• Title/Summary/Keyword: Creative Analysis

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Development of the Scientific Creative Problem Solving Test for the Selection of Gifted Science Students in Elementary School (초등학교 과학영재학급 학생선발을 위한 과학 창의적 문제해결력 검사도구 개발)

  • Choi, Sun-Young;Kang, Ho-Kam
    • Journal of Korean Elementary Science Education
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    • v.25 no.1
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    • pp.27-38
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    • 2006
  • The purpose of this study was to develop a test of a creative problem solving (CPS) for the selection of gifted science students in elementary school. For this, the methods and procedures of the selection of gifted science students was investigated through the internet homepages 23 gifted science education centers of universities and 16 city. province offices of education. The results of this study were as follows: Most of the gifted science students were selected through a multi-step examination process. They were selected on the basis of their records by recommendation of a principal or a classroom teacher in their school, by operation of standardized tests (ex. intelligence quotient score, achievements in science and mathematics, interest and attitude/aptitude for science as well as through other means), as well as through intensive observation of those gifted science students who are selected by interview and oral tests. The selection of gifted students was not evaluated through creativity testing; giftedness in city. province office of education. Testing of CPS was found to be especially lacking in these organizations. For the development of the test items of CPS in science, the five elements were extracted through the framework for the content analysis of the CPS: problem exploration, problem statement, solution thinking, experiment design, and assesment. In addition, suggestions were made regarding an appropriate scoring system for the test of the CPS. As the result of the developed test was applied to the 4th grade of the gifted and general student, we found that gifted students were superior to general students. In conclusion, it was that the CPS test developed in this study should be used to evaluate the CPS for the selection of gifted students.

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A Parodic Comparison On Body & Political Power in Traditional Animation & Shrek Series - Centered on the Political Power Discourse of Foucault - (전통애니메이션과 슈렉시리즈에 나타난 몸과 정치권력에 대한 패러디적 특성비교 - 푸코의 정치권력 담론을 중심으로 -)

  • Lee, Hyewon;Kim, Min-Ja
    • Journal of the Korean Society of Costume
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    • v.63 no.1
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    • pp.56-63
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    • 2013
  • This study provides comparative analysis on the parodying of the body and political powers in the traditional animation and Shrek Series based on the discourse of Foucault. For the research, parody theories and Foucault's discourse were reviewed through the literature study, and Shrek Series was analyzed through positive study. The Shrek Series overturned stereotypes of the traditional animation by means of parody, especially showing a true body and a political power in the post-modern society. Foucault focused on the body and newly changed political power in the post-modern society. A body was changed into resistant and combative forms rather than obedient and submissive under control of the community power. In addition, political power was changed into relationship-oriented, decentralized and creative power rather than the centralized and class-based. In the traditional fairy tales, heroes and heroines are beautiful and perfect characters who obtain wealth and honor and live a happy life forever. However, heros and heroines in the Shrek Series are not attractive and do not have the ideal body shape, but rather have creative and active personalities and show indifference towards wealth and honor. Furthermore, their dress colors show the change into lower value and higher chroma. The Shrek Series is a future-oriented animation which created a fluid body and a creative political power in the post-modern society.

An Algorithm Learning Program with Robot (로봇 활용 알고리즘 학습 프로그램)

  • Lee, YoungJun;Lee, EunKyoung
    • The Journal of Korean Association of Computer Education
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    • v.12 no.1
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    • pp.33-44
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    • 2009
  • In this study, we selected an educational robot as a suitable tool to support algorithm learning for middle school learners through comparative analysis of various tools. Educational robot can provide tangible experiences for abstract concepts of algorithms. Therefore, we developed an algorithm learning program with educational robots to enhance intrinsic motivation and creative problem solving ability for middle school learners. Also, we implemented the developed program in middle schools and analysed the educational effects of the program. We found that the algorithm learning program with robots was helpful in enhancing learners' intrinsic motivation about algorithm learning and creative problem solving potential. These findings may offer useful direction for designing teaching and learning program for algorithm education. These results can be used as a basis for study on designing and developing algorithm learning program.

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Analysis of Demand for Creative Discretionary Activity in the Middle School (중학생을 위한 창의적 재량활동 프로그램 요구도)

  • 김명자;김정순
    • Journal of Korean Home Economics Education Association
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    • v.15 no.3
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    • pp.1-12
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    • 2003
  • The purpose of this study is to provide basic information for the development of Creative Discretionary Activity Program to Home Economics teachers. The need scales were developed based on the development characteristics of adolescence and data was collected from 521 middle school students in the seoul. The results are as fallows. 1. Among the seven areas self-understanding and career explorations showed the highest degree of demand. and the area of family relationship and friendship and maladjustment of adolescents followed, knowledge about sex and manner awareness took the lowest position. 2. Finding potential ability, understanding aptitude and personality. understanding IQ and EQ, solution of character showed the highest degree of demand. and solution of stress, interest identification. changing society and new career followed. 3. Demands for Creative Discretionary Activity showed significant difference according to socio-demographic variables such sex, family types and economic levels.

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The Interactive Effects of Motivation and Contingent Rewards on Employee Creativity (조직구성원의 외재적, 내재적 동기와 창의성의 관계: 조건적 보상의 조절효과)

  • Hwang, Soyeon;Jung, Heajung
    • The Journal of Industrial Distribution & Business
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    • v.9 no.7
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    • pp.71-82
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    • 2018
  • Purpose - This study examined the effects of intrinsic and extrinsic motivation on employee creativity. Past research has consistently shown that intrinsic motivation is positively related to creativity. Yet conflicting results have been reported about the relationship between extrinsic motivation and creativity. To explore the reason why extrinsic motivation can either help or hurt creativity, we examined the role of contingent rewards as a moderator and tested whether either tangible or intangible rewards contingent upon creative performance significantly impact the relationship between extrinsic motivation and creativity. Research design, data, and methodology - Survey data was collected from employees working for diverse organizations in Korea through online research firm. Only employees who reported their job or organization provided opportunities to use their creativity were allowed to continue the survey. Out of 305 initial responses collected, those with too much missing data were deleted, which finally left 278 responses for statistical analyses. To examine the validity of the measurements, confirmatory factor analysis was first conducted. Next, to test the hypothesized relationships, multiple hierarchical regression analyses were conducted. Results - As hypothesized, both intrinsic and extrinsic motivation had positive effects on creativity. It was shown that contingent rewards did not influence the positive relationship between intrinsic motivation and creativity, but did significantly moderate the relationship between extrinsic motivation and creativity in a way that tangible rewards strengthened the relationship while intangible rewards mitigated the same relationship. Conclusions - This research enhances our understanding on the relationship between motivation type, rewards, and creativity. Intrinsically motivated employees showed a high level of creativity regardless of whether rewards were expected or not. In contrast, extrinsically motivated employees showed more or less creative behavior depending on whether they were expected to have tangible or intangible rewards. As extrinsic motivation is typically associated with tangible rewards such as pay, promotion, etc., tangible rewards were seen to be more effective in promoting creative performance from extrinsically motivated employees than intangible rewards. Our findings make a significant theoretical contribution to reconcile prior inconsistent findings. Furthermore, they provide useful insights for managers and organizations into developing effective strategies for facilitating employee creativity.

An analysis of the interpretations of the symbols on an archaeological dodecahedron with pentagon facets and proposals of a new game method obtained by a creativity tournament (5각 12면 체의 기호해석과 이를 이용한 새로운 놀이 방법의 창안에 대한 분석)

  • 육근철;김명환;하종덕
    • Journal of Gifted/Talented Education
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    • v.12 no.1
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    • pp.1-30
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    • 2002
  • We present a long term projects of which an interpretation of the symbols and proposals of the original idea of new game method using by an archaeological dodecahedron with pentagon facets was unearthed on the kansan districts in Chungnam to the high school students participated in a creative tournament of the love of science and Taejeon. As a results, students interpreted the twelve symbols intaglioed on the dodecahedron with pentagon facets as numbers, duodecimal system, compass direction, five elements, etc. And also many students proposed original ideas for the game using the dodecahedron based on the principle of Um(-) and Yang(+) with the five elements, game of numbers, game of board, and so on. In this study we suggests that the creative program using the dodecahedron can be applicable to the creative education for gifted and talented youth.

Effect of data visualization using scratch on improvement of creativity of preliminary coding instructors (스크래치를 활용한 데이터 시각화 활동이 예비 코딩 강사의 창의성 향상에 미치는 효과)

  • Kim, Yongmin;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.21 no.3
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    • pp.309-320
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    • 2017
  • In this study, we developed the activity program for data visualization utilizing scratch and applied it to preliminary coding instructors and then verified its effect. The activity program was developed based on the procedure of ADDIE model based on the result of preliminary requirement analysis conducted for 20 teachers of computer elementary school incumbent primary school. The developed program was organized by "${\bigcirc}{\bigcirc}$Center for Creative Economy and Innovation" and a total of 21 hours set lectures and practical training for 4 weeks for 3 hours each 3 times per week in "Youth Coding Project" held at "${\bigcirc}{\bigcirc}$University" It applied to time. Application of the program In order to verify the effect on creativity, Torrance Tests of Creative Thinking Figures A and B were introduced and pre- and post tests were carried out. As a result of the verification, it was found that the educational program developed in this research is effective for improving the creativity of the preliminary coding instructors.

Analysis of abduction and thinking strategies by type of mathematical problem posing (수학 문제 만들기 유형에 따른 가추 유형과 가추에 동원된 사고 전략 분석)

  • Lee, Myoung Hwa;Kim, Sun Hee
    • The Mathematical Education
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    • v.59 no.1
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    • pp.81-99
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    • 2020
  • This study examined the types of abduction and the thinking strategies by the mathematics problems posed by students. Four students who were 2nd graders in middle school participated in problem posing on four tasks that were given, and the problems that they posed were classified into equivalence problem, isomorphic problem, and similar problem. The type of abduction appeared were different depending on the type of problems that students posed. In case of equivalence problem, the given condition of the problems was recognized as object for posing problems and it was the manipulative abduction. In isomorphic problem and similar problem, manipulative abduction, theoretical abduction, and creative abduction were all manifested, and creative abduction was manifested more in similar problem than in isomorphic problem. Thinking strategies employed at abduction were examined in order to find out what rules were presumed by students across problem posing activity. Seven types of thinking strategies were identified as having been used on rule inference by manipulative selective abduction. Three types of knowledge were used on rule inference by theoretical selective abduction. Three types of thinking strategies were used on rule inference by creative abduction.

DC23, a Triazolothione Resorcinol Analogue, Is Extensively Metabolized to Glucuronide Conjugates in Human Liver Microsomes

  • Shon, Jong Cheol;Joo, Jeongmin;Lee, Taeho;Kim, Nam Doo;Liu, Kwang-Hyeon
    • Mass Spectrometry Letters
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    • v.9 no.1
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    • pp.24-29
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    • 2018
  • DC23, a triazolothione resorcinol analogue, is known to inhibit heat shock protein 90 and pyruvate dehydrogenase kinase which are up-regulated in cancer and diabetes, respectively. This study was performed to elucidate the metabolism of DC23 in human liver microsomes (HLMs). HLMs incubated with DC23 in the presence of uridine 5'-diphosphoglucuronic acid (UDPGA) and/or ${\beta}$-nicotinamide adenine dinucleotide phosphate (NADPH) resulted in the formation of four metabolites, M1-M4. M1 was identified as DC23-N-Oxide, on the basis of LC-MS/MS analysis. DC23 was further metabolized to its glucuronide conjugates (M2, M3, and M4). In vitro metabolic stability studies conducted with DC23 in HLMs revealed significant glucuronide conjugation with a $t_{1/2}$ value of 1.3 min. The inhibitory potency of DC23 on five human cytochrome P450s was also investigated in HLMs. In these experiments, DC23 inhibited CYP2C9-mediated tolbutamide hydroxylase activity with an $IC_{50}$ value of $8.7{\mu}M$, which could have implications for drug interactions.

Geo-Crowdsourcing Contributions for Cultural Mapping

  • Ribeiro, Vitor;Remoaldo, Paula;Pereira, Miguel;Goja, Ricardo;Matos, Olga;Freitas, Isabel;Alves, Juliana
    • Journal of Information Science Theory and Practice
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    • v.8 no.1
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    • pp.56-67
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    • 2020
  • Over the years, cultural mapping methods have been used in several applications and contexts, for diverse cultural assets and to create new conditions for the development of local and regional resources. These methods were inspired by the development of big urban centres and regions, which have been the great engine of cultural mapping growth. The main objectives of the present paper are to provide a literature review on cultural mapping methodologies and to develop exploratory research on crowdsource tools on creative tourism which were applied to one Portuguese municipality in 2017. The research was supported by the implementation and integration of geographic information systems (GIS) and web mapping, which will become part of the solution for the growth of less developed territories and to make more interactive tourist activities. Web mapping's contribution to enhance crowd participation was measured via analysis of 12 digital photos shared through crowdsourcing. The originality of this research lies in the attempt to develop a new model for creative tourism, trying to extend the implementation of Web Mapping crowdsourcing to deprived low density territories. Results show how public participation can be amplified for the tourism market by crowdsourcing tools. These tools look very promising since they can help several members of the public at different ages to contribute to territorial knowledge, engage in activities, and collaborate through digital tools. It is a step to fulfil the lack of studies in this subject and it contributes to the way we think about future studies.