• Title/Summary/Keyword: Creative Behaviors

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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.

A Study on the Relationship between Personality and Creative Behavior according to Major in University (전공계열에 따른 개인의 성격과 창의적 행동 간의 관계에 관한 연구)

  • Jang, Ha-Soo
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.4
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    • pp.53-58
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    • 2017
  • The objective of this study was to search the effect of individual personality (big five personality) on creative behavior. In particular, we tried to find out how the individual characteristics of the students who are perceived as unique majors in university and students who are in non-art, music and physical education affect the creative behavior. To perform this, questionnaires were distributed to 150 university students in art, music and physical education and 150 non-art, music, and physical education university students in C University located in Gwangju Metropolitan City. 275 copies (91.7%) of valid questionnaires were used among them. As a result, extroversion, openness, Friendliness, and sincerity were found to affect creative behaviors, excluding neuroticism (emotional stability) among five factors of personality. Additional analysis was performed by departmentalizing the majors of respondents as art, music and physical education and non-art, music, and physical education. In the case of art, music and physical education, extroversion, openness, friendliness affected the creative behavior, and in the case of non-art, music and physical education, only extroversion and openness influenced creative behavior. This difference can be understood as the difference of habits according to major, and it has been proved that it is also similar to previous research results.

Factors that Influencing Sexual Behavior in Nursing Students (간호대학생의 성행동에 영향을 미치는 요인)

  • Kim, Miok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.8
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    • pp.3876-3886
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    • 2013
  • In modern society, the college students are experiencing more sexual behaviors, threatening their sexual health. The purpose of this study was to determine nursing college student's experiences with sexual behaviors and reveal its associated factors. Methods: As a descriptive correlation study, data was collected from 218 students in a nursing college. Data was analyzed using t-test, ANOVA, and stepwise multiple regression. Results: Sexual behaviors, sexual knowledge, sexual attitude, sexual communication with parents and friends averaged 1.53 (range of score 0-3), .84 (0-1), 3.86 (1-5), 2.75 and 2.97 (1-5), respectively. Sexual behaviors had a positive correlation with sexual attitude. Sexual communication with parents had a positive correlation with sexual communication with friends and negative correlation with sexual attitude. Sexual knowledge, source of sex related information, past date experience, and sex communication with family were affecting factors on sexual behaviors. Conclusion: Sexual problems may have a negative impact on various aspects of life. Nurses should be aware of the wider considerations that need to be made in relation to the quality of life when caring clients with sexual problems. Therefore, professionals and sex educators must continue to be diligent and creative in their efforts to educate nursing students.

The Effect of Organizational Culture Types of Hospital and Nursing experience on Organizational Citizenship Behaviors of Nurses (병원조직문화유형과 근무경력이 간호사의 조직시민행동에 미치는 영향)

  • Kim, Kyoungnam
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.11
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    • pp.5707-5713
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    • 2013
  • The purpose of this study was to identify the effect of organizational culture types of hospital and nursing experience on organizational citizenship behaviors of nurses that examined the fitness of a path model. The subject of this study were 368 nurses who were working at 3 hospitals. The data were collected by structured questionnaire from May 1 to June 28 of 2013. Data were analyzed using on SPSS Win 20.0 and AMOS 18.0 program. The results of this study organizational culture types of hospital and nursing experience explained 32% of the variance for organizational citizenship behaviors of nurses. Innovative-oriented organizational culture types of hospital were important factors for affecting organizational citizenship behaviors of nurses. Therefore the nurse manager must establish the strategies to improve who nurses' creative and innovative ideas accepted by the culture to change.

Synthesis of Mesoporous Carbons with Controllable N-Content and Their Supercapacitor Properties

  • Kim, Jeong-Nam;Choi, Min-Kee;Ryoo, Ryong
    • Bulletin of the Korean Chemical Society
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    • v.29 no.2
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    • pp.413-416
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    • 2008
  • A synthesis route to ordered mesoporous carbons with controllable nitrogen content has been developed for high-performance EDLC electrodes. Nitrogen-doped ordered mesoporous carbons (denoted as NMC) were prepared by carbonizing a mixture of two different carbon sources within the mesoporous silica designated by KIT-6. Furfuryl alcohol was used as a primary carbon precursor, and melamine as a nitrogen dopant. This synthesis procedure gave cubic Ia3d mesoporous carbons containing nitrogen as much as 13%. The carbon exhibited a narrow pore size distribution centered at 3-4 nm with large pore volume (0.6-1 cm3 g-1) and high specific BET surface area (700-1000 m2 g-1). Electrochemical behaviors of the NMC samples with various N-contents were investigated by a two-electrode measurement system at aqueous solutions. At low current density, the NMC exhibited markedly increasing capacitance due to the increase in the nitrogen content. This result could be attributed to the enhanced surface affinity between carbon electrode and electrolyte ions due to the hydrophilic nitrogen functional groups. At high current density conditions, the NMC samples exhibited decreasing specific capacitance against the increase in the nitrogen content. The loss of the capacitance with the N-content may be explained by high electric resistance which causes a significant IR drop at high current densities. The present results indicate that the optimal nitrogen content is required for achieving high power and high energy density simultaneously.

Learning Method using RDS for Creative Problem Solving (RDS를 이용한 창의적 문제해결 학습방법)

  • Hong, Seong-Yong
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.11
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    • pp.1126-1130
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    • 2010
  • Research on intelligent robot is in active progress as the next generation IT education area. Since intelligent robots are closely related to the real human world, they should provide human behaviors or judging ability as their functions. For this reason, research is recently done not only on diverse hardware of robot education but also on service component architecture which includes various functions. In this paper we propose a study on learning to creative solve problems using RDS(Robotics Developer Studio). RDS is a software tool to control or program intelligence robot as a software module. Using service component framework which considers standardization of the integrated development of intelligent robot, we expect to provide 3-dimensional visual simulation environment, and save time and costs in education the environment for the intelligence robot experiment.

A Research on the Creative Behavior of Children's Plays in Sangsang Children's Park, Seoul City (서울시 상상어린이공원의 창의 놀이 행태 분석 연구)

  • Kang, Young-Jai;Kim, Yo-Seob;Cho, Se-Hwan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.40 no.5
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    • pp.109-118
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    • 2012
  • The study is aimed to suggest a preliminary data on the improvement of children's recreational facility to enhance children's creativity at Sangsang Children Park Project(SCPP) in Seoul Metropolitan City being the case study. The book review, especially the field observation was implemented by the video recording methods for analyzing the children's play behavior with regard to the six sites of the SCPP that was constructed in March 2008 until May 2010. Because of the research, the first 21 patterns of the creative activities were shown. Second, the prime using rates of facilities were the combination of play facilities among other play facilities like swings, slides, trembling horse etc. However, more children's creative behaviors occurred on independent play facilities like swing, trembling horse, etc. than at combination play facilities. Third, children's creative behaviors diversely occurred at a moving or fluid facility like a swing, trembling horse and a spatial facility like sand field more than a fixed facility like combination play facility. Fourth, children's creative behavior could be divided and evaluated by five categories and elements of fluency: the flexibility, the creativity, the elaborateness, and the imagination. Nevertheless, it was assumed that the creative elements of the five categories were mixed together with each other instead of showing an individual characteristic. Fifth, based on this analysis, the research reached out to the conclusion that the combination play facility of imaginary children's park would be designed together with more fluid and spatial facilities to improve the children's creativity. Finally, It was proposed that the play facilities of imaginary children's park like drawing wall or board, spatial play facilities and handicraft facilities etc. would be introduced to improve sorts of creativeness on elaborateness and imagination shown less than the fluency, flexibility, and originality.

Creative Leadership, Organizational Trust, and Job Enthusiasm of Public Officials in Educational Administration Structural Process of Impact on Innovation Behavior (교육행정직 공무원의 창의적 리더십, 조직신뢰, 직무열의가 혁신행동에 미치는 영향에 관한 구조적 과정)

  • Jung, Dong-Yeol
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.162-172
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    • 2021
  • This study was approached from the perspective of leadership as a study on innovation, a concept that can develop and maintain a continuous competitive advantage in the rapidly changing environment of management and public service organizations. the purpose of this study is as follows. first, it defines the concept of creative leadership and tests the relationship with innovation behavior through various variables. second, the relationship between conceptually defined creative leadership and job enthusiasm and organizational trust is tested in the organization of public officials in the educational administration. third, it examines the relationship between job enthusiasm and organizational trust, which are parameters, innovation behaviors of public officials in the educational administration. the finddings are as follows. job enthusiasm, organizational trust, and creative leadership were suggested as prerequisites that directly influence the innovation behavior of the organizational members of the educational administration office.

A Study on Design Education in Primary School -With Emphasis on Analysing the Present Condition of Design Education in Korean Primary School- (초등학교 디자인 교육에 관한 연구 -국내 디자인 교육의 현황 분석을 중심으로-)

  • 김혜숙;권은숙
    • Archives of design research
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    • v.12 no.4
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    • pp.191-200
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    • 1999
  • Improving the design ability of idea developing and creative problem solving should be started from the primary school. Design education in the primary school should be not education for design but education by design. It helps students can naturally understand the basic concept of design and experience the process of activities. Therefore primary educational circle use the term of 'Design-related activities', or 'Design-Based Education'. It can be applied to variable themes of mathematics, science, music, society as well as Art. On the Basis of these literature review, the traditional design education as a part of the art education is analyzed in two aspects of its contents and behaviors. The contents in design education involve aesthetic·symbolic, useful·functional, and scientific·technological area. And, the basic design behaviors are classified with 'know', 'perceive', 'inquire', and so on. This concept becomes the analytic frame of the present condition of design education in Korean primary school. Through the analysis, it is found that the portion of scientific·technological area in contents and 'inquire' related behaviors are relatively very low. Also, the planning and teaching methods for leading children's opportunity of creative expression are found inadequate. This study proposes the potential capability and the integrative contents of design education in primary school.

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Game Bot Detection Approach Based on Behavior Analysis and Consideration of Various Play Styles

  • Chung, Yeounoh;Park, Chang-Yong;Kim, Noo-Ri;Cho, Hana;Yoon, Taebok;Lee, Hunjoo;Lee, Jee-Hyong
    • ETRI Journal
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    • v.35 no.6
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    • pp.1058-1067
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    • 2013
  • An approach for game bot detection in massively multiplayer online role-playing games (MMORPGs) based on the analysis of game playing behavior is proposed. Since MMORPGs are large-scale games, users can play in various ways. This variety in playing behavior makes it hard to detect game bots based on play behaviors. To cope with this problem, the proposed approach observes game playing behaviors of users and groups them by their behavioral similarities. Then, it develops a local bot detection model for each player group. Since the locally optimized models can more accurately detect game bots within each player group, the combination of those models brings about overall improvement. Behavioral features are selected and developed to accurately detect game bots with the low resolution data, considering common aspects of MMORPG playing. Through the experiment with the real data from a game currently in service, it is shown that the proposed local model approach yields more accurate results.