• Title/Summary/Keyword: 한국의 창의성

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Are Boys More Creative than Girls? -Based on the Scientific Creativity of Gifted Students- (남학생은 여학생보다 창의적인가? - 영재들의 과학 창의성을 중심으로 -)

  • Shin, Ji-Eun;Jung, Hyun-Chul;Choe, Seung-Urn;Han, Ki-Soon
    • Journal of the Korean earth science society
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    • v.23 no.4
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    • pp.324-333
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    • 2002
  • Recent studies have indicated that boys show better scientific achievements compared to those of girls. It is also a general conception that boys would be better than girls in terms of scientific creative performances and potential, although there have been few studies to support the general opinion. As the gifted education in Korea is progressing very rapidly, the importance of understanding the creative characteristics of gifted boys and girls has been increased. In the present study, we have compared and analyzed three different measures of creativity utilizing 135 gifted students (77 boys and 58 girls) to provide an empirical evidence for the different degrees of creative performances between gifted boys and girls. The instruments used to measure diverse aspects of creativity include the Torrance Test of Creativity (TTCT), the Test of Creative Problem-solving and Finding in Science (CPFS), and the Creative Behavioral Checklist in Science(CBCS). The results of the study indicate that girls, rather than boys, showed better creative performances, demonstrating moderately higher average scores on the three creative measures used in the study. The results are in contrast to people's general conception that boys would be more creative than girls. Implications of the study in connection with identification and educational practices for gifted education program have been discussed.

A study on Connection between Creativity Development and Emotional Quotient in Cartoon Learning (만화학습에 있어서 창의성개발과 감성지능의 관계에 관한 연구)

  • Choi, Mi-Ran;Cho, Kwang-Soo
    • Science of Emotion and Sensibility
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    • v.15 no.2
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    • pp.183-192
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    • 2012
  • This study aims at expressing the correlation of 'creativity' and 'emotional intelligence' in cartoon expression learning through literary research and correlation analysis. Analyses were made on each sub-factor for the self emotional intelligence evaluation and the creativity evaluation made by experts through cartoon expressions by elementary school students, who are the learners. Studies on preceding research showed that creativity and emotional intelligence had a correlation and that it is common preception that higher creativity is equivalent to higher emotional intelligence. However, results of correlation analysis in this study showed that while there is a relation between creativity evaluation and emotional intelligence in cartoon expression learning, not all factors were correlated. Furthermore, the results of emotional evaluation of the upper and lower group learners did not show similar results in the creativity evaluation. Through this study, it can be said that for emotional intelligence and creativity factors, finding the appropriate emotional intelligence development method would be the way to enhance creativity. Therefore, in order to develop creativity through cartoon expression learning, systematic research should be performed for extracting the relative emotional intelligence factors.

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Impact on the Airport Performance by Diversity of Airport Operation (공항운영의 다양성이 공항성과에 미치는 영향 : 창의성의 매개효과와 공기업 경영평가 수행도의 조절효과를 중심으로)

  • Lee, Yung-Kil;Park, Sung-Sik
    • Journal of Advanced Navigation Technology
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    • v.22 no.4
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    • pp.247-263
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    • 2018
  • In this article, it is that have highlighted the importance of the creative communication, convergence and identity of airport operations. This research verifies to influence in the airport performance by the diversity, mediator effect of creativity, and moderator effect of the public enterprise management evaluation performed degree in the operation of the airport. This study design how participants were selected as study the employees from two airports on the enterprise of the Incheon International Airport, Gimpo International Airport in Korea using the simple random sampling method. The findings indicate that the positively internal diversity, mediated creativity, and moderated public enterprise management evaluation performed degree affects performance of airports. This research provides a few implications and insights in the operation of airport.

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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The Role of Aesthetic Experience with the Creative Product in the Creative Economy (창의상품의 심미적 체험이 창의경제에 미치는 역할)

  • Chun, Taeck soo
    • Review of Culture and Economy
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    • v.19 no.2
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    • pp.73-96
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    • 2016
  • The purpose of this paper is to show the role of aesthetic experience from appreciating the creative products in the creative economy. The paper has found that the universality of creativity is a very basic foundation of the creative economy and anyone can enhance his or her creativity from appreciating or consuming the creative products and apply such acquired creativity to the non-creative industries. From these findings we can derive two public policy implications. The first one is that the government should support people to pursue a diverse and unique experience, i.e. aesthetic experience with creative products. And the second one is that art education both inside and outside of the school curriculum should be emphasized.

Method of Developing the Teaching material about Computer Programming For Improving the Creativity In Elementary School (초등 컴퓨터 프로그래밍 관련 창의성 교재 개발 방안)

  • Jeong, Won-Hee;Kim, Jong-Jin;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.197-205
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    • 2004
  • 요즘 과학, 수학 교과 등은 기초 교육 강조는 물론 창의성 교육에까지 관심을 가지고 있다. 7차 교육과정의 등장과 사회의 변화 흐름을 통해 '창의성'이 강조되고 있고, 교육에서도 창의성 교육이 대두되고 있다. 그러나 우리나라의 컴퓨터 교육 현황을 살펴보면 창의성과는 거리가 멀 뿐만 아니라, 다른 교과를 배우는데 도움을 주는 교과로서의 역할만을 하고 있다. 또한 컴퓨터 활용 교육이 이루어짐에 따라 저학년에서 고학년까지 유사한 내용의 교육을 반복해서 받는 경우가 생기고, 특히 5, 6학년은 실과 시간과 재량 시간의 교육 내용이 서로 중복되어 교육 효율이 떨어지고 있다. 이에 본 연구에서는 교육의 기초를 다지는 시기인 초등학교에서부터 창의적인 컴퓨터 교육이 이루어질 수 있도록 하고자 하며 이를 위해 초등학교 수준에 맞는 프로그래밍 관련 교육을 살펴보고, 초등 컴퓨터 창의성 향상 교육을 뒷받침할 수 있는 프로그래밍 관련 교재 개발 방안을 제안한다.

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요소-상호작용 모델을 이용한 창의적 문제 해결

  • 김호종
    • Proceedings of the Korean Society Of Semiconductor Equipment Technology
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    • 2005.05a
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    • pp.163-167
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    • 2005
  • 대부분의 사람들은 자신이 높은 창의성을 갖기를 원한다. 그러나 현실은 창의성을 설명한 실용적인 책이나 교육시설이 거의 없다. 최근 창의성을 높이는 새로운 방법으로 "창의적 문제해결 이론"인 트리즈가 많이 소개되고 있다. 많은 시간과 돈을 투자하여 트리즈 교육을 받는 기관과 사람들이 늘고 있다. 그들은 트리즈적 창의성 교육에 많은 기대를 하고 있다. 하지만 현재의 트리즈는 공부하기에 너무 복잡하고 실용적이지 못하다. 때문에 트리즈를 공부하는 많은 사람들은 쉽게 배우고 활용할 수 있는 실용적인 트리즈를 원한다. 본고에서는 연구 개발자 또는 학생들에게 트리즈의 창의성을 짧은 시간에 교육시키고 활용하게 할 수 있는 실용 트리즈 교육을 위한 요소-상호작용 모델의 개요와 적용 사례를 설명하고자 한다.

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Investigating the Process of Revealing Individual Creativity through Exploration and Exploitation: Emphasis on Psychological Empowerment (탐색적 활동과 활용적 활동을 통한 개인 창의성 발현과정에 대한 연구: 심리적 임파워먼트를 중심으로)

  • Choi, Do Young;Lee, Kun Chang
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.155-165
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    • 2021
  • The objective of this research is to suggest the creativity revelation model and to verify the relationships among knowledge capabilities and creativity processes including exploration and exploitation. Also, we investigate whether there are differences in creativity revelation processes from the perspective of psychological empowerment. To achieve the purpose of the research, a survey was conducted targeting employees of software development companies that require creativity in work performance. Empirical results show that knowledge capabilities have positive effect on creativity revelation processes. The notable point of the results is the role of psychological empowerment such that individuals with high psychological empowerment have more exploration-centric revelation, and those with low psychological empowerment have more exploitation-centric on the other hand. These results are interpreted that the behavioral patterns of organizational members may vary depending on the level of psychological empowerment in the creativity revelation, and therefore could suggest several managerial implications regarding creativity management and organizational development in an environment where convergence becomes more important.

The Impacts of Artistic Creativity, Scientific Creativity, General Creativity on Perceived Enjoyment and Intention to Reuse : Focused on Role-Playing Game Players (예술적 창의성, 과학적 창의성, 일반적 창의성이 지각된 즐거움과 재이용의도에 미치는 영향 : 롤플레잉 게임 이용자들을 대상으로)

  • Byeon, Hyeon-Su
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.59-67
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    • 2011
  • The increase in the use of video games is resulting in the perception of some variables for video gamers. Therefore, it is necessary to identify the drivers for video games and their effects on the users to lead the growth strategies for the video gaming business. In this study, the drivers of video game play are creativities and enjoyment which are based on previous studies. And an empirical analysis was performed to determine the effect of these variables on intention to reuse. First, the results showed that artistic, scientific, and general creativity affect perceived enjoyment. Second, perceived enjoyment appeared to be a significant factor of intention to reuse. Specially, the author confirmed that artistic creativity has a very significant effect on enjoyment of video games.

자리바꾸기 문제를 활용한 수학적 창의성의 발현 과정 연구

  • Kim, Bu-Yun;Lee, Ji-Seong
    • Communications of Mathematical Education
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    • v.19 no.2 s.22
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    • pp.327-344
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    • 2005
  • 솔리테르(solitaire) 중 간단한 게임인 자리바꾸기 문제에 대해 학습자로 하여금 다양한 해결방법을 산출 하도록 한 후, 그 과정에서 학생들의 수학적 창의성의 발현 과정을 추적해 본다. 제시한 문제 해결 과제에 대한 학습자들의 반응과 해답을 분석함으로써 수학적 창의성에서의 인지적 구성요소인 확산성, 유창성, 논리성, 유연성, 독창성과 정의적 구성요소에 해당하는 적극성, 독자성, 집중성, 정밀성 등이 어떻게 나타나고 있는가를 살펴본다. 또한 그렇게 함으로써 각 구성요소의 의미와 특성을 규명하고자 하며, 나아가 이들 구성요소를 판별할 수 있는 방안에 대한 기초 자료를 제공하고자 한다.

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