This study investigated creative behavior, one of organizational effectiveness, needed to survive in the rapidly changing circumstances. So, transformational leadership was setting as independent variables consist of ideal influence, intellectual stimulus and individual consideration, and affect-based trust and cognition-based trust was setting as mediating variables. For this study, 211 of the respondent, who are attending various companies, answered this questionnaire. This study shows that ideal influence, intellectual consideration and individual consideration of transformational leadership have positive(+) direct impact to creative behavior, and in affect-based trust, transformational leadership has impact on the creative behavior, as fully positive(+) mediating effects. In cognition-based trust, trust has impact partly as mediating effects. Namely, transformational leadership is based on affect-based trust will be heightened after all creative behavior. Impact of control variables is more larger in man, under 30 age, public workers.
In this paper it is hypothesized that word stimuli that are presented by Google’s search word, would improve the quality of the design solution, so this research examines the effect of related search word stimuli in concept generation and analyzes the results through the processes of creative cognition. In the process of concept generation, words are given as stimuli which are generated through Google's related search and these search words are given by 5 levels. Google search is based on the collaboration philosophy. People's participation and contribution recreate knowledge and information, so these renewed and related search words update in real time by people are used as stimuli. Two problems are provided with related search words. After the design concept generation the results are analyzed by 3 bases: the usage of related search words and those of frequency, creativity, and Finke's 12 Geneplore model. These are the results of the research. Many levels of related search words are used in design concept generation but especially higher levels which are more related to search words are more used than lower levels. The usage of multi words and conjunction with higher levels and lower levels words are observed in creative results. On the creative cognitive processes, it is more creative when using association and mental transformation with the related search words than using the related search words simply. Creative outputs also use conceptual interpretation, functional inference, and contextual shifting of creative cognitive processes of Finke's 12 Geneplore model.
Although it is widely acknowledged that enhancing creativity is an important educational theme on which schools should depend and embody their educational goal and activities, how to do it can be characterized as 'piecemeal' without a whole picture of it. Thus, school practices of creativity education has been disoriented, discontinuous, short-term, and peripheral in nature. In this practical context, a theoretical model of creativity education was developed in ways in which several theoretical concepts based on research findings on a variety of aspects of creativity education were compiled and organized. The core of the model was creative problem solving process to which the goals and the mediating variables of creativity education were connected in relational fashion. By giving repetitive opportunities for creative problem solving geared to producing the results that are novel and useful for the individual as well as the socity, it was conceptualized that two educational goals could be achieved: a short-term goal of developing creative potential of the individual and the long-term goals of self-actualization of the individual and contribution to the society. It is also conceptualized that creative problem solving can be influenced in positive manner by several mediating variables: content knowledge and skills, creative cognition, creative motivation and attitudes, and creative environment. The creative environment is composed of psychological and physical conditions and provides a basis for creativity education. The former three variables are conceptualized as necessary conditions for the effectiveness and efficiency of creative problem solving, when provided appropriately. The four mediating variables ware conceptualized as mutually affecting so that the development of one variable influences positively that of the other, and vice versa. In terms of practical perspective of teaching creativity, developing creative potential, self-actualization, and contribution to society are the goals; creative problem solving process is the methodology; content knowledge and skills, creative cognition, and creative motivation and attitudes are the content; and creative environment is the condition of creativity education. The model is not yet perfect but needs further explorations to make it more detailed in clarifying various relationships. For instance, how the creative problem solving process can be differentiated in teaching various subject matters is yet to be explored. Thus, the model proposed in this study should be regarded as a general model of creativity education, and is relatively sound to be adopted in school practices since it is based on the theoretical as well as empirical study findings on creativity. However, the proposed model needs to be validated through empirical researches in real teaching settings.
The Journal of Korean Association of Computer Education
/
v.13
no.1
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pp.19-26
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2010
The purpose of this study is to develop a subject integration robot programming instruction model to improve information gifted elementary students' creativity. For this goal, we have developed a subject integration robot programming instruction model and verified its effectiveness. The developed instruction model was applied to the 5th and 6th grade elementary school students. The developed model was applied to the experimental group and ordinary robot programming instruction model was applied to the comparison group. As a result, the model was significantly enhance students' creative disposition and creative cognitive abilities. According to these results, it has been proved that the subject integration robot programming instruction model is effective to the information gifted elementary students' creative disposition and creative cognition abilities.
This study applied network agenda-setting theory to analyze the impact of the agenda-setting function of the media on certain issues by focusing on the agenda at the center of controversy, 'Creative Economy'. To this end, the study extracted the data referred to creative economy in the media and SNS from 1 January 2008 to 31 December 2014, and analyzed the data using the network analysis program UCINET and the Korean language analysis program Textom. The results of the present study show that, during the period under former President Lee (2008-2011), the media's creative economy agenda-setting function did not exert a significant impact on the agenda-setting within SNS. However, from 2012 when the government of former President Park Geun-hye had started, the agenda-setting function of the media starts to show increasingly strong influence on the agenda cognition in SNS. The central words and sub-words configuration forming the center of the semantic network moved in the direction of a high correlation, in addition to the gradually increasing correlation based on QAP correlation analysis. In 2014, the semantic networks of the media and SNS bore a close resemblance to each other, while the shape of networks and sub-words structure also had a high level of similarity.
Journal of the Korean Institute of Landscape Architecture
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v.34
no.2
s.115
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pp.57-71
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2006
The purpose of this study was to find common characteristics in everyday landscape cognition that the residents share and to restore the resulting characteristics through citizen-participatory town design. Through the residents participatory workshop supported by the Gwangju Buk-gu District Autonomy and Citizen Academy of Gwangju YMCA, 304 people from eight administrative districts participated in three programs. In each program, photographed landscape images representing everyday conditions of the townscape were presented in several ways: in program 1, the residents' mental map was studied; in program 2, landscape images of real places were matched to locations on a map; and in program 3, the landscapes were scored on a scale from 1 to 5 according to five descriptive categories. The elements that were recognized as common landscape features were public facilities, pedestrian spaces, school areas, and parks and natural green spaces. Additional results including recognition of the participants affection for the village and a common landscape image shared by the people, as inhabitants looked around at the space of their own lives. It seems possible that more creative townscapes can be created by residents through participatory programs.
Journal of the Korean Society of Earth Science Education
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v.7
no.1
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pp.133-143
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2014
The purpose of this study was to examine the effect of scientific discussion classes focusing problem finding on the primary school students' scientific creative problem solving ability, science process skills and attitude toward science class. To verify this research problem, the subject of this study was fifth-grade students selected from four classes of M elementary school located in Busan city. For four months, the experimental group of 51 students was taught using the "scientific discussion classes focusing problem finding". The control group also of 53 students was taught in normal classes which used a text-book. All students were given pre and post test to verify the effects of scientific discussion classes focusing problem finding on the primary school students' scientific creative problem solving ability, science process skills and attitude toward science class. The results from this study are as the following. First, the scientific discussion classes focusing problem finding were effective in scientific creative problem solving ability among the primary school students. It is possibly because in the process where one student compare his/her own thoughts with the others' ones and discuss them. Second, the scientific discussion classes focusing problem finding were effective in science process skills among the primary school students. Third, the scientific discussion classes focusing problem finding were effective in attitude toward science class. In conclusion, the scientific discussion classes focusing problem finding had positive effects on improvement of primary school students' scientific creative problem solving ability, science process skills and also could lead to a change in students' cognition about science class to a positive way. Therefore, the scientific discussion class focusing problem finding is hopefully to be provided as an effective instructive strategy of science class in school in the future.
Objectives: This study aimed to investigate the association between interpersonal relationships and the 4C core competencies of dental hygiene students. It also examined how interpersonal competence can be enhanced by the development and application of programs so that the 4C core competencies of university students can be improved. Methods: A survey was conducted from March to May 2019 on students from the Department of dental hygiene in Busan, South Korea, and 177 valid responses were analyzed. The general characteristics of the students were calculated using frequency and percentage, and their degree of 4C core competencies and interpersonal abilities were expressed as means (±standard deviation). Multiple regression analysis was used to analyze the effects of interpersonal competence on the 4C core competencies. Results: The findings revealed the factors affecting the 4C core competencies as; (a) communication ability was affected by interpersonal cognition and confidence building; (b) critical thinking ability was affected by person-oriented, self-expression, and confidence building; (c) creative problem-solving ability was affected by self-confidence, person-orientation, self-expression, and confidence building, and (d) cooperative self-efficacy was affected by person-oriented and confidence building. Conclusions: Based on the above findings, it is necessary to develop systematic program items and education systems that can effectively develop interpersonal competency, and thereby improve 4C core competencies among students.
Journal of the Korea Society of Computer and Information
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v.24
no.6
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pp.117-124
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2019
In the field of dance creation, the use of film and television skills, cyberspace, action sets, computer graphics and other technology and media technology have made the creative environment for dance art that it rapidly improves and presents a new situation. Especially in the dance creation part, VR technology can show many possibilities and can be used as a tool to fully satisfy the choreographer's intention and imagination. Therefore, this study analyzes the acceptance model of virtual reality technology in dance creative education, and we will examine the effect of social influence, shared trust, innovation, interest, and self-efficacy on perceived usefulness and perceived ease. Second, we will examine the effect of perceived usefulness and perceived ease on intention to use. The study is targeted at ordinary dance creators who currently reside in Hebei Province, China. The survey was conducted for approximately 30 days from March 16th to April 17th. The total number of valid samples collected was 377. The results of the identification of the hypotheses between variables based on the questionnaire data are as follows: Firstly, social influence, shared trust, innovation, interest, and self-efficacy have a positive impact on perceived usefulness, perceived ease. Secondly, perceived usefulness, perceived ease has a positive effect on the intention to use. In view of the above research results, the theoretical significance and limitations of this research and the future research directions are discussed in depth.
This paper presents a new learning model, "BoX(Battle of X)", which is based on a concept from the culture of B-Boys who enjoy the race of "distributed cognition" to win in their contests. The "battle" means a contest and "X" means a course to which our learning model can be applied. The goal of this paper is to present a learning model that allow students to be in a state of learning-flow and provides them with the ability of creative problem solving simultaneously. The key of the "BoX" implementation is to design a principle that controls contests between students to maximize distributed cognitive activities for reducing individual's cognitive load. This paper also presents how-to of "BoX" implementation and its effects. Through the analysis on learning achievement of students during one year course of IT education, we have confirmed that the "BoX" model provides students with higher learning achievement and learning-flow level in comparison with traditional learning model.
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