• Title/Summary/Keyword: 창의적 역량

Search Result 428, Processing Time 0.034 seconds

Development of An Evaluation Index of Organizational Creativity Level (조직의 창의성 수준 평가 모델 개발)

  • Roh, Poong-Du;Cho, Yong-Gon;Cho, Keun-Tae
    • Journal of Korea Technology Innovation Society
    • /
    • v.14 no.1
    • /
    • pp.109-138
    • /
    • 2011
  • Recently, the rapid change in the technical environment and under global competition, there has been an increasing attention to the creativity among core competency of organization. Particularly, creativity is an initiative for technological innovations and a primary key factor to the success. Systematic understanding towards creativity is required to derive sophisticated creativity. However, previous researches involved in only one or two elements of creativity made it difficult to understand the holistic relations. Furthermore, the objective measurement tool of creativity is insufficient. Therefore, this study analyzes creativity from each level and clarifies the elements that can coordinately measure that. First, the study suggests three levels that compose creativity. Second, the study not only clarifies the factors influencing creativity from each level but also develops the evaluation index. The creativity level assessment model proposed in the study is capable of providing a guide-line that evaluates, and therefore enhance, the organization's competencies and potentials of creativity.

  • PDF

A Study on the Current Situation and Strategy of Education based on Smart Media in the Environment of Broadcasting and Communications Convergence (방통융합 환경에서의 스마트미디어 기반 교육 현황 및 전략 연구)

  • Lee, Sanggil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2020.07a
    • /
    • pp.513-516
    • /
    • 2020
  • 방통융합기술이 급격히 발전하고 이에 따른 서비스가 진화함에 따라 기존 미디어 환경은 실감화, 지능화, 연결화, 융합화 되는 스마트미디어 시대로 진입하면서 인간 생활에 혁신을 가져오고 있다. 기존 교육 환경이 학교의 틀에서 일방향의 형태로 지식을 전달하는 체제이지만, 4차 산업혁명시대에 진입하면서 사회는 굳은 조직과 질서의 틀을 벗어나 빠르게 다변화 하고 복잡해지는 사회 구조가 되어 가고 있어 지식을 쌓는 전통적인 교육보다는 당면한 문제를 주도적으로 해결할 수 있는 창의적 역량을 키워주어야 사회에서 적응할 수 있는 시대가 되었다. 따라서 이러한 스마트미디어를 교육 시스템에 활용하면 4차 산업혁명시대에 적합한 창의적 역량을 발휘할 수 있을 것이며 학습의 성취도, 만족도, 몰입도 등에서 상당한 효과를 얻을 수 있을 것이다. 본 논문은 현재와 미래의 융합미디어 환경에서 바람직한 교육정책을 제안하고자 한다.

  • PDF

Influence of Critical Thinking Disposition, Self-esteem, Creative Convergence Competency on Professional Self-concept in Nursing Students (간호대학생의 비판적 사고성향, 자아존중감, 창의융합역량이 간호전문직 자아개념에 미치는 영향)

  • Yang, Hae-Ju
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.21 no.11
    • /
    • pp.161-170
    • /
    • 2020
  • The purpose of this study was to identify the influence of a disposition towards critical thinking, self-esteem, creative convergence competency, and professional self-concept as factors affecting the professional self-concept of nursing students. This study was conducted on 326 nursing students between July 1st and July 30th, 2020. The data was collected by self-reporting questionnaires and analyzed with the SPSS/Win19.0 program using the descriptive statistics t-test, ANOVA, Pearson's correlation coefficient, and multiple regression. The mean score of critical thinking disposition was 3.39±0.02, self-esteem 3.46±0.03, creative convergence competency 3.33±0.02, and professional self-concept 3.07±0.02 in nursing students. There was a significant positive correlation between professional self-concept and critical thinking disposition (r=.748, p<.001), self-esteem (r=.642, p<.001), and creative convergence competency (r=.707, p<.001). The significant factors influencing professional self-concept were critical thinking disposition, self-esteem and creative convergence competency, which explained 67.8% of the variance. Therefore, this study suggests that there is a need for a strategy that increases critical thinking disposition, self-esteem, and creative convergence competency to improve professional self-concept in nursing students.

Development of a Maker Education Program Using Cement and Mold for Middle School Students and Effect on Convergence Ability for Creativity (시멘트와 거푸집을 이용한 중학교 메이커 교육 프로그램이 창의융합 역량에 미치는 효과)

  • Kim, Seong-Soo;Yoo, Hyun-Seok
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.6
    • /
    • pp.129-138
    • /
    • 2019
  • The trend of maker education has been mainly focused on program using digital devices, but maker education programs that can make students' creative ideas instantly in various shapes and make them by hand is insufficient. Therefore, in this study, we developed a maker education program using cement and molds and analyzed Effect on the convergence ability for creativity of students. In the preparation stage, educational use cases about cement and molds and the study objects and contents were extracted through the literature review. In the development stage, teaching-learning materials were developed and validity and evaluation tools to measure convergence ability for creativity were selected. In the implementation stage, the expert validity test on the teaching-learning materials and convergence ability test for creativity was evaluated, In the evaluation stage, the effects of the whole area and sub-area of the convergence ability for creativity was analysed. As a result of the t-test for the whole area of convergence ability for creativity, the students who took the maker education program showed a significant change. The test results on the teaching-learning materials showed a positive response to the communication, cooperation ability, knowledge and humanism.

Exploring Student's Ability to Improve Debate Based on Mathematics Competencies (수학교과역량에 기반한 학습자의 토론 능력 향상 방안 탐색)

  • Kim, Soocheol
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.8 no.12
    • /
    • pp.1-10
    • /
    • 2018
  • The purpose of this study is to analyze the mathematics competencies required in middle school Korean language class to find out ways to improve student's debate ability. The results of the analysis showed that creativity and information processing ability in research activities; problem solving ability, creativity, information processing ability in planning activities; reasoning and creativity, information processing ability in rebutting activities; problem solving and reasoning in summary activities. In cross-inquiry activities, problem solving and reasoning, information processing, and creativity are required; creativity in final focus; problem solving and reasoning ability in judgment and general review; preparation time activities require problem solving, reasoning, and information processing ability. Therefore, in order to improve the debate ability of the students, it is required that the mathematics competencies such as problem solving, reasoning, information processing, and creativity are increased.

대학의 창업교육서비스품질이 교육만족과 창업역량, 창업의지에 미치는 영향

  • Gwak, Dong-Sin;Jeong, Hwa-Yeong;Yang, Yeong-Seok
    • 한국벤처창업학회:학술대회논문집
    • /
    • 2016.04a
    • /
    • pp.108-117
    • /
    • 2016
  • 본 연구는 대학의 창업교육 서비스 품질이 교육만족과 창업역량, 창업의지에 미치는 영향에 관한 연구이다. 대학에서 다양한 창업교육이 진행되고 있지만 창업성과에 대한 연구는 많이 이루어지지 않고 있다. 본 연구에서는 창업성과를 높이기 위한 요인을 분석하기 위해 창업교육의 서비스 품질이 교육만족과 창업역량, 창업의지에 미치는 영향에 대해 살펴보았다. 첫째, 창업교육 서비스 품질을 측정하기 위해 서비스 품질에 대한 이론적 배경을 바탕으로 유형성, 신뢰성, 반응성, 확신성, 공감성 등 5개 요소 21개의 문항을 설정하고, 설문 분석 결과를 바탕으로 창업교육 서비스 품질이 교육만족과 창업역량에 미치는 영향을 알아보았다. 둘째, 고객 만족에 대한 선행연구를 바탕으로 창업교육 수강생의 교육만족을 정의하고, 창업역량의 요소 중 성취역량, 창의성역량, 개념화역량, 사회적 역량 등에 미치는 인과관계를 분석하였다. 셋째, 교육만족과 창업역량이 창업의지에 미치는 인과관계를 분석하였다. 그 결과, 창업교육 서비스 품질은 기존의 연구와 다르게 유형성과 신뢰성이 하나의 요인으로 분석되어 반응성, 확신성, 공감성 등 4개 요인으로 확인되었고, 4개의 요인으로 구성된 창업교육 서비스 품질이 교육만족과 창업역량에 영향을 주는 것으로 확인되었다. 또한, 창업역량 요인을 4개로 정의하여 설문을 분석한 결과 성취역량과 창의성역량이 하나의 요인으로 분석되어 개념화역량, 사회적 역량과 함께 3가지 요인으로 확인되었다. 이는 교육만족에 영향을 받는다는 것을 확인할 수 있었다. 창업의지는 창업역량에 영향을 받았지만, 교육만족에 직접적인 영향을 받지 않는 것으로 확인되었다. 이러한 결과는 교육만족이 창업역량을 통하여 창업의지에 간접적인 영향을 미친다는 것을 의미한다. 차후 연구에서는 대상을 여러 지역 혹은 전국으로 확대할 필요성이 있으며, 다른 변수와의 접근 방법을 가지고 연구되어야 할 것이다.

  • PDF

An Exploratory Study on The Pre-service Teachers' Perception of Education Paradigm in The Fourth Industrial Revolution Era (4차 산업혁명 시대 사범대학 예비교사의 교육패러다임 인식에 관한 탐색적 연구)

  • Kim, Eunjin
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.9
    • /
    • pp.248-259
    • /
    • 2018
  • The purpose of this study was to analyze the pre-service teachers' perception for education paradigm and teacher's teaching competency in the fourth industrial revolution era. For this study 53 pre-service teachers participated in the discussion instruction during one semester. The study result was to analyze the discussion reports of pre-service students using the grounded theory approach. As a result, the pre-service students responded that the school needs to change the learner-centered education and assessment method in the fourth industrial revolution era. Secondly, the result of the teachers' teaching competencies was the integrated curriculum reconstruction, information processing, empathy and understanding, creative teaching and instructional design, collaboration and communication. This study is expected to contribute to the change of education paradigm for pre-service teachers in the fourth industrial revolution era.

A study on the Effect of consultants' competency on Organizational performance through service quality: focusing on organizational creativity and innovation (컨설턴트의 역량이 서비스 품질을 통해 조직성과에 미치는 영향에 관한 연구: 조직 창의성과 혁신성 중심으로)

  • Lee, Jung Ea;Seo, Young Wook;Lee, Jeong Kwan
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.21 no.5
    • /
    • pp.577-584
    • /
    • 2020
  • This study examined the effects of management consultant competency (ability, professionalism) and consulting service quality (reliability, assurance) on organizational creativity and innovation. The research target was companies with experience in consulting, and sample data from 62 surveyed companies (80 persons) were analyzed using SPSS 25.0 and Smart PLS 2.0 based on statistics to perform frequency analysis, reliability, and feasibility analysis. The summary of the research results is as follows. First, it has been verified that consultant competency (ability, professionalism) and consulting service quality (reliability, assurance) had positive impacts. Second, service reliability and assurance, which are components of consulting service quality, significantly affected consulting performance (organizational creativity, innovation). Taken together, management consulting has a positive effect on creativity and innovation in an organization and ultimately contributes to improvement of the business performance of the company, depending on the competency of the consultant and quality of the services provided. Based on the results of this study, we intend to improve the quality of SME consulting by providing theoretical and practical implications as well as contribute to the growth of SMEs requiring innovation in the era of the 4th Industrial Revolution.

PBSL(Project based Self Learning) for Pre-production of Game·Animation·Visual Images (게임·애니메이션·영상 기획 프로젝트 수업을 위한 PBSL(Project based Self Learning))

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
    • /
    • v.17 no.11
    • /
    • pp.467-474
    • /
    • 2019
  • Key areas of digital contents, the games and animation industries are increasingly expanding. Therefore, training of a specialized workforce is required in accordance with these enterprises' growing demand. Education in the field of games and animation lies in cultivating talents with creative thinking, collaboration, and problem-solving skills. Thus, this paper aims to propose a PBSL teaching model for creative convergent talent through game and animation projects. The study will focus on the characteristics of creative convergence talents, project teaching, and related job competencies for game and animation education. Based on literature research, a 'Project Based Self Learning' instructional model is presented, in which creative thinking and collaboration competencies are explained in a way they can be performed by the learner. As a case study, D University's class was applied with PBSL. A survey showed that the autonomy aspects were higher than the creativity and convergence attitudes, indicating that the students improved their autonomy and motivation. However, the team composition needs further supplementation.

A Study on the Creative Value Innovation Strategy and Creative Value Design (기업 경쟁력 강화를 위한 창의 가치 혁신 전략과 창의 가치 설계에 관한 연구)

  • Lee, Kang-Koon
    • Proceedings of the Korean Society for Quality Management Conference
    • /
    • 2006.11a
    • /
    • pp.396-403
    • /
    • 2006
  • 글로벌경쟁 시대에 지속가능한 성장(sustainable growth)을 달성하기 위해서는 경영환경 변화에 대한 신속하고도 유연한 전략적 대응이 요구된다. 이를 위해서는 고객과 시장의 요구에 대한 적극적 대응을 토대로 경쟁자가 쉽게 모방할 수 없는 차별적인 경쟁우위의 확보와 함께 조직의 핵심역량을 강화해 나가야 한다. 본 연구에서는 기업경쟁력 향상을 위한 창의가치혁신 전략과 이에 따른 창의가치설계(Creative Value Design) 방법론을 제안한다

  • PDF