• Title/Summary/Keyword: Creative Analysis

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Creative Analysis of Brand Placement in Game Contents

  • Lee, Yong-Jae
    • International Journal of Contents
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    • v.7 no.1
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    • pp.37-44
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    • 2011
  • This research attempts to analyze brand placement in game. Brand placement, being acclaimed as a new beneficiary model in game industry, is raising important mean of advertising. For development of game industry, the interdisciplinary study between game and advertising is indispensible. Therefore, the purpose of this study is to find creative types of brand placement in game for illuminating how advertising works in game contents. The results showed three types of brand placement in game. They are contextual type, prominent type and independent type. Contextual type is one where the brand is present within the game contents without being formally expressed: it plays a passive role. Prominent type is one where the brand is present within the game contents with being formally expressed: it plays an active role. Independent type is one where the brand is present within the game contents with being formally expressed but it is not related with the program: it plays an additional role. The research showed, among these three types, a prominent type is becoming mainstream of brand placement in game. In other words, the prominent type of brand placement is the most effective beneficial alternative in game industry.

An analysis of Kindergarten Teachers' Perceptions of Children's Creativity Employing Q-methodological Approach (창의성에 대한 유치원 교사의 인식 유형 분석 : Q-방법론적 접근)

  • Park, Sun Mi;Yoo, Soo Kyung
    • Korean Journal of Child Studies
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    • v.29 no.4
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    • pp.231-248
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    • 2008
  • This research used Q-Methodology to investigate kindergarten teachers' perception style regarding children's creativity. The 30 participants had various teaching experiences and educational backgrounds and were teaching in a variety of types of kindergartens in the cities of Busan and Ulsan. Individual teacher's subjective perspective was the main target for the analysis. Results showed four types of teachers' perceptions of creativity : 1) perceiving creativity as children's creative thinking ability, 2) focusing on creative curriculum development 3) perceiving creativity as children's creative personality, and 4) focusing on either teacher's thorough understanding of children's creativity or teachers' creativity. These results indicate that teachers tend to perceive creativity in narrow and specific domains. These findings are discussed with respect to their educational implications.

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A Study on Influential Factors in Mathematics Modeling Academic Achievement

  • Li, Mingzhen;Pang, Kun;Yu, Ping
    • Research in Mathematical Education
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    • v.13 no.1
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    • pp.31-48
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    • 2009
  • Utilizing the path analysis method, the study explores the relationships among the influential factors in mathematics modeling academic achievement. The following conclusions are drawn: 1. Achievement motivation, creative inclination, cognitive style, the mathematical cognitive structure and mathematics modeling self-monitoring ability, those have significant correlation with mathematics modeling academic achievement; 2. Mathematical cognitive structure and mathematics modeling self-monitoring ability have significant and regressive effect on mathematics modeling academic achievement, and two factors can explain 55.8% variations of mathematics modeling academic achievement; 3. Achievement motivation, creative inclination, cognitive style, mathematical cognitive structure have significant and regressive effect on mathematics modeling self-monitoring ability, and four factors can explain 70.1% variations of mathematics modeling self-monitoring ability; 4. Achievement motivation, creative inclination, and cognitive style have significant and regressive effect on mathematical cognitive structure, and three factors can explain 40.9% variations of mathematical cognitive structure.

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Validation of a Creativity Inventory for Young Students (초등학생용 창의성 검사의 타당화 연구)

  • Lee, Hyun Joo;Choe, In-Soo
    • Korean Journal of Child Studies
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    • v.26 no.1
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    • pp.61-74
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    • 2005
  • The purpose of this study was to examine the reliability and validity of CIS(Creativity Inventory for Young Students) and its relationship with Torrance Tests of Creative Thinking(TTCT) and What Kind of Person Are You?(WKOPAY). The number of subjects were 523 elementary school students ranging from 4th to 6th grade. All subjects were tested for TTCT, CIS and WKOPAY. The data were analyzed by reliability analysis, bivariate correlation and confirmatory factor analysis(CFA). It was found that the CIS was a reliable and valid measure for creativity. Future research for elaborating CIS was discussed.

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인터넷 메신저를 이용한 의사결정 환경에서의 커뮤니케이션패턴에 관한 연구

  • Park Sang Hyeok
    • Proceedings of the Korea Association of Information Systems Conference
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    • 2004.11a
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    • pp.499-513
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    • 2004
  • This study identifies communication patterns of groups using Internet Messenger for their group decision-making, and examines how these patterns are associated with creative solutions to problems. Our research suggests that certain communication behavior of groups, when appropriately organized, can be of help in enhancing creative production of outcomes. A qualitative study was conducted on communication patterns based on an analysis of text-based electronic conversation protocols. Specifically this research tried to overcome existing studies on electronic groups by focusing on interactive process of communication among participants. The major study conclusions are: (1) The production of creative outcome may depend on the process or sequence of discussion among group members with Internet Messenger. That is, proper interactive responses and appropriate control of the discussion process are essential to obtain a high level of performance. (2) It is important to make discuss rules based on meta-cognitive and interactive protocols in the early stage. Explicit rules relating to internal group processes as well as communication medium use are even more important to groups with Internet Messenger than face-to-face groups.

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Strategical Approaches for Establishing Learning Organization: S-Steel Case (철강산업의 학습조직 구축을 위한 전략적 접근 : S-철강(제조업) 사례연구)

  • Park, Gi-Ho
    • 한국디지털정책학회:학술대회논문집
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    • 2007.06a
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    • pp.377-384
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    • 2007
  • This paper is about how to establish the strategic teaming organization in digital age. Through the case study of action teaming, this research can give some implications to small-sized organizations who want to establish teaming culture and positive activities in their own companies. The case site was S-steel, which belongs to the steel industry. To improve and drive teaming activities, I made use of skills: action learning, fishbone analysis, creative thinking, brainstorming, creative discussion skill, and organization diagnostic method.

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The Effect of Scaffolding on Creative Collaborative Performance - Focusing on the Mediating Effects of Boundary Objects - (스캐폴딩이 창의적 협업 성과에 미치는 영향 - 바운더리 오브젝트의 매개효과를 중심으로 -)

  • Shin, Hyun-Sun;Kym, Hyo-gun;Na, Yun-Bin
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.1-15
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    • 2020
  • This study examined the factors that influence creative performance in corporate collaboration projects. Specifically to facilitate team collaboration, we identified that scaffolding, which is one of the important factors in organizational learning communication, and the Boundary Objects, which are collaboration tools & vehicle, influence performance. The survey was collected for 203 employees who experienced collaborative projects, and three-step mediated regression analysis was conducted after conducting exploratory factor analysis. In other words, we examined the median effect of boundary objects on the impact of scaffolding on creative collaborative performance. Analysis showed that while the effects of the boundary objects in relation to the impact of cognitive scaffolding on creative performance were not significant, emotional scaffolding had a full-scale effect on the creative performance and also had a full-scale effect on the efficacy performance. Given these results, it is necessary to share a vision and form personal relationships among team members in order to activate them, since scaffolding is useful in organizational learning and boundary objects also have some effect as a medium for promoting collaboration in projects.

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.

Multigroup Generalizability Analysis of Creative Attitude Scale-Korea for Mathematically Gifted and General Students in Middle Schools (수학적 창의성 태도 검사에서 수학영재와 일반학생의 다집단 일반화가능도 분석)

  • Kim, Sungyeun
    • Communications of Mathematical Education
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    • v.31 no.1
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    • pp.49-70
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    • 2017
  • The purpose of this study was to investigate the relative influence of multiple error sources and to find optimal measurement conditions that obtain a desired level of reliability of a creative attitude test in mathematical creativity. This study analyzed the scores of the Creative Attitude Scale-Korea allowed to access publicly of 125 general students and 109 mathematically gifted students by performing a multivariate generalizability analysis. The main results were as follows. First, based on reliability, the Creative Attitude Scale-Korea was measured less precisely for mathematically gifted students. On the contrary, based on the conditional standard error of measurement, it was measured less precisely for general students. However, the Creative Attitude Scale-Korea showed strong reliability in both groups. Second, the optimal weights should adjust to .3, .3, .4 in mathematically gifted students and .4, .4, .2 in general students with three scoring components of divergent attitude, problem solving attitude, and convergent attitude based on the maximum reliability. Third, to approach desirable reliability, it is possible to use one component of divergent attitude in general students but three components of divergent attitude, problem solving attitude, and convergent attitude in mathematically gifted students. Finally this study proposed application plans for the Creative Attitude Scale-Korea and future directions of research.

The creative convergent person and the analysis of educational purpose system based competence in the 2015 revised curriculum (2015 개정 교육과정의 창의융합형 인재상과 역량 중심의 교육목적 체제 분석)

  • Park, Changun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.1
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    • pp.743-752
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    • 2017
  • This paper analysis the creative convergent person and the analysis of educational purpose system based competence in the 2015 revised curriculum. For this end, first, It discuss the educational purposes of the elementary and secondary school. The educational purposes are specified in the law, the general guideline and subject matters of the national curriculum. Second, It find out the relationship between creative convergence person and educational purposes. The core competencies that emerged from 2015 revised curriculum are an important role for the realization of creative convergence person. Finally, each purpose for the promotion of creative convergence person review how adequately defined. The review divided the three; the stipulation of legislation, general guideline of the national curriculum, subject matters of the national curriculum. As a result, the purpose of the direct role for the realization of creative convergence person is core competence and special competency of a subject matters. These competencies are reflected in achievement standards of the contents system in subject matters of 2015 revised curriculum. The core competence is a kind of educational purposes in terms of learners.