• Title/Summary/Keyword: Creative Analysis

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Application Methods and Development Assessment Tools for Creative Convergence Education Programs for Elementary and Secondary Schools based on Hyper Blended Practical Model (하이퍼 블렌디드 실천모델 기반 초·중등 창의 융합 교육 프로그램 평가도구 개발 및 적용 방안)

  • Choi, Eunsun;Park, Namje
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.117-129
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    • 2022
  • The ability to creatively pursue new knowledge and perspectives across various disciplines has established itself as a basic literacy for living in the 21st-century convergence era. With the development of various creative education programs, assessment tools that can objectively and systematically evaluate learners' academic achievement are also required. Therefore, this paper proposed the self assessment, peer assessment, creativity assessment, and reflection tool based on the hyper blended practical model as assessment tools for creative convergence education programs for elementary and secondary school students. The developed assessment tools attempted to develop more completed evaluation methods by modifying two items and deleting four items through validity tests. In addition, the evaluation tool was applied to 596 elementary and secondary school students nationwide, and the application results were analyzed through one-way ANOVA and Wordcloud system. As a result of the analysis, it was found that the self assessment and the reflection tool need to develop questions according to the grade group. In addition, we proposed to use these assessment tools in blended classes or various educational activities in the changing classroom environment. We hope that this paper provides implications for developing evaluation systems and tools for creative convergence education.

Analysis of STEAM Elements of Creative and Convergent Activities Presented in Elementary School Science Authorized Textbooks: Focusing on the 3rd and 4th Grade Group (초등학교 과학과 검정 교과용 도서에 제시된 창의·융합 활동의 STEAM 요소 분석: 3~4학년군을 중심으로)

  • Kim, Seong-Ryong;Park, Jeongwoo;Shin, Ae-Kyung
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.2
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    • pp.224-234
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    • 2022
  • The purpose of this study was to analyze STEAM elements and convergence types that appeared in the creative and convergent activities in elementary school science textbooks, which were converted from the national issuance system to the authorized system in 2022. For this study, 6 elementary school science textbooks for 3rd and 4th graders were selected. And STEAM elements in creative and convergent activities were analyzed by publishers, grade-semesters, and science fields, and the convergence type was analyzed for each publisher. The results of this study are as follows. First, the total frequencies of STEAM elements and the ratios of each element in the creative and convergent activities of textbooks were different for each publisher. However, among the four elements except for science (S) element in all publishers, the tendency to have a high proportion of art (A) element and a very low proportion of mathematics (M) element was common. Second, the higher the number of fused STEAM elements, the lower the rate of appearance in the textbooks in overall. Also the ratio of convergence types of STEAM elements varied by each publisher. Third, the ratio deviations of art (A), technology (T), and engineering (E) elements for each grade-semester were not large, but the ratio deviation of the mathematics (M) element was large. Fourth, technology (T) and engineering (E) elements appeared a lot in the fields of 'movement and energy' and 'material', while art (A) element appeared a lot in the fields of 'earth and universe', 'life', and 'integration'.

Analysis of STEAM Elements of Creative and Convergent Activities Presented in Elementary School Science Authorized Textbooks(II) : Focusing on the 5th and 6th Grade Group (초등학교 과학과 검정 교과용 도서에 제시된 창의·융합 활동의 STEAM 요소 분석(II): 5~6학년군을 중심으로)

  • Ae-Kyung Shin
    • Journal of the Korean Society of Earth Science Education
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    • v.16 no.2
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    • pp.291-301
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    • 2023
  • In this study, the STEAM elements and convergence types which appeared in the creative and convergent activities in authorized elementary school science textbooks for 5th and 6th graders were analyzed. For this study, creative and convergence activities presented in 9 different science textbooks for 5th and 6th graders were selected and the STEAM elements and convergence types were analyzed by each publisher, grade-semester, and science field. The results of this study are as follows. First, there was a large variation by publisher in the total frequency of STEAM elements and the frequency of each element in creative and convergence activities. Second, the ratio of convergence type consisting of two elements was very high, and the higher the number of fused elements, the lower the ratio appeared in overall. Third, the art (A) element had the highest frequency in all grade-semesters, and the technology (T), engineering (E), mathematics (M) elements differed in the distribution of frequency by grade-semesters. Fourth, the engineering (E) element in the 'integration' field, and the art (A) element in the fields of 'movement and energy', 'material', 'earth and universe', and 'life' had the highest frequency.

Effectiveness and Relationship Analysis of Chemistry Programs Based on Metacognitive Learning Strategies Using Realistic Contents for Pre-service Teachers (예비교사를 위한 실감형 콘텐츠 활용 메타인지 학습전략 기반 화학 프로그램의 효과 및 관계성 분석)

  • Da Eun Lee;Hyun-Kyung Kim
    • Journal of the Korean Chemical Society
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    • v.67 no.4
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    • pp.271-280
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    • 2023
  • The purpose of this study is to investigate the effect of chemistry program based on metacognitive learning strategies using realistic contents on prospective teachers' creative thinking skills and science core competencies, and their perception. In particular, it was intended to further improve the effectiveness of the program by introducing a strategy to strengthen metacognition. Participants were classified into the experimental group subject to the newly developed chemistry curriculum and traditional group subject to general programs that exclude realistic contents and metacognitive strategies. Both groups were surveyed before and after the application of the program to measure the degree of change in metacognitive competencies, creative thinking competencies, and science core competencies. It also analyzed the impact of metacognitive competencies and science core competencies on creativity thinking competencies. As a result of the study, relevance and rationality among sub-factors of metacognitive competencies and creative thinking competencies of the experimental group were improved, and all sub-factors except for scientific participation and lifelong learning ability among science core competencies were significantly improved. In addition, it was found that metacognitive knowledge among metacognitive competencies, scientific inquiry ability and scientific thinking ability among science core competencies affect creative thinking competencies. Through the results, it was suggested that realistic content that incorporates metacognitive learning strategies is needed to improve creative thinking competencies, and learning models and programs that can utilize them are needed.

Signification Education for Communication of Creative Semiotic System on Social and Cultural Value - Focused on Advertising Story - ('사회문화적 가치'에 대한 창조적 기호계(semiosphere)와 의사소통을 위한 의미 표현 교육 - 광고스토리를 중심으로 -)

  • Lim, Ji-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.145-153
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    • 2019
  • The present study is a discussion in which the flow of 'social and cultural values' inherent in the creative advertising story is considered against Bart's symbolism and the creative symbol system, and attempted to reproduce the work through the cognitive thinking of the inmates. The interaction of correct social and cultural communication is not just a strategy for persuasion and effectiveness. Starting with these issues, I thought that experiencing the 'symbolic production' and 'cognition interpretation' of the most creative, aesthetic and implicit advertising stories was the realization of concrete cultural values. The reason why I pay attention to advertising as a target tool of the original school is that it gives anyone access to the social and cultural values based on the productivity of meaning, the sharing of meaning and social small-call work by paying attention to the most implicit symbols in a short period of time. I also think that with the trend of the times, it is well worth it as a tool of positive communication for social and cultural member harmony and solving future problems. The reality of social and cultural advertising stories conducted in conjunction with the analysis of meaning at the cognitive thought level is very appropriate to apply in creative classes for college students. The Dong-A Ilbo is a discussion that suggested that the work of realizing the cognitive meaning of advertising stories, a "symbol complex" based on creativity in a complex, multi-media era, will become an age-old communication tool to join university students' strategies for solving future problems

The Effect of Personal Creativity on Knowledge Sharing and Innovation Behavior: Focused on Retail Workers (개인 창의성이 지식공유와 혁신행동에 미치는 영향: 유통업 종사자를 중심으로)

  • LEE, Joon-Pyo;PARK, Kye-Hong
    • Journal of Distribution Science
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    • v.17 no.10
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    • pp.93-105
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    • 2019
  • Purpose - First, empirical research will reveal how personal creativity affects the knowledge sharing and innovation behaviors of organizational members. Second, self-management competency will be verified to explain the causal relationship between independent and dependent variables as a mediating variable and to reduce the time interval. Research design, data, and methodology - There are two major research models. First, personal creativity (professionalism, emotional intelligence, internal motivation) has a positive impact on knowledge sharing (creation of knowledge, organization of knowledge, use of knowledge) and innovation behavior (deriving ideas, implementing ideas, promoting ideas). Second, self-management competency (intellectual capacity, emotional capacity, personality capacity) plays a mediating role. In addition to descriptive statistics and correlation analysis, Cronbach's α was calculated for 259 workers in the retail industry. In addition, confirmatory factor analysis was performed using the AMOS 24.0 program, and the influence on the measurement model was analyzed to verify the structural equation model. Results - First, personal creativity had a positive effect on knowledge sharing and innovation behavior. In other words, it was confirmed that the decision-making process accompanied by individual creativity can create an atmosphere of knowledge sharing and continue to innovate. Second, personal creativity had a positive effect on self-management competency, and self-management competency had a positive effect on knowledge sharing and innovation behavior. Third, self-management competency was found to partially mediate the influence of personal creativity on knowledge sharing and innovation behavior. Conclusions - First, it is important for managers to recognize the value of creative talents who can be a fundamental source of organizational success and competitive advantage, and to attract talented people. Second, managers should be able to develop decision-making processes to develop potential creativity and encourage creative ideas, opinions, or solutions when organizing the work environment of their members. Third, managers should promote the sharing and integration of new knowledge that underlies the creative views and attitudes of teams and organizational members. Unlike previous studies, which emphasize the role of the work environment in which creative behaviors are promoted, this study shows that creativity of individual members, itself, is an important determinant of knowledge sharing and innovation behavior.

The Effects of Creative Thinking Filtering Model to Creativity Domains (창의사고필터링모형 (CTFM) 교육프로그램이 창의성에 미치는 영향)

  • Song, Hong-Jun;Song, Sun-Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.505-516
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    • 2014
  • This study was aimed at identifying the influence of Creative Thinking Filtering Mode program in international gifted program: how much it influences to improve the cognitive domains of creativity (fluency, flexibility, originality) and affective domains of creativity (independence, curiosity, diversity, sensitivity, sense of humor, individuality. To analyze data, ANCOVA(Analysis of Covariance)test was conducted, and the results are as belows. Firstly, the group applied in CTFM program was higher than controlled group on the domains of cognitive and affective. Specifically, in the factors of fluency, flexibility and originality among three cognitive domains and factors of individuality.In affective domains of creativity, independence, curiosity, diversity, a sense of humor among the five factors except of sensitivity were higher. Secondly, the result of analyzing the difference between before and after applying CTFM program was that three elements in cognitive domains : fluency, flexibility and originality improved, especially, the fluency was the most improved. Thirdly, the result of analyzing the difference of affective factor between before and after applying CTFM program was that the originality, diversity, a sense of humor and individuality among the 6 elements of affective domain improved, especially the individuality was the most improved.

The Discursive Topography in Maker Culture A Critical Discourse Analysis of 'Maker Movement' (메이커 문화를 둘러싼 담론적 지형 메이커 운동(maker movement)에 대한 비판적 담론 분석)

  • Choi, Hyuk Kyoo
    • Korean journal of communication and information
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    • v.82
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    • pp.73-103
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    • 2017
  • With the introduction and expansion of 'maker movement', maker culture captured attention and saw itself as an emerging culture. This study aims to analyze published books, policy report, columns and news articles related to maker culture through the perspective of critical discourse analysis. Maker movement led by the government gives meaning to the maker culture as the force of 'creative economy' that can overcome the economic crisis. Following this meaning making, one-man digital fabrication start-ups have been actively promoted by government policies. In the case of Seoul, it criticizes government led maker movement that only focuses on economy and institutionalizes maker movement by focusing on the maker culture's aspect as 'digital social innovation' that can resolve social problems. In the world of art, it tries to rediscover the value craft, that is, 'creative craftsman'. Moreover, resistance movement that tries to fight against dominant technology structure through constructing 'critical making' was also spotted. Nonetheless, it is rather untimely to definitely find dominant discourse's power effect in reality and sign of rupture in dominant structure as the result of resisting discourse's struggle. Thus, maker movement is the field of struggle where an ongoing clash can be found: between discourse strategy that tries to make maker culture a social or economic asset by combining with dominant power structure, and alternating or resisting practice of signification that focuses on its cultural techno-political potential.

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Marketing Organization's Regulatory Focus and NPD Creativity: The Moderating Role of Creativity Enhancement Tools (마케팅 부서의 조절초점과 신제품 개발 창의성: 창의성 증진수단의 조절효과)

  • Kang, Seong-Ho;Son, Jung-Min
    • Journal of Distribution Science
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    • v.14 no.7
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    • pp.71-81
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    • 2016
  • Purpose - Because creativity, which is an intangible resource embedded within the company, can offer a competitive advantage, most companies have an interest in promoting creativity among their employees and division(e.g., marketing organization). Creativity renders a sustainable competitive advantage to a firm because it is a strategic resource that is valuable, flexible, rare, and imperfectly imitable or substitutable. Although most companies broadly recognize the importance of creativity, the methods for developing creativity remain elusive. Therefore, the present study investigates how to structure incentives to motivate employees to be more creative and how to develop tools to facilitate creativity. In detail, the present study aimed to examine the relationship between the regulatory focus of marketing organizations(e.g., promotion focus vs prevention focus) and creativity of marketing organizations. In addition, the present study set out to examine the moderating role of interaction of financial reward and creative training in addition to investigating the direct relationship between creativity and regulatory focus in New Product Development(NPD) context. Research design, data, and methodology - The data used to test the hypotheses are drawn from a survey of full time NPD project members(including project manager, designer, engineer, and marketer). The present study utilized data obtained mainly from a database compiled by the Korea Investors Service-Financial Analysis System which provides comprehensive corporate and financial information on firms listed on the Korea Stock Exchange. A study population comprising 1,000 South Korean firms was obtained from this database. We selected 864 firms from the database, and the firms have experiences of new product development project. We collected a total of 162 responses, for a 18.8% response rate. After we excluded 14 questionnaire because of incomplete responses, a total of 148 questionnaire remained(final response rate: 17.1%). Working with a sample of 148 responses in South Korea, hierarchical moderated regression is employed to test research hypotheses(

    The relationship between promotion focus and creativity of marketing organization,

    The relationship between prevention focus and creativity of marketing organization,

    The moderating effect of joint influences(interaction between financial rewards and creativity training) on the relationship between promotion focus creativity of marketing organization,

    The moderating effect of joint influences(interaction between financial rewards and creativity training) on the relationship between prevention focus creativity of marketing organization). SPSS 18.0 and AMOS software were used in the data analysis. Results - The empirical study confirmed that promotion focus of marketing organization is positively related to creativity of marketing organization. Also, prevention focus of marketing organization is positively affected to creativity of marketing organization. In addition, the interaction between financial rewards and creativity training moderated the relationship between regularity focus(e.g.), promotion focus vs prevention focus) and creativity of marketing organization. These results suggest that managers can improve the performances of their creative efforts by providing the use of financial rewards and creativity training in combination. Conclusion - Based on results of this study that examine the effects of regulatory focused creative efforts on creativity of marketing organization, promotion focus is helpful with marketing organizations to enhance their service innovation and performance. Prevention focused organization should allow monetary rewards and creativity training to increase their creativity for innovation of new products.

The Effect of Managerial Coaching Behavior on Employees' Creativity in IT field: Focused on the Moderating Effect of Creative Self-efficacy and the Mediating Effect of Unlearning (IT분야 관리자의 코칭행동이 조직구성원들의 창의성에 미치는 영향: 폐기학습의 매개효과와 창의적 자기효능감의 조절효과 중심으로)

  • Park, Hyun-Ju;Oh, Sang-Jin
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.400-423
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    • 2020
  • In the era of the fourth industrial revolution, IT workers' use of creativity has become more important than workers' in other fields in that they should apply new digital technologies to their companies for organizational innovation. In this regard, this study is to verify the effect of managerial coaching behavior on the creativity of employees in the IT field and identify the mediating effect of unlearning and the moderating effect of creative self-efficacy. A survey was conducted on IT workers in Seoul and the metropolitan area and a total of 439 copies of the questionnaire survey were used for confirmatory factor analysis on SPSS 25.0 and AMOS 25.0 and for mediating and moderating effect analysis on SPSS Process Macro 3.0. The results suggested that managerial coaching behavior has a positive effect on the creativity and unlearning ability of employees. They also showed that unlearning has a significant effect on one's creativity, mediating the relationship between managerial coaching behavior and the creativity of employees. Also, they identified that creative self-efficacy moderates the relationship between managerial coaching behavior and unlearning. This study has theoretical and practical significance in that it makes a timely contribution to expand the research area for coaching effect and identifies the influential mechanism behind managerial coaching by verifying the direct effects of managerial coaching behavior on the creativity of the IT sector workers and finding indirect influential factors.