• Title/Summary/Keyword: 창의 과정

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Development and Validity of Creative Problem Solving Profile Inventory (CPSPI) (창의적 문제해결 프로파일 검사(CPSPI)의 개발 및 타당화)

  • Lee, Hwasun;Pyo, Jungmin;Choe, Insoo
    • Journal of Gifted/Talented Education
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    • v.24 no.5
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    • pp.733-755
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    • 2014
  • This study aims to develop and validate Creative Problem Solving Profile Inventory (CPSPI) which is a scale to measure the creative thinking style, based on the CPS theory. For redeeming the limits of existing scales, this study developed an inventory which includes an evaluation for cognitive ability as well as cognitive preference and the stage to share an idea with others and persuade (Persuasion & communication stage). At the early stage, 7 factors (stages) and 82 items were developed and finally, 5 factors and 39 items were selected through item analysis and validation of construct validity. In conclusion, CPSPI will be used as an educational tool for self-development by knowing own's strengths and weaknesses in the creative problem-solving process, and help in displaying cooperative creativity by understanding other people and interaction, based on creative thinking profiles of group members.

The Effect of Advertising Content Creativity on Desire to Postpone Cognitive Closure and Ad Attitude - Focusing on the Mediating Effect of Disfluency (광고 콘텐츠의 창의성이 인지종결 지연욕구와 광고태도에 미치는 영향 - 비유창성의 매개효과를 중심으로)

  • Park, Hyunjung;Yoo, Seung-Chul
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.339-356
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    • 2017
  • So far, there have been studies to verify the effectiveness of creative advertising contents, but there have been few studies explaining why creative advertisement contents are effective in consumer cognitive processes. The purpose of this study is to examine the effect of creativity of ad contents on desire to postpone cognitive closure and ad attitude. Furthermore, the cause of the advertising effect of the creative advertisement contents was set as disfluency and the relationship between the related variables was verified. Research has shown that creative advertising does not directly produce positive advertising attitudes, but it also forms ad attitudes through mediating effects of disfluency. In addition, it was found that disfluency mediated the desire to postpone cognitive closure in creative advertising. In summary, this study finds that the disfluency of advertising is an important variable for enhancing the advertising effect of creative advertisement. This study verified the advertising effect of creative advertisement by connecting it with consumers' cognitive variables.

Laboratory and Creativity: The Role of the Leader and Laboratory Culture (실험실과 창의성 : 책임자와 실험실 문화의 역할을 중심으로)

  • Hong, Sung-Ook;Chang, Ha-Won
    • Journal of Science and Technology Studies
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    • v.10 no.1
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    • pp.27-71
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    • 2010
  • Scientific creativity is defined as the production of novel scientific facts, methods, theories, explanations, and instruments, as well as the entire process by which these novel facts, theories, explanations and instruments are generated. There have been many studies on scientific creativity, but there were few studies on the scientific creativity of a research team collaborating in laboratory settings. This paper aims to find the elements that constitute the creativity of a laboratory through empirical participant observation and theoretical analysis of RNA Biology Lab in Seoul National University - a lab which is considered to be the most creative laboratory in Korea. Creative accomplishments demand not just a sudden inspiration but also a complicated and continuous evolutionary process which requires a systematic division of labor and a corporation between researchers who have diverse knowledges and capabilities. Also, this paper shows that laboratory culture and leadership are an important factor for vitalizing the corporative structure of the laboratory.

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Effect of Creative Thinking through Art Collaboration Class (아트 콜라보레이션 수업을 통한 창의적 사고의 효과)

  • An, Ji-Su;Huh, Yoon-Jung
    • Journal of the Korea Convergence Society
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    • v.10 no.7
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    • pp.121-131
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    • 2019
  • Art Collaborative advertising uses creative works that are not related directly to the product and recreates it as a more valuable product. Creative thinking acts as a core value. The purpose of this study is to investigate the effect of creative thinking using mind map and SCAMPER technique in art collaboration class. After analyzing the art collaboration advertisement class for 6 students in middle school, we analyzed characteristics between creative technique and creativity through student activities and work. The results were as follows. First, creative thinking ability of students who experienced art collaboration showed flexibility and originality in SCAMPER, and fluency in mind map. Second, throughout the course, we were able to observe elaboration, which embodied tough ideas and developed depth. This study will contribute to the research related to the improvement of students' creative convergence case by meeting two or more areas and collaborating on each core competency.

Developing the Teaching material about LOGO Programming for Improving the Creativity In Elementary School (초등학생의 창의성 신장을 위한 로고프로그래밍 교육 자료 개발)

  • Moon, Hyun-Kook;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.289-294
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    • 2010
  • 지식정보화 사회에서는 보편적인 지식의 습득과 활용을 넘어 기존의 정보를 창의적으로 재활용하는 능력을 요구하고 있다. 반면 현재의 컴퓨터 교육은 소프트웨어의 활용교육에 그치고 있어 다양하고 창의적인 사고를 신장시키기 위한 교육으로는 적합하지 않다. 이에 본 논문에서는 7차 교유과정에서 교육목표로 다루고 있는 창의성이라는 주제와 학교현장에서 아동들에게 쉽게 접목시킬 수 있는 프로그래밍 언어로 로고를 선택, 분석하여 적용 가능한 교육 자료로 개발하여 보았다.

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A Study of Development of Brand Up Program in Engineering Education (공학교육의 브랜드제고 프로그램 개발연구)

  • Baik, Ran
    • Journal of Engineering Education Research
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    • v.16 no.5
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    • pp.3-8
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    • 2013
  • 본 논문은 창의성교육 프로그램 개발 방향으로 창업교육에 대한 실행방안을 연구 및 기획한 논문이다. 창업의 현황과 문제점을 토대로 교육프로그램 개발하고 공학교육의 창의적 능력 및 정보기획과 분석력 개발교육을 통해 공학교육의 질 제고를 위한 새로운 모델을 제시하고 있다. 본연구의 기초는 공학인증프로그램의 설계교과과정의 내실화가 기본바탕을 이루고 있으며, 교육과정에 추가되는 softskill의 활용도 아울러 요구되고 있다. 특히 설계교과과정의 정점을 이루고 있는 캡스톤디자인(종합설계교과목) 교육성과의 활용도를 적극 활용할 수 있는 기회를 제공하고 있다.

The Development of Creative Robot for Convergence Education in the Fourth Industrial Revolution (4차산업혁명에서의 융합교육을 위한 창의로봇개)

  • Yu, Su-Hong;An, Jong-Min;Kim, Woo-Rim;Lee, Jun Pyo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.347-348
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    • 2018
  • 4차 산업혁명시대가 도래함에 따라 대학에서의 창의력과 융합력 기반의 교육과정이 첨차 중요시 되고 있다. 이에 본 논문에서는 개발에 소요되는 시간이 짧고 비 공학 전공자도 쉽게 개발 가능한 동시에 창의성과 독창성을 갖춘 자율 로봇의 제작 과정을 제안한다. 제작되는 로봇에는 초음파 센서(ultrasonic sensor), 컬러센서(color sensor), 미디엄 모터(medium motor), 그리고 이를 동작하기 위한 그래픽 기반의 프로그램이 하나로 융합되어 최종 결과를 도출하고 제시되는 다양한 임무를 적절히 수행하는 것을 보인다.

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Improving Computational Thinking by creating Apps that combine Havruta (하브루타를 접목한 앱제작으로 컴퓨팅 사고력 신장)

  • Kim, Jung Sook;Lee, Tae Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.223-226
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    • 2018
  • 2015 개정 교육과정은 바른 인성을 갖춘 창의융합형 인재를 양성하는 데에 교육과정 구성의 중심을 두고, 교육과정 구성에 다양한 학생 참여형 수업을 활성화하여 자기주도적 학습능력을 기르고 학습의 즐거움을 경험하도록 하고 있다. 소프트웨어 교육을 통해 이를 실현할 수 있는 방법은 재미있고 흥미를 끄는 학습내용의 구성과 학습 방법이라 본다. 이에 학습자들의 흥미를 끄는 앱을 제작함에 유대인의 교육방식인 하브루타를 적용하여, 학습자 참여 중심의 자기주도 학습을 설계하고 이를 통해 컴퓨팅 사고력을 신장시키고 바른 인성을 갖춘 창의 융합형 인재를 양성할 수 있는 하나의 방법을 제안하고자 한다.

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The Impact of Underlying Attributes of Design Team Members on the Group Creativity (디자인팀 구성원의 내재적 속성이 그룹창의성에 미치는 영향에 관한 연구)

  • Cho, Hee-Young;Chung, Kyung-Won
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.43-54
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    • 2006
  • Creativity is an essential ability for a successful design task, mainly because design is an activity creating something new. As the sphere of design has expanded and become complex, the design task goes beyond an individual designer's capability. Therefore, it is necessary to organize a design team consisting of various team members with diverse expertises. The aim of this study is to find out the impact of fundamental attributes of members on the group creativity in order to establish a guideline for building a creative design team. Heterogeneous teams and homeogenous teams were created according to three main factors of group creativity namely, personality, field and experience. The group creativity of each team were evaluated through protocol analysis of design activities as well as the comparison of problem solving processes and outputs. It was identified that the impact of design teams on the group creativity was distinctively different in four phases of the design process (preparation, divergence, convergence, and execution) regarding creativity properties such as fluency, elaboration, originality, usefulness. Based on these findings, a schematic model for building a design team in order to enhance the group creativity by composing the most appropriate team members for each phases of the design process was developed.

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Study on Recognitions of Department of Technology Education Professors Introducing 'Creative Engineering Design' Unit of Highschool Technology.Home Economics (고등학교 기술.가정 교과 '창의공학설계' 단원 신설에 따른 기술교육과 교수의 인식 분석)

  • Kim, Seong-Il
    • 대한공업교육학회지
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    • v.39 no.1
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    • pp.128-142
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    • 2014
  • The purpose of this study was to provide a basis information for the education direction of 'creative engineering design' lesson to highschool students and pre-technology teachers by analyzing pre-experienced the d epartment of technology professors' recognitions, according to the newly opened unit 'creative engineering design' in 2009 revised highschool technology home economics education curriculum. The survey questionnaire was composed of 34 questions and collected from 16 department of technology education professors. The data was analyzed by SPSS program. The results of study were as follows : First, in 'creative engineering design' educational objectives, the highest average level(M) of response was problem solving ability, the opportunity of engineering experience and creativity improvement were followed. In the response about 'creative engineering design' educational contents, the average level(M) of the creative thinking method education was the highest(3.94). and the following important level was the write training education for presentation. Second, in the 'creative engineering design' educational areas, the professors preferred the idea conception, design, and production manufacturing area. In the teaching learning method, the average level(M) of design-based learning method was the first. and PBL, problem solving method were favored Third, in the 'creative engineering design' lesson manage, the secure of practice room and material cost, and the check of the progress situations were needed preferentially. In the education assessments, various and combined assessment preferred such as production, portfolio, and presentation. Fourth, in the pre-technology teachers' lesson of the university course, the product manufacturing level was preferred production to improve uncomfortable thing in life. The major difficulty in product manufacturing was the lack of major knowledge and product conception.