• Title/Summary/Keyword: 창의적 분위기

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Sociocultural Factors Leading to Creative Thinking and Idea Generation (창의적 사고와 아이디어 생성에 영향을 미치는 사회문화요인들에 대한 탐색)

  • Lee, Seon-Young;Kim, Jeong-A
    • (The) Korean Journal of Educational Psychology
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    • v.31 no.4
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    • pp.767-794
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    • 2017
  • Creativity is a social byproduct formed in a specific sociocultural context. Although creativity differs according to the level of culture ranging from supranational, national, professional to organizational levels, research studies documented in literature have mainly dealt with creativity in the (super)national level. For example, differences in personal creativity in the East and the West led by collectivism and individualism, respectively have been dominating in the studies about cultural differences in creativity. Consequently, the domain specificity of creativity and the effects of a more micro level of culture, such as domains, occupations, and organizations, on creative outcomes have been dismissed. Understanding the characteristics of domains, and sociocultural and environmental factors leading to creative products is worth investigating considering that the conception of creativity today highly relies on the nature of domains valued in a certain sociocultural environment. This study reviewed a wide range of literature regarding creativity and sociocultural and environmental factors in order to explore how culture and/or cultural factors inspired creative thinking and generating ideas for creative performance and products. Cultural factors were identified either as a value or a practice (custom) and examined on the supernational, national, professional, and organizational levels. For supernational and national cultures, issues on individualism, collectivism, artistic social atmosphere, and multi-cultural experiences were discussed, while the professional and organizational cultures delved topics on the domain of architecture in which both originality and functionality are greatly valued for creativity. The authors concluded that the impact of culture on creative thinking and idea generation varied according to the levels of culture although issues on multifactorial aspects of culture, differences between personal and collective creativity, and the identification of culture either as a value or a practice (custom) should be discussed further for future studies.

Analysis on Creativity and Solving-Problem Ability with Hackathon-based Elementary SW Education (해커톤 기반 초등 SW교육이 창의성과 문제해결력에 미치는 효과성 분석)

  • Lee, Si-Hoon;Han, Jeong-Hye
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.995-1000
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    • 2017
  • The purpose of this study is to analyze the educational effect on creativity and solving-problem ability based on hackathon of elementary SW education. We divided into control and experimental groups with activities of physical computing or robots. The control groups conducted by traditional project based learning collaboratively and the experimental group in hackathon. The outcomes from students were evaluated to by elementary teachers with questionnaire and analyzed to the creativity and solving-problem ability of physical computing or robot productions. As a result, a group of hackathon showed significant positive results in the accuracy on creativity and solving-problem skills statistically. We concluded that the free atmosphere of hackathon for communication and consultation have been attributed to various ideas of students.

A Study on the Effects of ESG Entrepreneurship Education and Participatory Learning Method on Creative Problem-Solving and Social Value Recognition (ESG기업가정신교육과 참여적 학습 방식이 '창의적 문제해결' 및 '사회적 가치 인식'에 미치는 영향에 관한 연구)

  • Lee Sunyoung;Kim Seungchul
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.2
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    • pp.201-219
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    • 2023
  • ESG (Environment, Social, Governance) is becoming the core of the interest of today's entrepreneurs concerning about the earth crisis. Numerous studies are going on these days about the importance of ESG, but most of them seem confined to the introductory level. This study concentrates on "ESG education" that will teach the learners how to put various ESG ideas into practice, knowing that the earth crisis would not be overcome without actual practice of those ideas. First, elementary and junior·senior high school, professors in university and educational consultants in the field designed educational programs and related content materials under "ESG entrepreneurship education" integrated with ESG and Entrepreneurship education, which have been implemented previously. Participatory learning methods are converged with the program. The researcher analyzed the learning effects in depth after implementing the programs in the education field. Thus, this study first examined the effects of key variables of ESG educational program i.e., ESG entrepreneurship education, student participatory learning, and team-based learning on creative problem-solving and social value recognition with an essential variant of ESG educational programs and identified the relations to creative problem-solving and social value recognition. Besides, this study investigated the moderating effects of school atmosphere, and teachers' enthusiasm, regarding traits of educational programs and social value recognition. Findings indicate that sub variants of the traits of educational programs i.e., ESG entrepreneurship education, student participatory learning, and team-based learning significantly affect creative problem-solving skills and social value recognition and that creative problem-solving impacts social value recognition. In addition, teachers' enthusiasm has moderating effects between traits of educational programs and social value recognition. This study provides content-program learning methods that can be practically applied in education, emphasizing practice in ESG in elementary and junior·senior high school education. Implications suggest that ESG entrepreneurship education and active participatory learning affect social value recognition and that teachers' enthusiasm plays a significant role in education.

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A Study on Innovative Corporate Culture Analysis of Global Content Company Google: Focusing on 7S Model (글로벌 콘텐츠 기업 구글의 혁신적 기업문화 분석: 7S 모델 중심으로)

  • Lee, Junghwan;Han, Eoksoo;Jeong, Synyoung
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.431-432
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    • 2016
  • 많은 기업에서 기업문화(Corporate Culture)를 개선하는 노력을 진행하고 있다. 그 동안 기업문화라고 하면 회사 내 임직원의 사고방식이나 행동에 영향을 주는 단순한 분위기 정도로 인식되었지만, 이제는 시대에 맞지 않는 기업문화가 기업 성장에 걸림돌로 작용할 만큼 중요한 부분이 되고 있다. 이와 같은 변화 가운데 본 연구는 창의와 혁신의 경쟁 시대에 보다 바람직한 기업문화 개선을 위해 글로벌 콘텐츠 기업 구글의 혁신적인 기업문화에 대해서 분석하였다. 특히 다양한 사례를 조사하는 과정에서 본 연구는 기업문화 분석 Frame이 되는 7S 모델을 활용하여 Strategy, Skill, Shared Value, Structure, System, Staff, Style 관점에서 조직의 내부 특성을 분석하였다. 본 연구를 통해 글로벌 콘텐츠 기업의 차별적 경쟁력을 배우고 이를 바탕으로 국내 기업이 기술적 역량을 강화하고 시장을 개척해나가는 선도자(First Mover)로 변화하는 기업문화 개선이 있기를 기대해 본다. 자사의 기업문화(Corporate Culture)를 개선하기 위한 노력을 진행하고 있다.

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The Subjective Study of the High School Teachers on the Performance-based Pay System for Teachers (교원성과급제도에 대한 고등학교 교사의 주관성 연구)

  • Yu, Young-Seol
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.265-274
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    • 2019
  • The purpose of this study was to explore high school teachers' subjective perception on performance-based pay system(PBPS) for teachers using Q-methodology. This study found three types of high school teachers' subjective perception on the system. Type I is named 'the type of negative perception.' The subjects of type I emphasize the PBPS is not appropriate system for motivating teachers' educational behaviors. Type II is named 'the type of neutral perception.' The subjects of type II emphasize the PBPS is a fair job evaluation, strengthening cooperative atmosphere of educational community but the system is not an usefulness for causing educational behavior etc. Type III is named 'the type of acceptive perception.' The subjects of type III emphasize the PBPS is a good policy to reward for the work most people avoid getting into and improve culture of teaching job etc.

Fashion Styles and Characteristics of Game Characters (게임캐릭터의 패션스타일 유형 및 특성)

  • Seo, Mi-Ra;Kim, Ae-Kyung
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.343-349
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    • 2015
  • This paper aims to propose the typology suitable for games by analyzing the fashion styles of game characters and define the characteristics by type. The data collected was classified into the style groups with similarities, and the game character styles were named using representative terms. Then, five styles were identified and analyzed with the focus on clothing, hairstyle, and accessories: Creative Style, Attractive Style, Grotesque Style, Usual Style, and Suit Style. Creative Style was the unique style with partial addition or removal as the creative design. Attractive Style expressed the sexual attraction by design with significant exposure of body parts and skintight design. Grotesque Style showed grotesque, eerie, and dreary design. Usual Style was a plain and practical style. Finally, Suit Style was a kind of armor covering the whole body. The analysis results in this paper will bridge the difference of opinions between gamers and developers related to fashion style and, finally, help to enhance the competitiveness of game design.

A Study of Management Strategies on CJ E&M, the Leading Firm in the Korean Media industry (국내 미디어 선도기업 경영전략 분석: CJ E&M을 중심으로)

  • Lee, Ji-Heon;Jung, Hoe-Kyung
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.41-47
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    • 2013
  • In circumstances that case studies of management strategy for the domestic media company were rare, this study was performed case analysis of CJ E&M, representative new media/contents company in Korea. An evolutionary perspective is applied to diversification of the business and the external environmental analysis/resource based view are applied to capability evaluation since the inauguration as analysis frameworks. Unlike other media companies, CJ E&M have increased synergies of scale through horizontal, vertical diversification and superior contents strategies. furthermore, there are many advantages of enthusiasm of the leadership, expertise, high human configuration, creative corporate culture, effective contents portfolio. However, it is necessary to note that too much emphasis on competition and the performance of the organization may make organizational atmosphere rigid and weaken the global competitiveness.

Preliminary Experiments on Discomfort Glare and Subjective Impressions from the Window Views (창의 조망에 따른 분위기 및 시각적 쾌적성 평가에 대한 예비실험)

  • Shin, Ju Young;Yun, Geun Young;Kim, Jeong Tai
    • KIEAE Journal
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    • v.10 no.2
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    • pp.25-30
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    • 2010
  • The daylited space can improve visual comfort and occupant's well-being. However discomfort glare from the daylight is a common problem in indoor environments and in general, the window is the main glare sources. Some formulas have been proposed for predicting glare from the daylight, however, they do not consider the effect on glare of the view through a window and some studies proved that they are inadequate in real daylight situation. This research aims to identify the relationship between view and discomfort glare considering the subjective impressions. As a preliminary experiment, this paper sets up the experimental protocol to reveal relationships between views from a window and visual perception in a controlled laboratory experiment. $1.2m{\times}1.2m$ artificial window was developed and $0.9m{\times}0.9m$ view image was placed on the window. Discomfort glare and impression evaluation was carried out under four different views and one blank view as a reference condition. The results showed that the subjects evaluated discomfort glare differently with the views even under the same luminance conditions and tended to feel less glare with distance views compared to near views.

Eclectic Music Idiom in Changgeuk "Medea" (창극 <메디아>의 절충주의 음악어법)

  • Shin, Sa-Bin;Lee, Woo-Chang
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.659-671
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    • 2013
  • Through Korean traditional opera (changgeuk) Medea, composer Hwang Ho-jun showed eclectic music idiom by 1) writing music (jakchang) on manuscript paper and score, 2) introducing the "song-through" format, 3) including various solo melodies, 4) maximizing the effect created by a singing narrator (dochang) with the chorus master and a mixed chorus, 5) seeking an interplay of tension and release by using both discord and chord, 6) achieving the effect of kil-bakkum, the Korean traditional method of modulation, through modulation and borrowed chord of Western music. In Medea, instrumentalists adopted suseong-banju (Korean traditional accompaniment) which does not spoil the voice of singers. Hwang adopted song for the way how singers express various hidden sides of play among song, aniri (narration) and balim (gesture) and introduced the Sung-through format in which the play is comprised entirely of song. In Medea, oral sounds expressing wail, lament, cheer, sneer and scream are often used and various solo melodies appear that fit for personalities of characters, clearly showing what bunchang (singers' singing songs divided according to characters) is all about. And discord and chord are effectively used according to the development and mood of play. Hwang also achieved successfully the effect of kil-bakkum by abandoning the traditional modulation method and boldly introducing modulation and borrowed chord of Western music.

Case Analysis of Verbal Interaction of Science-Gifted Elementary Students in Their Science Classes (초등 과학영재 수업에서의 언어적 상호작용 사례 분석)

  • Kim, Dong-Hyun;Kim, Hyo-Nam
    • Journal of The Korean Association For Science Education
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    • v.31 no.8
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    • pp.1145-1157
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    • 2011
  • The purpose of this study was to analyze and extract the features of verbal interactions between teacher and science-gifted students in their classes. For the purpose of this study, authors observed 27 elementary science classes for the science gifted of three elementary teachers. To analyze the verbal interactions in the classes, the authors have adopted the theoretical background, which was based on Sinclair & Coulthard's Initiative-Response-Feedback pattern. Verbal interactions in the classes were analyzed by Kim's framework, which modified Jeong's framework. IRF patterns were derived from the verbal interactions of science classes for the science gifted. As a result, authors obtained some important features in IRF pattern. The most commonly used IRF pattern was the teacher's managerial question-student's short answer pattern, which was due to the regional policy for the science gifted. The teacher's delayed feedback as well as the teacher's question was meaningful for student's thinking ability. If elementary teachers consider the pattern, the strategy should be applied, which is depending on student levels and levels of contents. But three teachers did not show the characteristic verbal interaction regarded as a pattern strategy. In the future, inservice programs about verbal interaction are needed for the science gifted classes.