• Title/Summary/Keyword: 창의적 환경

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A Design and Effect of Maker Education Using Educational Artificial Intelligence Tools in Elementary Online Environment (초등 온라인 환경에서 교육용 인공지능 도구를 활용한 메이커 수업 설계 및 효과)

  • Kim, Keun-Jae;Han, Hyeong-Jong
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.61-71
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    • 2021
  • In a situation where the online learning is expanding due to COVID-19, the current maker education has limitations in applying it to classes. This study is to design the class of online maker education using artificial intelligence tools in elementary school. Also, it is to identify the responses to it and to confirm whether it helps improve the learner's computational thinking and creative problem solving ability. The class was designed by the literature review and redesign of the curriculum. Using interveiw, the responses of instructor and learners were identified. Pre- and post-test using corresponding sample t-test was conducted. As a result, the class consisted of ten steps including empathizing, defining making problems, identifying the characteristics of material and tool, designing algorithms and coding using remixes, etc. For computing thinking and creative problem solving ability, statistically significant difference was found. This study has the significance that practical maker activities using educational artificial intelligence tools in the context of elementary education can be practically applied even in the online environment.

The Relationship between College Students' Team Learning Goal Orientation and Their Team Creativity: The Roles of Team Reflexivity, Team Efficacy, and Positive Group Affective Tone (대학생들의 팀 학습목표 지향성과 팀 창의성의 관계: 팀 성찰, 팀 효능감, 그리고 긍정적 집단 정서 분위기의 역할)

  • Kim, Mihee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.10
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    • pp.159-168
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    • 2019
  • This study draws on goal orientation theory and proposes the team learning goal orientation as an antecedent of team creativity. In addition, an Input-Process-Output (IPO) model was adopted, in which the team reflexivity, team efficacy, and positive group affective tone (PGAT) are linking mechanisms in the relationship between team learning goal orientation and team creativity. Using 57 teams from three lectures of the college, hierarchical regression analysis was conducted at the team level. The results showed that the team learning goal orientation had positive associations with team creativity, team reflexivity, and team efficacy. In addition, team reflexivity and team efficacy positively predicted the team creativity. Furthermore, the relationship between team learning goal orientation and team creativity was mediated by the team reflexivity and team efficacy. In contrast to predictions, PGAT did not show significant relations with both team learning goal orientation and team creativity. In conclusion, this study integrated the team-learning goal orientation and team creativity literature and contributes to the understanding of team reflexivity as a cognitive process and team efficacy as a motivational process between the team property and team creativity. These results have practical implications for managing teams.

서비스 산업에서의 문제해결을 위한 정보시스템 설계에 관한 연구

  • Lee, Chang-Gyun;Go, Seok-Yong;Lee, Yun-Bae
    • 한국경영정보학회:학술대회논문집
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    • 2008.06a
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    • pp.238-244
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    • 2008
  • 본 연구는 급변하는 경영환경에서 서비스 기업들이 빠르고 창의적인 혁신활동으로 기업의 문제를 해결을 지원하기 위한 문제해결 정보시스템을 설계 하고자 하는 연구이다. 이를 위해 창의적 혁신 기법인 TRIZ 혁신 기법과 고객관점의 최적화 기법인 6시그마 기법을 융합하여 CTQ를 중심으로 하는 3단계 문제해결 Logic과 이를 지원하는 정보 시스템 설계에 대한 Framework 및 속성들을 제시하였다. 또한 서비스 기업의 일반적 사례 적용을 통해 문제해결정보시스템의 활용 가능성을 확인 하였고, 이에 대한 문제해결 시스템 적용을 통해 서비스 기업들의 경영혁신을 고도화하여, 기업의 경쟁력을 향상할 수 있다는 점을 제시해 주고 있다.

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The Development of Problem Solving Oriented Java Programming Online Course Contents (문제해결 중심의 자바프로그래밍 온라인 강의 교안 개발)

  • Lee Sang-Gon
    • Journal of Engineering Education Research
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    • v.5 no.2
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    • pp.10-21
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    • 2002
  • In the knowledge based society, the development of creative human resources is one of the core factors for securing a national competition power. Especially in the software industries, the development of human resources who can solve a problem creatively by applying object oriented programming technique which is a update Programming technology is required. In this paper, we designed a lecture plan and produced it into a course contents which could be run on a online learning system. The teaching focuses of the developed course are the development of problem solving ability and object oriented design and programming ability through Java.

Research on the Curriculum for Integration of ICT+Design (ICT+디자인 융합 교육과정 개발연구)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.20 no.1
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    • pp.105-114
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    • 2017
  • Nowadays, novel and innovative technology including 3D printers, internet of things (IoT), and wearable devices are rapidly emerging. As we must constantly keep up with the most recent trends, words like convergence, multidisciplinarity, and design revolution indeed define society today. Due to the expansion of such diverse technological, industrial, and academic convergence trends, the role of design is becoming evermore essential in development of products as well as creative services. Even the government is pushing towards a 'creative economy' by encouraging ICT convergence to create novel industries as well as advanced jobs. In order to adapt flexibly to such changes in global trends, a solid academic curriculum centered around 'ICT+Design' must be developed. In the current research, we analyzed various literature and benchmarked the major universities both domestic and foreign. Also we utilized a survey-based approach against subjects who are experts or design specialists working in environments related to industry and research. In our proposed integrated ICT+Design educational curriculum, students familiarize themselves with design perspectives and methodology to creatively carry out the course. Moreover, experts from design and ICT came together in an act of 'Radical Collaboration' in which they shared their unique 'Design Thinking' in order to promote understanding and cooperation. Furthermore, industry experts have also taken part as mentors in order to create a workplace-oriented course with various integrated projects. Most importantly, the course was designed so that in addition to research, students can really get hands-on with their ideas in the creativity-integrated workplace.

A study on the effective utilizing methods of e-NIE in e-learning environments (이러닝 환경에서 e-NIE의 효과적인 활용방안 탐색)

  • Park, Ji-Yeon;Chun, Seok-Ju
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.263-268
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    • 2010
  • 다양한 사회의 문제를 여러 각도에서 담고 있는 신문은 교과서의 한계를 보완하고자 하고 다양한 교수학습방법을 필요로 하는 교육계의 요구와 결합하며 NIE학습을 등장시켰다. 정보통신기술의 발달과 시대적 요구에 의해 종이 신문은 인터넷 신문으로 변화하였고, NIE학습은 정보통신기술의 인프라 기반이 완비된 학교, 가정에서 지식정보화 사회의 급변하는 환경 변화에 능동적으로 대응해 나갈 수 있는 창의적이고 전문적인 인적자원의 육성을 목적으로 하는 이러닝(e-learning)의 학습방법과 결합하여 e-NIE로 발전하였다. e-NIE학습이 이루어지기 위한 필요조건을 알아보고, 기존의 NIE학습이 가지고 있던 장점을 살리면서 이러닝의 환경 속에서 보다 효과적으로 활용할 수 있는 e-NIE의 학습 활동 종류를 4가지 영역으로 나누어 각 영역의 활동을 구체적으로 제시해 보았다.

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Design of a Web-Based Learning Program through Six Thinking Hats for Creativity Development (창의성 개발을 위한 여섯 색깔 사고 모자 기법 중심의 웹기반 학습 프로그램 설계)

  • Park, Yun-Seong;Lee, Jae-Inn
    • 한국정보교육학회:학술대회논문집
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    • 2005.08a
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    • pp.116-123
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    • 2005
  • 현재의 교육에서 창의성은 선택이 아닌 필수 조건이다. 예전의 모범답안 찾기식 교육으로는 복잡한 현대 사회에 적응하기도 어렵거니와 남보다 한 걸음 더 앞서 나갈 수가 없다. 그만큼 창의성 개발이 중요하다고 할 수 있으나, 국내에서 환경을 이용한 실용적인 창의성 개발 프로그램은 많지 않다. 이에 본 연구에서는 창의성 개발 기법 중에서 한 가지 주제에 대하여 여러 관점에서 접근하도록 하는 기법인 여섯 색깔 사고 모자 기법과 그 기법을 활용할 수 있는 대표적인 네 가지 주제에 대하여 웹 상에서 학습할 수 있도록 프로그램을 설계하였다.

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Cheil Communications:Empowering Brands with Total Strategic Planning and Creative Media Solutions (통합적 브랜드 전략과 창의적 미디어 솔루션을 조화시킨 마케팅 커뮤니케이션 선도기업 - 제일기획)

  • Lee, Eun-Ju;Yoo, Chang Jo;Han, Sang Lin
    • Asia Marketing Journal
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    • v.8 no.3
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    • pp.123-139
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    • 2006
  • Cheil Communications, a leading ad agency in Korea. has been implementing successful marketing strategies in the following three areas: (1) total strategic planning that maximizes clients' brand equity; (2) distinctive creative strategies that increase viewer acceptance with outstanding artwork; and (3) media planning and execution strategies based on systematic consumer research. This case demonstrates how Cheil Communications has empowered the clients' brands in the ever-changing marketplace, reinventing itself as a prominent global agency for the future.

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An Analysis of Creativity Factors, Family Backgrounds and Parenting Styles of Korean 3 Inventors in Korean Elementary Textbooks through Narrative Inquiry (내러티브 탐구를 통한 초등 교과서에 수록된 한국 발명가 3인의 창의성 요소, 가정환경, 부모 양육방식 특징 분석)

  • Chae, Dong-Hyun;Jo, Dae-Young
    • Journal of the Korean Society of Earth Science Education
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    • v.13 no.3
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    • pp.196-210
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    • 2020
  • According to many researches, invention education relates to improvement of students' creativity and problem solving skills, which are essential in future. So effective invention education is necessary. This study is to analyze creativity factor, family background and parenting style of three korean inventors in elementary textbooks through narrative inquiry and find similarities. As a result of study, all three inventors had intellectual curiosity, originality, productive thinking and sophistication. And they were born in wealthy families and had a member who support them. Also, their parents had secure attachments to them, actively participated in their education and were the first person who found their creativity.

The Effect of the Appreciation of Artwork in the Workplace on Creativity (업무공간에서의 미술품 감상이 직장인의 창의성에 미치는 영향)

  • Bae, Ji Hye;Lee, Seung Hyun;Wang, Yeun Ju;Kim, Sun Young
    • Korean Association of Arts Management
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    • no.54
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    • pp.33-57
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    • 2020
  • This study aimed to empirically analyze the effect of the appreciation of artwork in the workplace on creativity. To this end, two virtual workspace images with and without artwork were created, and an online survey was conducted with office workers. A regression analysis was performed on the results to investigate whether and how much the appreciation and recognition of artwork was effective for the creativity. As a result, among the factors of recognition according to the appreciation of artwork, "intellectual development" and "thinking" showed positive effects on the five sub-factors of creativity at work, such as original flexibility, alternative problem-solving skills, pursuit of adventure and freedom, individual independence, and exploratory immersion. Unlike most previous studies, however, "understanding" had a negative effect on original flexibility. In conclusion, it was found that some of the factors of the appreciation and recognition of artwork had a positive effect on creativity at work. This study provides implications that the appreciation of artwork in the workplace is effective for improving creativity at work and that it is important for each company to develop a streamlined approach based on its goal of pursuing a creative environment. In addition, it is expected that this study will contribute to the widespread use of artwork sharing services at workplaces as well as encouraging more empirical studies to be done on the effect of the services.