• Title/Summary/Keyword: 창의적 역량

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Changes in High School Students' Creative Leader Competency through STEAM R&E (STEAM R&E를 통한 고등학생의 창의적 인재 역량 변화)

  • Mun, Kongju;Mun, Jiyeong;Hwang, Yohan;Kim, Sung-Won
    • Journal of The Korean Association For Science Education
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    • v.37 no.5
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    • pp.825-833
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    • 2017
  • The Korean Ministry of Education has emphasized human resource development with creative and convergent ability for future science and technology development. Korean STEAM Education aims to enhance students' interest and their understanding of science and technology as well as to develop students' creative problem-solving skills. Through STEAM R&E project, students experience self-directed research in order to solve the problem in the context of everyday life. In this study, we aim to find out whether the creative leader competency of high school students changed after they experienced the STEAM R&E project. The creative leader competency consisted of three domains: cognitive, affective, and societal domain. We measured the creative leader competency using the questionnaire scales. The questionnaire was administered to 612 high school students who participated in the 2016 STEAM R&E project. Pre- and post- test scores were collected, and we analyzed it. We compared the mean difference between pre- and post- test scores as well as the mean differences among science high school, gifted school, science core school, and general high school. From the result, we found that all student' creative leader competency improved after participating in the STEAM R&E project in all three domains. The result also showed that students' test scores of science high school and gifted school showed no significant mean differences, while student's scores of both science core school and general high school improved significantly. From the results, we concluded that STEAM R&E activities could be an effective tool in cultivating creative leader competency, especially for general high school students and science core school students. We also suggested that further researches are needed to find how we could enhance students' creative leader competency.

Analysis of Undergraduates' Creative Problem Solving with or without IT Convergence Education (IT 융합 교육 유무에 따른 대학생의 창의적 문제 해결 역량 분석)

  • Kim, Sungae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.372-374
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    • 2019
  • Recent college education in the face of the Fourth Industrial Revolution highlights problem-solving skills or creativity over the passing of professional knowledge. In addition, the need for convergence education is growing further as high-tech information and communication technologies are converging to create innovative changes. In this study, after IT convergence education was conducted and after general convergence education was conducted, the difference in creative problem solving capabilities was compared and analyzed. The study found that students who received IT convergence education had higher creative problem solving capabilities than general convergence education, and showed a statistically significant difference. In order to foster creative problem-solving skills, universities will need to promote IT convergence education in various courses.

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The Effect of STEAM Camp Program for Gifted High School Students on Their Creative Leader Competency and STEAM Literacy (STEAM 캠프를 통한 영재학급 고등학생의 융합인재소양과 창의적 인재 역량 변화)

  • Kim, Hak Bum;Cha, Jeongho
    • Journal of Science Education
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    • v.45 no.2
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    • pp.231-246
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    • 2021
  • The Korean Ministry of Education has emphasized the convergent ability for human resource cultivating the development of science and technology in the future. Based on this, Korean STEAM education aims to enhance students' interest and their understanding of science and technology as well as to develop students' convergence thinking and problem-solving skills. Through the camp for gifted students, students are generally introduced to produce self-directed outputs in order to solve the problem in everyday life. In this study, the author aims to find out whether the gifted high school students' creative leader competency and STEAM literacy changed after they experienced STEAM-based camp. 517 gifted students from 52 high schools in the Metropolitan city region join the camp, which is focused on generating student-centered outputs for problem-solving in daily life context. Before and after the camp, the creative leader competency and the STEAM literacy of participants were tested and compared. From the result, we found that the gifted high school students' creative leader competency and STEAM literacy improved after participating in the STEAM camp. In particular, all the sub-factors except for the social value pursuit domains in the social characteristic area of creative leader competency and the areas of creativity, respect, and communication in STEAM literacy increased. Educational implications will be discussed.

An Empirical Analysis Approach to Modeling an Individual Creativity for the Sake of Enhancing Entrepreneurship (기업가 정신 함양을 위하여 필요한 개인 창의성 모형에 관한 실증연구)

  • Kim, Tae Kyun;Lee, Kun Chang
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.4
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    • pp.13-25
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    • 2015
  • It seems crucial for entrepreneurship researchers to study how individual creativity is influenced by a number of entrepreneurship related traits. This is because individuals aiming to become entrepreneurs by launching their own start-ups need to enhance their creativity level to compete successfully in the target market. In the field of entrepreneurship studies, however, there is no literature about exploring the relationship between individual creativity, and entrepreneurship related constructs such as intrinsic motivation, parasocial interaction, prosocial motivation, and perspective taking. In this sense, our proposed research model focuses on filling the research void like this. To verify the proposed research model. we collected valid data from college students. To add rigor to our study, we allowed participants to view a talk show content where a successful entrepreneur was telling his story. Empirical test results were robust statistically enough to prove the validity of our proposed research model.

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청소년의 기회발견, 창의성 역량, 자기주도 학습력이 진로결정 자기효능감에 미치는 영향: 기업가정신을 매개로 하여

  • Hwang, Gyo-Jin;Lee, U-Jin
    • 한국벤처창업학회:학술대회논문집
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    • 2019.11a
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    • pp.107-112
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    • 2019
  • 21세기 4차 산업혁명 시대에 급변하는 산업과 기술 발전으로 인해 기존의 직업과 일자리의 위협과 변화가 커짐에 따라 청소년의 진로에 대한 준비는 더욱 절실해졌다. 청소년들은 급격한 기술 발전과 시장의 변화로 인한 기존 직업 소멸, 일생에서의 직업 활동기간의 비약적인 증가가 맞물려서 평생 한 번은 창직이나 창업을 해야만 하는 시대를 살고 있다. 이에 대비하기 위해 진로 및 직업활동에 대한 기회를 발견하고, 급변하는 시대와 시장의 다양한 문제들을 창의적으로 해결하고, 남들과 다르게 자신만의 방법으로 다방면의 경험과 지식을 쌓기 위한 자기주도적 학습력이 필수가 되었다. 본 연구는 그동안 다루어지지 않았던 청소년의 기회발견, 창의성 역량, 자기주도 학습력이 진로결정 자기효능감에 미치는 영향에 대해 청소년 진로교육 사례를 중심의 연구이다. 청소년에게 기회발견, 창의성 역량, 자기주도 학습력이 기업가정신의 매개로 하여 진로결정 자기효능감에 어떠한 영향을 미치는지에 대한 것이 주요 연구목적이다. 분석결과, 첫째로 기회발견, 창의성 역량, 자기주도 학습력은 진로결정 자기효능감에 유의한 영향을 미치는 것으로 나타났다. 둘째, 기업가정신의 향상 정도에 따라 진로결정 자기효능감에 매개 역할을 부분적으로 하고 있음이 확인되었다. 이와 같은 결과는 앞으로 청소년의 진로 및 기업가정신 교육에 중요한 자료가 될 것이며, 향후 청소년 진로 및 기업가정신 교육 프로그램의 연구개발을 위해 관련 연구가 확대 되어야 할 것이다.

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The Effect of Team Efficacy on Individual Creativity and Product Development Performance through Communication Competence in Technology Development Projects (기술개발 프로젝트에서 팀효능감이 커뮤니케이션 역량을 통해 개인창의성과 제품개발성과에 미치는 영향)

  • Lee, Myoung-Gi;Seo, Young-Wook
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.375-386
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    • 2019
  • Improving performance needs Creativity and Improving Creativity needs clear communication of work orders in technology development projects. This study empirically analyzed the effects of team efficacy and knowledge sharing on communication competence and the effects of communication competence on individual creativity and product development performance. The purpose of this study is to verify the importance of communication and personal creativity in technology development projects and to suggest ways to improve communication capabilities. A survey was conducted of participants in technology development and the relationship between variables was confirmed by the structural equation model. The results show that team efficacy and knowledge sharing had a positive effect on communication competence, and that the clear delivery and understanding of team orders were the main factors in improving individual creativity. The results of this study will contribute to improving the communication competence of participants who are required for improving individual creativity in technology development projects in which high technology is converged. In the future, we will study the effects of Communication Competence on Organizational Creativity.

Study on Korean Science Teachers' Perception in Accordance with the Trends of Core Competencies in Science Education Worldwide (과학교과에서의 핵심역량에 대한 세계의 동향에 준거하여 우리나라 현장 교사들의 인식 연구)

  • Koh, Eun Jung;Jeong, Dae Hong
    • Journal of The Korean Association For Science Education
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    • v.34 no.6
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    • pp.535-547
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    • 2014
  • This study analyzed the characteristics of National Science Curricula in the UK, Australia, New Zealand, Canada, Singapore, and Korea with respect to core competencies. In the case of overseas countries, literature review on their curricula was conducted, and four common features were extracted: 'association of cross-curricular competencies with science-specific competencies', 'a combination of science contents and scientific practices', 'an emphasis on communication skills', and 'representation of an achievement level of competency'. In addition, the common core competencies of science education were 'critical thinking', 'creative thinking', 'problem solving', 'inquiry skills', 'communication skills', 'cultural literacy', 'ability to integrate discipline', 'application skills', and 'personal/social competency'. In relation to these features, this study also investigated Korean science teachers' perceptions of core competencies in science education. A survey was conducted on 135 teachers in elementary, middle, and high school in Korea. Teachers were not well aware of what core competencies are, and after introduction, they thought that they wanted to and needed to teach core competencies to their students. Teachers claimed that critical core competencies in science education are 'creative thinking', 'problem solving', and 'inquiry skills'. Teachers thought that core competencies-based science class would help develop students' scientific literacy and communication skills. However, they have difficulties in conducting core competencies-based science class because they are not familiar with how to conduct the class and they expect that it will take a long time to prepare such a class.

Establishing the Concept of ICT-Based Creative Talented Persons (ICT기반 창의인재상 정립에 관한 연구)

  • Lee, Jaeho;Jin, Sukun;Shin, Hyunkyung
    • Journal of Internet Computing and Services
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    • v.17 no.5
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    • pp.141-150
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    • 2016
  • This study proposed the concept model of ICT-based Creative Talented Persons as the type of persons that gifted education in the ICT area should cultivate for the 21st century. The model of ICT-based Creative Talented Persons is made of three dimensions by 3 core competencies, 9 traits, and 27 characteristics. The field experts, that is, teachers on elementary and secondary school levels evaluate the validity of the model. Teachers expressed positive opinions about the validity of the multi-dimension model of ICT-based Creative Talented Persons. We expect that this model can provide a useful guide to designing and operating ICT education and ICT gifted education for cultivating talented persons to contribute for the future society.

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 of the relationship of Entrepreneurship, Absorptive capacity and Creative product (기업가정신, 흡수역량과 창의성과 간의 관계에 관한 연구)

  • Han, Byung-Cheol;Cho, Yong-Hwa;Song, Chan-sub;Kim, Eun-Kyeong;Lee, Sun-Kyu
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.187-197
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    • 2018
  • To improve Organization's creative product by using external knowledge and information. This study suggests the procedure among Entrepreneurship, absorptive capacity(Potential absorptive capacity, Realized absorptive capacity), Creative product. To the empirical analysis of the theoretical relationship, The research model was set up through literature research. method Empirical analysis was conducted using total 487 questionnaires from worker of electronic industry in Kyung-buk region. the results of this study are as followings; First, Entrepreneurship related positively to Creative product. Second, Creative product was affected through process in order of Entrepreneurship, Potential absorptive capacity, Realized absorptive capacity. This results contribute to the improvement of organization's Creativity and the utilization of external knowledge.