• Title/Summary/Keyword: 창의 성향

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A Study on the User Segmentation Analysis through POSA method (POSA 분석을 통한 소비자 유형 분류에 관한 연구)

  • Kim, Tae-Kyun
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.252-257
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    • 2006
  • 기본적으로 모든 소비자들은 조금씩 다르며, 제품은 그 차이를 극대화 시킴으로써 다양한 소비를 촉진하게 된다. 이와 같은 시장 세분화와 포지셔닝 전략은 디자인 경영에 있어 매우 중요한 전략적 단계라 할 수 있으며, 기업의 소비자 분석의 목적이기도 하다. 다차원 척도법은 군집 분석에서와 마찬가지로 자료에 내재된 구조를 찾아내어 자료를 함축적으로 표현하고자 하는 자료축약형 다변량 분석 기법이다. 패턴 분류의 수량화를 이용하는 POSA(Partial Order Scalogram Analysis)는 MSA(Multidimensional Scalogram Analysis)의 구조화된 방법으로 디자인 전략을 수립하는 단계에서 소비자의 성향을 보다 세분화할 수 있다. 본 논문에서는 디자인 리서치 단계에 POSA 방법론을 적용하였을 때 소비자 유형 분류가 가능하다고 보고, 창의적 디자인 컨셉의 도출에 어느 정도 역할을 하는지 알아보고자 함을 목적으로 하였다. 본 연구에서는 부분적 계층 분석법인 POSA 분석방법을 통하여 사용자의 계층을 세분화하는 방법을 고안하고, 이를 분석함으로써 소비자의 유형을 분류하여 디자인 포지셔닝과 방향을 제시하는 방법론을 제안하고자 하였다. 이를 위하여 설문조사를 통하여 POSA 기법을 이용한 소비자 유형 분류 방법이 고안되었고, 이를 기반으로 모바일 기기를 위한 프로젝트에 실제 디자인 사례로 적용되었으며, 이러한 소비자 유형 분석을 통하여 타겟 유저의 시나리오 작성 단계에서 창의적 발상을 지원한다는 점을 발견할 수 있었다.

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A Program Development of Social Justice for Mathematics Education (사회정의를 위한 수학교육 프로그램 개발)

  • Park, Mangoo
    • Journal of Elementary Mathematics Education in Korea
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    • v.22 no.1
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    • pp.47-67
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    • 2018
  • The purpose of this study is to develop an elementary mathematics education program for social justice. In the two years of research including literature review and development of a teaching model, forty 6th grade elementary students at two schools in Seoul participated as participants for verification of the effectiveness of the program. Parents' SES in each group is in the high and average levels, respectively. The students participated in 12 mathematical classes for social justice, and the effects of mathematics education for social justice were tested by using mixed method. As a result of the study, students' perceptions of mathematics and tendency toward mathematics were changed positively. The results of this study showed that students' perceptions on mathematics and tendency toward mathematics were influenced by individual ability, inclination, and condition rather than parents' socio-economic environments. It is necessary to develop high qualified and diverse mathematical materials for social justice in order to cultivate creative convergence ability that flexibly copes with future society. It is also necessary for teachers to look at mathematics education in a broader and deeper perspective such as seeing mathematics with humanistic imagination.

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The Relationship between ADHD Traits and Game Addiction among High School Students: Focused on Mediating Effect of Hardiness and Emotional Use of Music (고등학생의 ADHD성향과 게임중독 간의 관계: 강인성과 정서적 음악사용의 매개효과를 중심으로)

  • Park, Alexander
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.571-579
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    • 2021
  • This study aims to identify the relationship between ADHD trait and game addiction among high school students, and to examine the double mediating model of hardiness and emotional use of music on that relationship. Participants were 254 male and female high school students. World Health Organization ADHD Self-Report Scale, Short Form of Hardiness Questionnaire, Use of Music Inventory, and Internet Gaming Use-Elicited Symptom Screen were used for this study. PROCESS Macro 3.5 Model 6 was used to analyse a double mediating effect. Results revealed that ADHD trait was negatively correlated with hardiness of high school students, and positively correlated with emotional use of music and game addiction. And, hardiness of high school students was positively correlated with emotional use of music and negatively correlated with game addiction, whereas emotional use of music was negatively correlated with game addiction. It was found that hardiness and emotional use of music were sequentially mediating ADHD trait and game addiction among high school students. These findings suggest that hardiness and emotional use of music play some special roles in the path in which adolescents' ADHD trait affects game addiction.

Multidimensional Effects of Learning Motives and Autonomy on Job Creativity and School Satisfaction of Vocational College Students (직업전문학교 재학생의 학습동기와 학습 자율성이 직무창의성과 만족도에 미치는 복합적 영향)

  • Lee, Chull-Young;Lee, So-Young
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.99-106
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    • 2017
  • The purpose of the study is to explore the relationship among learning motive, job creativity, major satisfaction and school satisfaction of enrolled students in 2 vocational schools in Seoul. Hypotheses based on the relevant literature are tested. Job creativity was found to be positively influenced by learning motives and autonomy. Intrinsic learning motive and autonomy affect student's major satisfaction, but extrinsic learning motive was found to have negative effects on major satisfaction as autonomy trait was irrelevant to school satisfaction. Vocational college programs offer mainly technical and on-the-job training unlike general colleges. Thus, students are psychologically sensitive to school programs and multidisciplinary approach is needed.

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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Analysis of Research Trends Using Text Mining (텍스트 마이닝을 활용한 연구 동향 분석)

  • Shim, Jaekwoun
    • Journal of Creative Information Culture
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    • v.6 no.1
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    • pp.23-30
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    • 2020
  • This study used the text mining method to analyze the research trend of the Journal of Creative Information Culture(JCIC) which is the journal of convergence. The existing research trend analysis method has a limitation in that the researcher's personality is reflected using the traditional content analysis method. In order to complement the limitations of existing research trend analysis, this study used topic modeling. The English abstract of the paper was analyzed from 2015 to 2019 of the JCIC. As a result, the word that appeared most in the JCIC was "education," and eight research topics were drawn. The derived subjects were analyzed by educational subject, educational evaluation, learner's competence, software education and maker culture, information education and computer education, future education, creativity, teaching and learning methods. This study is meaningful in that it analyzes the research trend of the JCIC using text mining.

The Effect of Creativity of Executives on Innovative Performance of Firms: Focusing on the Mediating Effects of Entrepreneurial Orientation and Technological Innovation Orientation of Research Organization (경영자의 개인창의성이 기업 혁신성과에 미치는 영향: 연구조직의 기업가지향성과 기술혁신지향성의 매개효과를 중심으로)

  • Shin, Ju Hoon;Cho, Keun Tae;Park, Sang Hyeok
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.13 no.1
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    • pp.73-87
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    • 2018
  • Creativity, entrepreneurship, and technological innovation orientation are key factors for technological innovation. The main driver of technological innovation in the enterprise is the executives of the firm. According to the Upper Echelons Theory of D.C. Hambrick(2007), the creativity of the managerial individual will be put into various aspects within the organization's innovation system. The organizational innovation system is positively influenced by the creativity of the executives, and is achieved by manifesting innovation orientation and technological innovation orientation with innovative performances. The purpose of this study is to investigate using Structural Equation Modeling(SEM), whether individual creativity of executives of 132 companies with research organizations among domestic semiconductor companies in Korea influences innovation performance of firms through entrepreneurship orientation and technology innovation orientation. We applied the personal creativity level measurement index, the entrepreneurial orientation measurement factor, and the technology innovation orientation measurement factor identified in the previous research literature. The results of the Structural Equation Modeling analysis show that the creativity of executives have a positive (+) relationship with the innovation performance of firms when they are only mediated by technological innovation orientation, and entrepreneurial orientation. On the other hand, the results of the SEM shows the direct effects between the creativity of executives and innovation performance are not statistically valid. As a result, the individual creativity of executives who lead the innovation of the firm, entrepreneurial orientation, and technological innovation orientation of the researcher organization are very important factors and an inseparable relationship for the successful innovation of the firms.

The Effects of Biased Media Perceptions from (In)congruency between TV Audience's and Broadcasting Company's Partisanship on Evaluations of the Broadcasting Channel (시청자와 방송사의 정치성향의 (불)일치가 방송채널 평가에 미치는 편향적 매체지각 효과)

  • Song, Indeok
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.300-314
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    • 2018
  • This study, expending the existing concept of hostile media perception to biased media perception, empirically examined the effects of TV audience's political disposition(liberal, neutral, conservative) and broadcasting company's political disposition perceived by the audience(liberal, neutral, conservative) on evaluations of the broadcasting channel(interestedness, diversity, creativity, reliability, usefulness, fairness, public interest). With the nationwide online survey data from 624 adult audiences, a broadcasting company evaluated as the most neutral in political disposition at the moments of data gathering was selected and respondents' evaluations of the broadcasting channel were analyzed in a two-way factorial multiple analysis of covariance(MANCOVA). The results showed that the perceived political disposition of the broadcasting company affects audiences' evaluations of the channel while audiences' their own political dispositions do not. In addition, due to the interaction effects between audience's and broadcasting company's political dispositions, congruency in political dispositions led to positive evaluations(congenial media perceptions) while incongruency led to negative ones(hostile media perceptions). Based on these results, theoretical and empirical implications were discussed in terms of the formation of attitudes toward TV broadcasting channels.

The Convergence Effects of a Class using Action Learning on 4C Core Competencies of Dental Hygiene Students (액션러닝을 활용한 수업이 치위생학과 학생의 4C 핵심역량에 미치는 융합적 효과)

  • Jang, Kyeung-Ae
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.103-108
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    • 2018
  • This study aims to investigate the Convergence effects of a class using action learning on 4C core competencies of college students. A survey was conducted before and after the action learning class with the same questionnaire for some dental hygiene students in Busan. The collected data were analyzed by using the paired t-test with SPSS 24.0 program. As a result of comparing communication ability, critical thinking propensity, creative problem-solving ability, and cooperative self-efficacy scores, the score of each area after the class was higher compared to before the class, and significant outcomes were shown in the sub-factors as well(p<0.001). In conclusion, it was found that the class using action learning affects the 4C core competencies required. It is urgent to change the teaching method to self-directed learning rather than knowledge-oriented learning.

Development and Application of Interactive Prototyping Programming Learning Model based on Physical Computing (피지컬 컴퓨팅 기반의 인터랙티브 프로토타이핑 프로그래밍 학습모형 개발 및 적용)

  • Seo, Jeonghyun
    • Journal of The Korean Association of Information Education
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    • v.22 no.3
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    • pp.297-305
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    • 2018
  • Physical computing is the concept of expanding computing to humans, environments, and objects. It draws attention as a programming learning medium based on physical outputs in integration of hardware and software. This study developed a programming learning model based on interactive prototyping using the characteristics of physical computing with a high degree of technical freedom and analyzed its learning effect in an experiment. To examine the effect of the experimental treatment, this researcher divided fifty nine 5th-grade elementary students into an experimental group and into a control group. the interactive prototyping programming learning model was applied to the experimental group, and a linear sequential programming learning model was applied to the control group. Information Science Creative Personality Test was conducted before and after the experimental treatment. Analysis of Covariance was conducted with the pre-test scores of the two groups. As a result, it was proved that there was the effect of learning at the significance level of .05. It indicates that the physical computing based interactive prototyping programming learning model is applicable to the programming learning for 5th-grade elementary students.