• Title/Summary/Keyword: 창의 성향

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Effect of Nursing Case-Focused Creative Thinking Training for Registered Nurses (간호사의 간호사례 중심 창의적 사고훈련 효과)

  • Kang, So-Young;Kim, Hyun-Ju
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.6
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    • pp.2898-2907
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    • 2013
  • The purpose of this study was to develop the creative thinking training program(CTTP) focused on a nursing case for registered nurses(RN) working at hospital, and to examine the CTTP's effects on nurses' creative thinking ability and disposition. This quasi-experimental study was conducted on the basis of pre and post-test design with a comparison group for nurses enrolled in registered nurse bachelor science degree program in a University located in Southern area of Korea. The 5 hour-CTTP, including 7 creative activity tasks related to a nursing case, was implemented on 35 RNs of the experimental group from November 21, throughout November 28, 2011. The 39 RNs were participated in this study as a control group. Pre-and post-tests were done with the questionnaire items of the Integrated Creativity Instrument for creative ability and creative disposition. There were significant differences in creative thinking ability(t=3.62, p=001) and creative disposition(t=2.91, p=.01) between the experimental and the control group. The CTTP, developed in this research would contribute to increasing creativity competency for registered nurses.

Development of "Movie Production Project" Science-Arts Convergence STEAM Program and its Effects on Elementary School Students' Career Orientation of Science, Career Awareness and Creative Personality ("영화공작소" 과학·예술 융합형 융합인재교육(STEAM) 프로그램 개발 및 초등학생의 과학 진로지향도, 진로인식 및 창의적 성향에 미치는 영향)

  • Yoo, Mi Hyun;Park, Gi-Su;Chang, Woo Jin;Suk, Hae Jung;Kim, Sunghwan;Park, Mun Sook;Lee, Jina;Lee, Chong-Sup;Jin, Suk Hee;Yu, Hwasoo;Jung, Hyunji;Choi, Jung Jin;Kang, Yun Hee
    • Journal of Science Education
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    • v.40 no.1
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    • pp.31-51
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    • 2016
  • The purpose of this study was to develop "Movie Production Project" Science-Arts convergence STEAM program for elementary students and investigate the effects of the program on career orientation of science, career awareness and creative personality. Participants were 82 elementary school students. The results of this study were as follows: First, experimental group's total score of career orientation of science was significantly higher than that of comparative group. Among sub-areas, science learning preference, science career preference and perception on science career worth were significantly different between two groups. Experimental group's scores were significantly higher than those of comparative group. Second, experimental group's career awareness total score was significantly higher than that of comparative group including all sub-areas. Third, experimental group's creative personality total score was significantly higher than that of comparative group including 2 sub-areas, independence, openness. Finally, experimental group student's perception on the program showed that it was interesting, a little easy and they hoped to study again.

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The development of an Instrument for Measuring the Creative Engineering Problems Solving Propensity for STEAM (융합인재교육(STEAM)을 위한 창의적 공학문제해결 성향 검사 도구 개발)

  • Kang, Ju-Won;Nam, Younkyeong
    • Journal of the Korean Society of Earth Science Education
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    • v.9 no.3
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    • pp.276-291
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    • 2016
  • This study is to develop a valid and reliable instrument for measuring students' creative engineering problem solving propensity. The creative engineering problem solving is operationally defined in this study as a creative problem solving skill in an engineering context. To develop the instrument, first we define seven common constructs between engineering problem solving skill and creative problem solving skill through an intensive literature review; motivation, context, personal character, engineering design, engienering habits of mind, understandings of engineering and engineers, communication skill, and collaboration skill. Based on the seven constructs and the face validity test conducted by two in-service science teachers and 4 experts in science education research, 40 preliminary items were developed. Then the preliminary instrument was implemented in a science gifted highschool to measure the reliability of the instrument. From the 40 items, 34 items were selected through the initial reliability test by Cronbach's ${\alpha}$(>.75). Finally through the three times of factor analysis process, 28 items in five construct categories were selected; motivation (3 items), engineering design (6 items), engineering habits of mind (9 items), understandings of engineering and engineers (4 items), communication and collaboration skill (6 items). The factor analysis result showed that the reliability of each construct category was between .733 to .892., meaning that the instrument is reliable in terms of the higher structural validity (each item is categorized in an appropriate construct category). We expect that the creative engineering problem solving propensity instrument developed in this study can be used in various contexts for STEAM education research as a reliable and valid instrument.

A Comparative Study about Different Perceptions on Creative Individuals in South Korea (창의적 인물에 대한 지역 및 세대별 인식차이 비교 연구)

  • Kim, Seonghwan
    • Journal of Creative Information Culture
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    • v.5 no.3
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    • pp.192-201
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    • 2019
  • This study aims to explore the different perceptions of South Koreans about creative individuals. The author collected data from the rural and urban areas of South Korea. Also, the author developed the creative traits scale and used it in investigating the different perceptions between teenagers in rural and urban areas. As a result, mainly, research participants from urban areas and young generations indicated businessmen as creative individuals and explained their creativity with creative thinking, personalities, and products. However, the majority of participants in rural areas and old generations reported politicians as creative individuals and described their creativity with social reputation and morality. There were also statistically different viewpoints about the traits of creative individuals between teenagers in rural and urban areas in a similar way.

Intellectual, Emotional, and Creative Characteristics of Mathematically Gifted Students (수학영재학생들의 인지적, 정의적, 창의적 특성 분석)

  • Choi Younggi;Do Jonghoon
    • School Mathematics
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    • v.6 no.4
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    • pp.361-372
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    • 2004
  • This study is designed to investigate intellectual, emotional, and creative characteristics of mathematically gifted students. In this paper, we analyze their proof examples, responses to questionnaire on mathematical aptitude and social coping, and scores for Torrance creativity test(figure) in comparison with scientific gifted and general students.

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A Study on the Possibility of a Robot as a New Learning Tool for Creativity (로봇이 새로운 창의성 학습도구로서의 가능성 탐색)

  • Moon, Wae-Shik
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.259-264
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    • 2010
  • This study examined a possibility of a new learning method using a robot to improve elementary school students' creativity and problem solving ability. It researched and analyzed school teachers' tendency about robot education and based on this it developed curriculum and teaching materials to teach and evaluate the education after school. According to the findings, a robot is found to have a possibility of a creative learning method.

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A Study on Technological Thinking Disposition of the Specialized and Meister High School Students (특성화 및 마이스터 고등학교 학생들의 기술적 사고성향 연구)

  • Choi, Won-Sik
    • 대한공업교육학회지
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    • v.44 no.1
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    • pp.94-113
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    • 2019
  • This study has been performed for the purpose of providing the basic pedagogical resources to the specialized and meister high school related educational settings in either constructing educational contents suitable for the students'technological thinking disposition or fortifying the disposition required for the students.. A tool of secured validity and reliability has been used to test technological thinking disposition for the specialized and Meister high school students. Followings are the major results of the survey analysis for the subjects. 1. Technological thinking disposition with the most component ratio for the specialized & meister high school was turned out to be Technological Operating Disposition(TOD). The second most was Technological Planning and Reflecting Disposition(TPRD). Technological Curiosity Disposition(TCD), Technological Problem Identifying and Resolving Disposition (TPIRD), Technological Analyzing Disposition(TAD), Technological Creativity and Expressing Disposition(TCED) were in sequence. 2. In comparing the technological disposition of specialized high school students with that of meister high school students, the statistical test showed no evidence for the difference between the two group. 3. Statistical comparison test for the gender difference in technological thinking disposition has also been performed for the students of specialized and meister high school. The result showed that the magnitude of difference between the component ratio of TCD and TPIRD for the boy students was bigger than that for the girl students. In the TPRD, the component ratio for the disposition of the girl students was bigger than that of the boy students on the other hand. 4. For the comparison test of the technological thinking disposition between boys and girls only for the specialized high school students, the results showed the same different component ratio results as the results of the test for the specialized and meister high school students. 5. For the gender difference of meister high school student for the technological thinking disposition, there was no statistical evidence supporting the difference.

Development of an AI Education Program Converging with Korean Language Subject (국어 교과 융합 AI 교육 프로그램 개발)

  • Shin, Jineson;Jo, Miheon
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.289-294
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    • 2021
  • With the development of artificial intelligence, a wave of the 4th industrial revolution is taking place around the world. With the technologies such as big data and Internet of Things-based artificial intelligence, we are heading to a hyper-connected society where everything converges into one. Accordingly as educational talents in the era of artificial intelligence, we are pursuing the cultivation of creative convergence-type talents and emotional creative talents. With human creativity and emotion at the center, we should be able to collaborate with artificial intelligence and create new things by converging knowledge in various fields. By developing a program that combines humanities-oriented Korean language with engineering-oriented artificial intelligence, this research attempted to help students experience solving problems creatively by combining humanistic knowledge with engineering thinking skills. The educational program consists of two kinds of contents(i.e., "Books with AI" and "A Play with AI") and 15 classes that provide students with opportunities to solve humanities problems with artificial intelligence.

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A Propensity of the Players' Preferences of the On-Line Game under Their Thinking Modes of The Cerebral Hemispheric Model (대뇌반구모형의 사고유형별 온라인 게임 선호요소에 관한 연구)

  • Kim, Dea-Yong;Chung, Seung-Ho;Choi, Eun-Suk
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.140-150
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    • 2009
  • Difference of individual character is defined Cerebral Hemispheric Model(CHM) to develop individual intellectual abilities in this paper. Component of preferred online-game is surveyed in accordance with individual character, and investigated for possible applications. An individual is classified with 2 modes of CHM that take charge of intellectual abilities; abilities is character, taste, personality decision-making and behavior patterns; that is closely related to creativity. Difference of game component could be investigated with correlation table of cerebral preference patterns (CPP) that was drawn up with survey. Individual brain preferences (IBP) became clear through preference of individual in the investigation, and suggested concept guide-line to develop other brain preferences. Thus, this study is able to realize from education game to a great variety of contents that base on the development of thinking-faculties as optimization of user preference, can be the basic data of self-development, to improve intellectual faculties as development of individual thinking preference.

A Study on the Effectiveness of Media Based Cultural Studies - Center of creativity education of university students (미디어 기반 교양교과 효과 검증 연구 - 대학생의 창의성 교육 중심으로)

  • Kim, Seong-Won;Youn, Jeong-Jin
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.193-201
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    • 2017
  • The purpose of this study is to examine the effect of creativity education on creativity of college students through educational medium such as film, animation, documentary, cartoon, advertisement, etc. Therefore, D university in Busan Metropolitan City held a 15-week creativity program for team college students in the second semester of 2016 "creative convergence". In this study, the data collected by the pre - test and post - test using the creativity questionnaire were analyzed by SPSS 18.0 program. The results of this study are as follows. First, the creativity of college students showed a significant difference in problem solving ability scores in the curriculum for media literacy. Second, the creativity of university students showed a significant difference in creative tendency score in media literacy curriculum. The fact that various media such as movies, animations, documentaries, cartoons, advertisements, etc. are educational media that can be easily accessed in everyday life, suggests that the improvement of creativity suggests educational effects to college students and future students.