• Title/Summary/Keyword: 창의적 환경

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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.

Effect of Board Game Design Activity for Environmental Education on High School Students' Environmental Knowledge, Environmental Literacy and Creative Engineering Problem Solving Propensity (환경교육용 보드게임 디자인 활동이 고등학생들의 환경적 지식, 환경 소양과 창의 공학적 문제해결 성향에 미치는 영향)

  • Kim, JuHui;Nam, Younkyeong
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.1
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    • pp.117-131
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    • 2022
  • The purpose of this study is to develop a board game design activity for environmental education and to investigate how it affects high school students' environmental knowledge, environmental literacy, and creative engineering problem solving propensity. Twenty-five freshman and sophomore students belonging to the environmental club participated in this study. The board game activity was designed as 10 class hours lessons based on the engineering design process. The main data source of this study was pre-post students' conceptual maps of the environmental topics (global warming or ecosystem destruction) to measure the background knowledge on the topic. In addition, the environmental literacy measurement questionnaire and the creative engineering problem solving propensity questionnaire were collected before and after the activity. The result shows that the number of environment-related words described by the students on the post-concept map increased compared to the pre-concept map. In addition, the environmental literacy score and the creative engineering problem-solving propensity score increased significantly after performing the board game design activity. The results show that environmental lessons using board game design activities can help student develop various competencies in a good way. As above, research that combines board games and secondary education must be activated, and a new educational method and systemic support for in-service teachers who want to apply it to science classroom is required.

The Effects of Small-Medium Suppliers' Adaptive Learning on New Product Creativity and Performance (중소공급업체의 시장적응학습이 신제품 창의성과 성과에 미치는 영향)

  • Kang, Seongho;Lee, Hangeun
    • Journal of Korea Society of Industrial Information Systems
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    • v.24 no.5
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    • pp.41-52
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    • 2019
  • The rapidly changing business environment requires small and medium-sized suppliers to develop creative new products. Therefore, many previous studies have attempted to identify important factors for successful new product development. However, despite the importance of firm learning has generated considerable interest in new product development, the central issue of firm learning remains unanswered. Therefore, this study investigated the effect of adaptive learning of small and medium suppliers on creativity and new product performance in new product development. As a result, it was confirmed that adaptive learning positively affects both novelty creativity and meaningfulness creativity. On the other hand, meaningfulness creativity has a positive effect on new product performance, but novelty creativity has no effect on new product performance.

An Analytical Study on the Studies of Mathematical Creativity in Korea: Focusing on the Essence of Mathematical Creativity (창의성의 본질적 관점에서 본 수학적 창의성 교육의 국내 연구 동향)

  • Ha, Su Hyun;Lee, Kwang Ho;Sung, Chang Geun
    • School Mathematics
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    • v.15 no.3
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    • pp.551-568
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    • 2013
  • The purpose of this study is to verify the research trends on 101 articles about mathematical creativity published in domestic journals. The analysis criteria are as follows: (1)What kind of terms the articles use to refer to the creativity in mathematics education, (2)Whether the researchers conceptualize such the terms or not, (3)Whether the definitions are domain-specific or not, (4)What perspectives, categories and levels of the articles have on creativity. The results of this study show the following. First, numerous articles used 'mathematical creativity' in order to point to the creativity in mathematics education. Second, among the 101 selected articles, 60 (59.4%) provided an explicit definition of the mathematical creativity and 19(18.8%) provided an implicit definition. Among the 79 articles, only 43(54.4%) provided domain-specific definitions. Second, the percentage of articles preferring one perspective over the other 3 perspectives were similar. Third, the rate of articles which focused on press(environment) of all categories (person, process, product, press) was low. Fourth, regarding the levels of creativity, most articles were done on little-c creativity level, on the other hand, the articles having an interest in mini-creativity were very rare. Based on these results, necessities of explicit and domestic-specific definition, whole approach of mathematical creativity, and articles focusing on the mini-creativity level should be reported.

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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
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    • 2006.11a
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    • pp.396-403
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    • 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

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An Exploration on the Creative Disposition, Creative Thinking Power, Multiple Intelligences and Morality of Gifted Children (유소년영재의 창의적 성향.창의적사고력.다중지능.도덕성에 관한 탐색)

  • Ryu, Bong-Sun;Lee, Gyoung-Eun;Hong, Seong-Yong
    • Journal of Gifted/Talented Education
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    • v.21 no.4
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    • pp.979-992
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    • 2011
  • Gifted children cultivate their many talents through experience. For the purpose of revealing the talents or abilities of gifted children, it is necessary to provide them with various types of environment for their exploration from the early stage of their school age. In addition, knowing their concern, aptitude and interest from the early stage of their school age will be much helpful for them to grow, advance and search for their future career path. Accordingly, the purpose of this study is to examine the definitional and cognitive characteristics of gifted children through tests on the creative disposition, creative thinking power, multiple intelligences and morality of gifted children at the early stage of their school age in order to provide basic information on the gifted children studies. Accordingly, 90 gifted children were selected as the participants of this study through observation and recommendation. The result showed much difference between the second grade and the third grade in their creative disposition, creative thinking power, multiple intelligences and morality according to school year. As for the difference according to gender, the second grade female students showed meaningful differences in the sub-domain of creative disposition, multiple intelligences and morality and the third grade showed no differences. Such study result shows that students in upper school year clearly have their own sense of purpose.

Vocational Adjustment in Elderly Men Who Chose a Creative Occupation after Retirement (퇴직 후 창의적 직업을 선택한 남성 노인의 직업적응 경험)

  • Lee, Hak Seung;Jun, Hey Jung
    • 한국노년학
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    • v.39 no.2
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    • pp.261-284
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    • 2019
  • This study examines the vocational adjustment experiences of elderly men who chose a creative occupation after retirement. The aims are to understand the related meanings and to provide specific empirical data on the elderly who hope to start a creative occupation. Five men aged 65 years or older who chose a creative occupation after retirement were enrolled in the study. Data were collected through in-depth interviews with the participants. The collected data were qualitatively analyzed, and a total of 7 categories, 25 subcategories, and 132 concepts were identified. The seven categories were "challenge led by a sense of freedom," "reflection of the need for 'fun,'" "difficulties and limitations felt by a non-expert," "concerns and effort to afford the increasing expenses," "joy for accomplishment," "ways to utilize my creativity," and "reward from increased social participation." The participants felt that adjusting to a creative occupation was a process by which their potential creativity was expressed. They felt the joy of working that they had not felt before, and the series of processes by which they overcame difficulties during work and increased their social participation were in line with the goals of creative aging. In order to help older adults in Korea to choose and adjust to creative occupations in their older adulthood, there is a need for creative-occupation-related education prior to retirement and for various policies and practical efforts that consider the change of social environment. Furthermore, our findings suggest that choosing a creative occupation after retirement is an effective measure for promoting successful aging among the elderly in Korea.

Learning Method using RDS for Creative Problem Solving (RDS를 이용한 창의적 문제해결 학습방법)

  • Hong, Seong-Yong
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.11
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    • pp.1126-1130
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    • 2010
  • Research on intelligent robot is in active progress as the next generation IT education area. Since intelligent robots are closely related to the real human world, they should provide human behaviors or judging ability as their functions. For this reason, research is recently done not only on diverse hardware of robot education but also on service component architecture which includes various functions. In this paper we propose a study on learning to creative solve problems using RDS(Robotics Developer Studio). RDS is a software tool to control or program intelligence robot as a software module. Using service component framework which considers standardization of the integrated development of intelligent robot, we expect to provide 3-dimensional visual simulation environment, and save time and costs in education the environment for the intelligence robot experiment.

Scientific Creativity Development: The Case Studies of Creative Korean (과학적 창의성의 발달: 창의적 한국인 사례에 대한 전기적 연구)

  • Kang, Jung-Ha;Choe, In-Soo
    • Journal of Gifted/Talented Education
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    • v.19 no.3
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    • pp.529-563
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    • 2009
  • The object of this study is to understand creativity development by examining the emergent process of accomplishments from case studies on individuals who had made creative accomplishments in science. Especially this study focuses from childhood to adulthood of the research participants before they accomplished their goal. For case studies, 10 people who made creative accomplishments in the science and technology domain were selected for interviewing as the research participants. Analyzing data were made using by KES. Then it is summarized and described the representative traits of each period of the research participants.

An Analytical Study on Studies of Creativity Education in Korea: Focusing on Categories and Levels of Creativity (국내 창의성 교육 연구 동향분석: 창의성의 범주 및 수준을 중심으로)

  • Cho, Youn-Soon;Jeong, Ji-Eun
    • Journal of Gifted/Talented Education
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    • v.22 no.2
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    • pp.333-352
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    • 2012
  • Creativity has been suggested as a prime educational objective by national curriculum of Korea and research on creativity education has been increased since 2000s. How the researcher conceptualizes and approaches creativity affects the research. The purpose of this study is to explore directions of creativity research in education by analyzing its approach based on its categories and levels of creativity. The results of the study shows the following: (1)studies with a definition of creativity are more than without it but the former has been decreasing and the latter increasing little by little. (2)Studies which focus on person, cognitive or emotional characteristics, are the most. And process, environment, and product follow. (3)Regarding the levels of creativity, most was done on little-c creativity level, on the other hand, very limited studies conceptualized the creativity in educational context. Studies having an interest in mini-c creativity level were hardly found.