• Title/Summary/Keyword: 창의적 역량

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Discrepancy between the Perception and Reality of early Childhood Educators Regarding Creative Competency of the early Childhood Education Institutions (유아교육기관의 창의적 역량에 대한 유아교사의 인식과 실행 간 차이)

  • Kim, Soo-Im;Jung, Na-Young
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.13-23
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    • 2016
  • This research studies the discrepancy between the perception and reality of the early childhood educators regarding the creative competency of the early childhood education institutions, and the differences stemming from the background characteristics of the educators. Subjects were 114 early childhood educators drawn from kindergartens in Daegu and Gyeongbuk province. 180 questionnaires were delivered through physical visit or mail to the institutions. The collected data were analyzed using t-tests, one-way ANOVA and the Scheffe post hoc test, and the result is as thus. Firstly, the discrepancy between the perception and the reality of the educators was significantly different in all sub-domains. Secondly, The discrepancy between the perception and reality, according to the background characteristics, showed significantly different in the following domains: according to the position of the educators, in some sub-domains of autonomy; according to the academic background, in some sub-domains of the leadership; according to the career of the educators, in some sub-domains of diversity; and according to the age of the educators, in some sub-domains of diversity and leadership.

The Influence of Senior Entrepreneurship Competency and Start-up Support Policy on Entrepreneurship Intention: Focusing on the Moderating Effect of Mentoring (시니어 창업자 역량과 창업지원정책이 창업의지에 미치는 영향: 멘토링의 조절효과를 중심으로)

  • Kim, Young Tae;Heo, Chul Moo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.2
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    • pp.109-121
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    • 2021
  • With the recent increase in senior retirement, and senior start-ups are becoming more active due to high interest in start-ups. Research on young entrepreneurship, including college students, is being actively conducted, but most of the preceding research on senior entrepreneurship was conducted mainly on personal characteristics and social environment, and there were not many empirical studies on the influencing factors of entrepreneurship support policies. In this study, research and discussion on the entrepreneurial support policy and entrepreneurial competence as the influencing factors of senior entrepreneurship. As the independent variable of this study, the founder's competency was adopted as two factors: technical competence and creative competency, and the entrepreneurial support policy was divided into education support and funding support. Mentoring was set as a controlling variable and entrepreneurial intention was set as a dependent variable. A total of 232 questionnaires collected from seniors in their 40s or older were empirically analyzed. To verify the hypothesis of the study, SPSS 23 was used for exploratory factor analysis and regression analysis, and Process 3.4 was used for moderation effect. As a result of the study, it was found that the factors of technical competence, creative competence, educational support, and funding all have a significant influence on the will of entrepreneurship. It was found that creative competency(𝛽=.318), funding support(𝛽=.188), educational support(𝛽=.152), and technical competence(𝛽=.139), in this order, influenced the entrepreneurial intention. It was verified that the moderating effect of mentoring was significant between technical competence, creative competence, and entrepreneurial intention, but the moderating effect of mentoring between educational support, funding and entrepreneurial intention was not. The implications of this study will contribute to the research of senior start-up support policies, institutional supplementation, and differentiated start-up support programs by studying the factors of senior start-up capabilities and start-up support policies. It is also believed that it will contribute to the search for ways to increase creative capabilities that have a high influence on the willingness to start a business and the expansion of mentoring functions.

Development of Software Course Model and Verification of its Effects to Foster Creative Competency of University Students (대학생의 창의역량 함양을 위한 SW교과목 운영 효과 검증)

  • Oh, Mi Ja;Kim, Mi Ryang
    • The Journal of Korean Association of Computer Education
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    • v.21 no.6
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    • pp.15-26
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    • 2018
  • This study aims to examine whether software education has effects on improving creative competency. To this end, the study designed software education lessons to strengthen creative competency for 15 weeks and developed assessment tools. Based on the designed lessons, the 15-week lessons were provided for university students, including a pre-test in the first week and a post-test in the 15th week. The result showed that there was a significant difference in the effects of the lessons, with the mean value of creative competency 0.31 point higher and p-value of 0.002 in the post-test than in the pre-test. The sub-factors of creative competency, including flexibility, originality, openness, and creative implementing skills showed significant differences with p-value all lower than 0.05.

Changes of Directing Capability Displayed in the Visual Expressions in TV Dramas (TV 드라마 영상표현에 나타난 연출 역량의 변화)

  • Roh, Dong-Ryul
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.50-60
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    • 2014
  • A writer's text signals are converted into visual ones as a director exerts his fundamental capability to interpret and direct. On the other hand, his situational capability comes into play as the production environment changes. Such latest developments as the increasing popularity of production outsourcing, the sapped advertising market, and the growth in the number of the media channels and consequently heightened level of competition have led to changes in the way of advertising and production sponsorship. In turn, directors are faced with a new environment, where they are now required to pick up the role of an advertising director. Given that the production costs have been rising faster than the advertising revenue, such change in the director's situational capability seems to be part of the overall drama industry's evolution.

대학 창업교육이 진로에 미치는 효과성에 대한 연구

  • An, Tae-Uk;Park, Jae-Hwan
    • 한국벤처창업학회:학술대회논문집
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    • 2018.04a
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    • pp.115-121
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    • 2018
  • 창업교육에서 강조하는 창의성 역량은 사회에 필요한 융합형 인재 육성을 위해 반드시 필요한 부분이다. 하지만 이제까지 창업교육에 대한 효과성을 검증함에 있어서 창업분야에 대한 단편적인 효과중심으로 연구되었고 진로에 어떠한 영향을 미치는지에 대한 효과 연구는 매우 부족한 실정이다. 이에 본 연구에서는 선행연구와 차별적으로 대학의 창업교육을 통한 역량함양이 사회에 진출을 앞두고 있는 대학생의 진로준비와 행동에 어떤 영향을 미치는지에 대해 실증분석 검증하였다. 2016년 8월부터 설문조사를 실시하였고 지역별 창업교육을 수강한 대학생 393개의 표본을 실증분석에 활용하였다. 분석결과 창업교육을 통해 함양된 협업적의사소통능력, 창의적문제해결능력은 기업가정신과 자기효능감에 정(+)의 영향을 미쳤고, 기업가정신과 자기효능감은 진로준비행동에 정(+)의 유의미한 영향을 미쳤다. 또한 기업가정신, 자기효능감의 매개효과 검증에서 협업적 의사소통능력, 창의적 문제해결능력과 진로준비행동 사이에 정(+)의 영향을 미쳤지만 창업교육에 의한 창의성 역량들은 진로준비행동에는 직접적인 유의미한 영향이 없는 것으로 분석되었다. 이에 본 연구의 시사점은 대학의 창업교육의 효과 검증에서 창업교육의 양적인 확대보다는 기업가정신과 자기효능감을 고취 함양시킴으로써 진로준비행동에 긍정의 영향을 미친다는 시사점을 도출 할 수 있었다. 또한 대학 창업교육의 중요성 검증과 향후 다양한 효과에 대한 평가를 학생창업 영역 뿐만 아니라 다각도로 추가 연구가 필요하겠다.

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A Study on Instructional Design and Effectiveness for Solving Real Life Problems based on Design Thinking (디자인 사고 기반 실생활 문제 해결을 위한 수업 설계 및 효과성 연구)

  • Bo Kyung Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.471-478
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    • 2023
  • Teaching and learning research is essential to prepare for the era of the 4th industrial revolution. We must strengthen the creative educational capabilities of prospective teachers by improving the curriculum and teaching-learning model of teacher training colleges. Future education should foster creative thinking based on communication and collaboration. In this study, we improved the future teaching and learning model and applied it to actual classes. In addition, we verified the effectiveness by conducting pre- and post-surveys on the capabilities of future creative teachers. The survey consists of common satisfaction questions and questions about future creative teacher capabilities. As a result of the analysis, we confirmed that the capacity of future creative teachers increased.

A Study on the Creativity and Convergence Competency Represented in the New Seventh Grade Mathematics Textbook (2015 개정 수학 교과서에 반영된 창의·융합 역량 요소 탐색 - 중학교 1학년 그래프 단원을 중심으로 -)

  • Hwang, Hye Jeang
    • Communications of Mathematical Education
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    • v.32 no.4
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    • pp.477-493
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    • 2018
  • The six core competencies included in the mathematics curriculum Revised in 2015 are problem solving, reasoning, communication, attitude and practice, creativity and convergence, information processing. In particular, the creativity and convergence competency is very important for students' enhancing much higher mathematical thinking. Based on the creativity and convergence competency, this study selected the five elements of the creativity and convergence competency such as productive thinking element, creative thinking element, the element of solving problems in diverse ways, and mathematical connection element, non-mathematical connection element. And also this study selected the content(chapter) of the graph in the seventh grade mathematics textbook. By the subject of the ten kinds of textbook, this study examined how the five elements of the creativity and convergence competency were shown in each textbook.

The Antecedents of Successful Alliance Performance (기업 간 제휴 활동이 제휴 성과로 이어지기 위한 선행요인에 관한 연구)

  • Kang, Seongho;Kang, Hayoung;Park, Heungsoo
    • Asia Marketing Journal
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    • v.13 no.2
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    • pp.49-69
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    • 2011
  • Issues of how firms form collaborative inter-firm alliances, how they nurture the alliance relationships as meaningful ones, and how they evolve and manage collaborations in turbulent market environments deserve increasing research attention. To contribute to filling this void, this study conceptualizes an alliance orientation as a firm's capabilities to help achieve an advantageous alliance performance to its rivals and based on this concept, demonstrates specific process for a successful alliance performance. First, this study empirically explores the influence of a new construct, alliance orientation, on firms' alliance performance. Second, the concept of alliance creativity as a positional mediation variable between alliance orientation and market performance is explained and then empirically explored. Third, alliance performance as a mediator between alliance orientation and market performance is presented and then is empirically reviewed.

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A Study on Christian Educational Implications for 6 Key Competencies of 2015 Revised National Curriculum (2015 개정 교육과정의 6개 핵심역량에 대한 기독교교육적 함의)

  • Seo, Mikyoung
    • Journal of Christian Education in Korea
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    • v.63
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    • pp.221-253
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    • 2020
  • The purpose of this study is to define the key competency as Christian(in another word: Christian key competency) and to interpret the six key competencies of the 2015 revised curriculum in a Christian educational way. Also as an alternative to the key competencies model of the 2015 revised curriculum, this study aims to materialize the formation of a Christian key competencies model based on Christian faith. This study derived 'faith' from the key competencies as Christian throughout preceding research analysis. The 'faith' of the key competencies as Christian means the ability to know oneself, and to know the world and God within the knowledge of the Bible (knowledge of God) in the personal relationship with God, and also it is the ability to think, judge, and act with biblical values, Christian world view, and Christian self-identity. The key competency 'faith' could be the basis (standard) of motivation, attitude and the value of all competencies in cultivation and exercise. The model of Christian key competencies has the structure in which each six key competencies become to be cultivated based on the Christian key competency called "faith." Based on the structure, the six key competencies of the 2015 revised curriculum were interpreted and explained from the perspective of Christian education. In the self-management competency, self-identity can be correctly formed in relations with transcendent God. In aesthetic emotional competency, the empathic understanding of human beings comes from the understanding of the image of God, the supreme beauty, the source of beauty. About the community competency, human community is the source of God who created the universe, human and all of things. It is because a Christian community is a community within the relationship of Trinity God, Nature and others. Therefore regions, countries, and the world become one community. Communication competency first stem from good attitudes toward yourself and others with respectful mind. It comes from an understanding of Christian human beings. Also, there is a need of having a common language for communications. The common language is the Bible that given to us for our communicative companionship. Through the language of the Bible, God made us to know about God, human being and the creative world, and also made us to continue to communicate with God, others and the world. For having the knowledge-information processing competency, a standard of value for the processing and utilization of knowledge and information is required. The standard should be the basis of moral and ethical values for human respect. About creative thinking competency, the source of creativity is God who created the world. Human beings who have the image of God own creative potential. As well as, creativity has different expression forms depending on individual preferences and interests, and different approaches will be made depending on each individual's importance and achievement. Individual creativity can be found through education, and it can be embodied by converging knowledge, skills and experience.

Development and Effect of the Creative Problem Solving Capacity Education Program for University Freshmen Using Game component (게임적 요소를 활용한 대학 신입생의 창의적 문제해결 교육 프로그램 개발 및 효과)

  • Jeon, Shin-young;Park, Joo-Hee
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.139-150
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    • 2021
  • This study analyzed the effectiveness by developing an online program to enhance collaborative problem-solving capabilities for college freshmen using gamification. According to the research results, the operational model of the online program for enhancing collaborative problem-solving capabilities using gamification was presented in five stages: 1 preparation, 2 team building, 3 assessment, 4 feedback, and 5 achievement sharing. The results of the "pre-test" and post T-test of creative problem-solving capabilities, the variables related to creative problem-solving skills, academic challenge, creative thinking ability, and convergence value creation have been significantly improved. What should be discussed in the future is the need to experience collaborative problem solving process online, and to develop game design and platform that can discuss and communicate.