• 제목/요약/키워드: 창의 과정

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A study on the relation between group creativity and MBTI - focusing on problem solving process in creative industry (집단창의성과 MBTI와의 관계 - 문화콘텐츠 기획집단을 중심으로)

  • Shin, Ji-Yeon
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.720-727
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    • 2007
  • 이미 많은 연구들을 통해 동질적인 집단에 비해 이질적인 구성원으로 이뤄진 집단이 더욱 창의적이며 상호 보완하여 시너지효과를 발휘한다는 것이 밝혀졌다. 그러나 기존 연구들은 결과에만 초점을 둘 뿐 각 과정과 단계에서 구성원이 겪는 고충과 불 만족감, 사기 저하 등과 같은 실질적으로 집단창의성을 저해하는 요인을 파악하려는 깊이 있는 접근은 미비한 실정이다. 따라서 본 연구는 집단을 이루는 구성원의 특성과 창의성과의 관계에 초점을 두어 개인이 가진 자신만의 독특한 성격 (Personality)이 집단에서 다른 구성원들과 만났을 때 어떠한 효과 또는 반용을 보이는가를 관찰하여 집단 내에서 개인이 가진 성격적 특성이 창의적인 시너지효과를 증대시킬 수 있는 창의적 집단 모델을 구성하고자 했다. 집단 구성원의 성격적 특질을 알아보기 위해 MBTI를 사용하였고 MBTI의 기질별 특성이 집단 창의성에 미치는 영향을 살며보고자 했던 본 연구 결과, 집단 창의성과 MBTI의 관계는 실제로 MBTI의 성향에 따라 다르게 나타남을 알 수 있었다. 각 성향별로 지난 장정을 적절히 조합했을 때에 집단은 집단을 이루는 구성원들에 의해 발전적인 방향으로 나아감을 알 수 있었는데, 이는 무작위로 구성된 집단이 각 개인의 능력을 저하시키는 가장 큰 요인임을 보여주는 것이라 할 수 있다.

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Study on Educational Robot for Development of Elementary School Students' Creative Personality (초등학생의 창의.인성 발달을 위한 교육용 로봇 활용방안)

  • Kwon, Soon-Beom;Nam, Dong-Soo;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.155-157
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    • 2011
  • 본 논문에서는 초등학생의 창의 인성 발달을 위한 교육용 로봇 활용방안을 제안한다. 미래사회는 '집어넣는 교육'이 아니라 '끄집어 내는 교육'이 중심이 되어야 하며, 그 핵심에 '창의성'과 '인성'이 존재한다. 그래서 창의 인성을 기르기 위해 교육용 로봇을 활용하여 지도하는 방법을 모색하고자 한다. 구체물을 사용하여 조작하는 것은 초등학생의 인지발달단계와도 맞물려 있으므로 흥미있게 주제에 접근하는 좋은 방법이 될 것이다. 하지만 이에 대한 관련 연구가 부족하여 앞으로 관련 교육과정 개발 및 교재 연구가 절실히 필요하다.

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전향력 탐구 활동 프로그램이 고등학생들의 창의성에 미치는 효과

  • Kim, Eun-Ju;Yun, Il-Hui;Lee, Hyo-Nyeong
    • 한국지구과학회:학술대회논문집
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    • 2005.02a
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    • pp.213-222
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    • 2005
  • 본 연구에서는 고등학생들의 창의성을 신장시키고자 렌줄리의 3단계 학습모형에 적용하여 전향력 탐구활동 프로그램을 개발 하였고, 현장에 적용 후 그 효과를 알아보고자 하였다. 실험집단에는 창의성 신장을 위한 전향력 탐구활동 프로그램을 적용하였고, 통제집단에는 전통적인 교수 학습을 적용하였다. 창의성의 신장 정도와 전향력 개념의 이해 정도를 측정하고자 사전 사후 검사로 창의성은 토렌스의 창의성 검사(TTCT)로, 전향력 개념은 성취도 검사로 알아보았다. 그 결과 실험집단이 전향력 개념 성취도 검사 결과 유의미한 차이가 있는 것으로 나타나고, 창의성 검사(TTCT)에서도 실험집단의 사전 검사보다 사후 검사에서 유의미한 차이가 있는 것으로 나타났다. 이는 학생들이 본 수업 프로그램의 과정을 통해 평소 어렵다고 생각했던 전향력 개념을 쉽게 이해할 수 있었기 때문이다. 이러한 연구 결과는 전향력 탐구 활동 프로그램은 고등학생들의 창의성을 신장시키고 전향력 개념에 대한 이해도를 높일 수 있었다고 볼 수 있다.

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A Study of Software Education Model with Creative Problem Solving (창의적 문제 해결(CPS) 중심의 소프트웨어 교육 모형 연구)

  • Jin, Kwang-Hun;Lee, Myung-Suk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.281-283
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    • 2020
  • 본 연구는 2015년 교육과정에 명시된 정보교과의 운영방침과 중등학교 소프트웨어 교육 현황을 분석하고, 이에 대한 문제점을 해결 할 수 있는 방안으로 창의적 문제 해결력을 통한 소프트웨어 교육 모형을 제안한다. 창의적 문제 해결력은 확산적 사고와 수렴적 사고를 통해 학생들이 문제 해결에 필요한 사고를 키울 수 있는 모형이다. 이에 본 논문에서는 컴퓨팅 사고력을 가진 창의·융합 인재 육성이라는 소프트웨어의 교육 목표를 달성하기 위해 기존의 CPS모형과 CT의 요소간의 유사점을 확인하고 이를 바탕으로 새로운 CPS-SW 모형을 제안한다. CPS-SW 모형으로 컴퓨팅 사고력과 창의적 문제해결력을 키울 수 있으며, 이를 통해 미래 사회에 필요한 인재육성을 위한 소프트웨어 교육의 발전에 기여하고자 한다. 또한 CPS-SW 모형을 적용할 수 있는 프로그램과 학생들이 창의적 문제해결력을 키울 수 있는 학습에 대한 연구가 필요할 것으로 예상한다.

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The Plan to Improve Creativity through Producing Motion Image based on Modified ASSURE Model (수정된 ASSURE 모델 기반 영상제작을 통한 창의성 신장 방안)

  • Kong, Byeong-gap;Jeon, Byeong-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.161-165
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    • 2008
  • The purpose of this study is to design and apply that teaching and learning methodology of motion image based on modified ASSURE model to improve creativity the competitive power of an information oriented society. To accomplish the end of this study, the following procedure and methods were performed. After the theoretical consideration about education visual image and creativity, we get to the bottom the connection of them. In the result of that, it designed plans for teaching and learning applied by modified ASSURE model. And it had larger efficiency to apply a creativity develop learning model when it spread out teaching and learning process to produce motion image. The main points of the result and the meaning are as follows. Firstly, in the light of the result of this study, student's creativity were enhanced to a large extent as applying this study. It appeared that the average of performance improved from 30.18 to 37.44. Such difference was t=-14.39 (p<0.05), which is a meaningful difference in terms of statistics. Secondly, it laid the foundations for being cultural prosumer as applying this study. Additionally, it anticipated that all the students join in this study become leader group in the age of digital media.

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Moderating Effects of 'Irrelevance Processing' (IRP) on the Relationship between Decision-maker's Openness and Business Problem Solving Creativity ('문제해결과 무관한 정보처리 과정'(IRP)이 의사결정자의 개방성과 비즈니스 문제 해결 창의성 관계에 대해서 갖는 조절효과에 관한 실증연구)

  • Won, Jong Yoon;Lee, Kun Chang
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.137-146
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    • 2020
  • The purpose of this study is to confirm the moderating effect of the 'IRrelevance Processing'(IRP) on the relationship between decision maker's openness and business problem solving creativity (BPSC). In order to confirm the psychological mechanism of BPSC and openness, we developed the irrelevance processing. In particular, the creativity in this study is different from the general creativity studied in psychology. BPSC is a study with practical value applied in the management environment. The results showed that openness of the decision maker was correlated with the BPSC, and that the irrelevance processing was a psychological mechanism to moderating effects relationship between openness of decision makers and BPSC. This paper proved the correlation between the propensity of decision makers and BPSC, and contributed to the study of corporate creativity by identifying the psychological mechanisms.

Development and Application of Creative Education Learning Program Using Creative Thinking Methods (창의적 사고기법을 활용한 창의교육 수업프로그램 개발 및 적용)

  • Han, Shin;Kim, Hyoungbum;Lee, Chang-Hwan
    • Journal of the Korean Society of Earth Science Education
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    • v.13 no.2
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    • pp.162-174
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    • 2020
  • This study aimed to develop a creative education class program using metaphor, one of the creative thinking techniques, and to examine the effectiveness of the program targeting for randomly sampled 338 students in six middle schools. The creative education class program with the metaphor was developed based on content elements concerning 'astronomy' in 2015 science curriculum revision in South Korea. The program was tested for validity after being modified and supplemented three times by forming a group of experts, and the final version of the program was applied to school education fields during four periods, including block time. To find out the effectiveness of the program and the implementation, creative education class satisfaction test and creative thinking process test were conducted. That is to say, the creative education class satisfaction test was conducted before treatment and the creative thinking process test was implemented both before and after treatment. The results of the study are as follows. First, in this study, the program was developed with the emphasis on students voluntarily and actively participating in creative education programs while utilizing creative thinking methods. Second, the statistical results of the pre- and post-class about the creative education program using the metaphor of creative thinking techniques represented significant results(p<.05). In other words, the two-dependent samples by students' pre-and post-score about the creative education class showed significant statistical test results (p<.05). It turned out that the creative education program using metaphor has had a positive impact on research participants. Third, in regards to the results of the creative education class satisfaction test, 101 out of 338 students(30%) answered 'Strongly Agree' and 137(41%) answered 'Agree', indicating the subjects' satisfaction with the class was high in general. On the other hand, concerning difficulties of the creative class, 137(41%) answered "Lack of time" as the main factor, followed by 98(30%) "Difficulties of problems they were required to solve", 73(22%) answered "Conflicts with friends", and 24(7%) said "Difficulties of contents." These responses were taken into account as considerations for further development of creative education programs.

Application of Creative Design-inducing, Teaching-Learning Method for Improvement of Creativity (창의성 향상을 위한 창의적디자인도출 교수학습법 적용사례)

  • Seo, Mi-Ra;Kim, Ae-Kyung;Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.448-457
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    • 2015
  • This study aims to suggest a creative design-inducing, teaching-learning method which can enhance the efficiency of design education by helping learners improve their creative thinking and solve problems and apply it to diverse curriculums with a goal of having a positive effect on the development of learners' creativity. For this, it was actually applied to game character design from Department of Game Engineering, formative arts from Department of Beauty Care and Digital Graphics from Department of Visual Design using the action research method, and a teacher defined course topic, contents of the course and creative thinking tools and promoted the class. As a result, it was confirmed that it is effective in deriving creative design and increasing learners' interest and participation in class. When a creative thinking tool was used, however, the outcomes of creative learning slightly varied depending on learners' competence.

Note on a Method for Mathematical Creativity Assessment by Differentiating the Student's Solutions of the Posed Problems (문제해결 방법의 차등화를 통한 수학적 창의성 평가에 대한 소고)

  • Kim, Pan Soo;Kim, Nan Young
    • Journal of Elementary Mathematics Education in Korea
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    • v.17 no.3
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    • pp.503-522
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    • 2013
  • In the 2009 new curriculum reform, where creativity is the key point, assessment methods for mathematical creativity is recommended. However, lessons for creativity are not carried out well in mathematics classes. One of the reasons for this is the lack of assessment methods for student's creativity and specific instructions on how teachers should evaluate their students using a written test. Therefore, in this paper, we propose a simple way to evaluate student's creativity by differentiating the student's solutions of the posed problems. For validation of the proposed method, we identified the properties of excellent problem solutions cited by both the students group and teachers group. A chi-square test was then carried out to compare any differences in frequency that each of the groups chose as an excellent solution as a result of the student's problem solving

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Analysis of Intended Competency in Authorized Elementary Mathematics Textbooks: Focusing on Creativity Convergence Competency (검정 초등 수학 교과용 도서에서 나타난 의도된 역량 분석: 창의·융합 역량을 중심으로)

  • Kim, Jinho;Yeo, Sheunghyun
    • Education of Primary School Mathematics
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    • v.26 no.1
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    • pp.1-13
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    • 2023
  • One of major goals of mathematics education is to cultivate human resources which equip creative problem-solving ability. Thus, the enhancement of creative and converging ideas has been emphasized in the national curriculum since the 2009 revised curriculum. In the current study, we analyzed authorized textbook series to examine how each curriculum material addresses the creativity convergence competency. The foci of the analysis were creativity (originality, fluency, flexibility, elaboration) and convergence (intrinsic connection, extrinsic connection). In addition, we analyzed the national textbook which was based on the 2015 revised curriculum to investigate the transition between the national textbook and the authorized textbooks. We found the tasks that focused on fluency were the most frequent type regarding creativity and the tasks that connected with everyday life situations (extrinsic connection) were prevalent across the three textbook series. We provided suggestions about the development of mathematics textbooks and their implementation.