducting pre-test of creativity and conducting SW education applying design thinking over 21 hours, we conducted post-test of creativity. As a creativity test tool, TTCT pattern test forms A and B of Torrance were used. As a result of the verification, it was found that SW education applying design thinking was effective in improving creativity of elementary school pre-service teachers.