• Title/Summary/Keyword: Creative Competency

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Analysis of Undergraduates' Creative Problem Solving with or without IT Convergence Education (IT 융합 교육 유무에 따른 대학생의 창의적 문제 해결 역량 분석)

  • Kim, Sungae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.372-374
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    • 2019
  • Recent college education in the face of the Fourth Industrial Revolution highlights problem-solving skills or creativity over the passing of professional knowledge. In addition, the need for convergence education is growing further as high-tech information and communication technologies are converging to create innovative changes. In this study, after IT convergence education was conducted and after general convergence education was conducted, the difference in creative problem solving capabilities was compared and analyzed. The study found that students who received IT convergence education had higher creative problem solving capabilities than general convergence education, and showed a statistically significant difference. In order to foster creative problem-solving skills, universities will need to promote IT convergence education in various courses.

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The Influence of Information Technology Competence on Entrepreneurial Attitude and Entrepreneurial Intention (정보기술역량과 창업태도 및 창업의도의 관계에 관한 연구)

  • Choi, Dae-Soo;Sung, Chang-Soo
    • Journal of Information Technology Services
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    • v.16 no.1
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    • pp.27-39
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    • 2017
  • Lately, there is a worldwide boom for start-ups. This trends has led to develop many policies for entrepreneurship in Korea, which focused on college education. Also, as the forth industrial revolution knows no borders, demands of software early education are expanding in line with strong interests in IT (Information Technology). Information technology is now an essential competency for all professionals who need creative thinking. And entrepreneurs are a representative job that requires creative thinking. This study suggests IT competencies-IT planning competencies (ITPC) and IT development competencies (ITDC)-as a core factor of the entrepreneurial intention. This paper is to study the relationship between IT competencies and entrepreneurial Intention. So we investigated IT competence and entrepreneurial intention in university students with a questionnaire. The results of this empirical study can be summarized as follows. First, IT planning competencies have positive influence on entrepreneurial attitude and intention. But IT development competencies do not influence directly on entrepreneurial intention. Second, entrepreneurial attitude have mediating effects in the relationship between IT planning competencies and entrepreneurial intention. So, we need to develop good contents related to the IT planning capabilities when organizing training programs in start-up course. In order to improve the quality of entrepreneurship education, it will be necessary to develop educational contents that can have a broad perspective for understanding the trends of technology convergence and creating opportunities.

Development of Creative Convergence Talent in the era of the 4th Industrial Revolution through Self-Directed Mathematical Competency

  • Seung-Woo, LEE;Sangwon, LEE
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.86-93
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    • 2022
  • To combine the science and technology creativity necessary in the era of the 4th Industrial Revolution, it is necessary to cultivate talents who can discover new knowledge and create new values by combining various knowledge with self-directed mathematical competencies. This research attempted to lay the foundation for the curriculum for fostering future creative convergence talent by preparing, executing, and reflecting on the learning plan after learners themselves understand their level and status through self-directed learning. Firstly, We would like to present a teaching-learning plan based on the essential capabilities of the future society, where the development of a curriculum based on mathematics curriculum and intelligent informatization are accelerated. Secondly, an educational design model system diagram was presented to strengthen the self-directed learning ability of mathematics subjects in the electronic engineering curriculum. Consequently, through a survey, we would like to propose the establishment of an educational system necessary for the 4th industry by analyzing learning ability through self-directed learning teaching methods of subjects related to mathematics, probability, and statistics.

Career Competencies and Perceived Work Performance

  • PARK, Yong-Ho
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.6
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    • pp.317-326
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    • 2020
  • Previous studies have suggested that individuals need to invest in the accumulation of career competencies. To demonstrate how to acquire career competencies, a model consisting of the knowing why, knowing how, and knowing whom competencies was actively discussed in the previous studies. This study seeks to identify the relationships among these competencies based on three ways of knowing, and their effects on perceived work performance. Furthermore, this study tried to identify the importance of each of these competencies in predicting perceived individual performance in the business workplace environment. The findings showed that the knowing why, knowing how, and knowing whom competencies all have a statistically significant positive influence on perceived individual work performance. Also, the study results showed the relative importance of the three competencies for perceived work performance. Specifically, the study results showed that the effects of the knowing why and knowing whom competencies are greater than the effect of the knowing how competency. The theoretical and practical implications of the study results were provided, including empirical evidence of the validity of the career capital model, the appropriateness of the career competency model based on the three ways of knowing, and assignment of resources for the acquisition of career competencies.

A Study on the STEAM Program Development of Zero Energy House Design for Middle School Students (중학생을 위한 제로에너지 주택디자인 STEAM 교육프로그램 개발 연구)

  • Lee, Yun-Hee;Lee, Myung-A;Han, Hae-Ryon;Lee, Jae-Kyung
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.24-32
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    • 2017
  • STEAM education is an effective teaching method to develop self-problem-solving skills through creative thinking. In order to revitalize STEAM education, various program models are being developed recently. The purpose of this study is to develop a STEAM education program based on the project-based learing method that includes the process of solving global environmental problems. The STEAM element was extracted by linking the zero energy house design with the middle school curriculum, and the STEAM education program was developed considering career activities. It was analyzed whether the developed program can improve STEAM core competence and job preparation ability. The education program was conducted for middle school students and the program was evaluated through questionnaires. In order to strengthen the STEAM competency, project-based learning method was applied and it was able to enhance the active problem solving ability of learners. In addition, opportunities for career experience could be provided through career exploration programs and various activities. Through this STEAM education program, it is expected to contribute to cultivating human resources with convergence knowledge and core competency.

The Influence of Creative Fashion Design Process on Core Competencies in the Fourth Industrial Revolution Era - Focusing on Creative Self-Efficacy, Self-efficacy for Group Work, Problem Solving Ability, and Communicative Ability - (창의적 패션디자인 프로세스가 제4차 산업혁명시대 핵심역량에 미치는 영향 - 창의적 자기효능감, 협력적 자기효능감, 문제해결능력, 의사소통능력을 중심으로 -)

  • Choi, Hyoseung;Shon, Youngmi
    • Fashion & Textile Research Journal
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    • v.23 no.1
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    • pp.1-12
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    • 2021
  • The field of design requires creative thinking in the era of the Fourth Industrial Revolution. Advanced educational process are needed to develop creative human resources. The ability to creatively develop or cope with new things is also seen as an important core competency. Therefore, this study develops a creative fashion design process and verifies its effect on core competencies in the era of the Fourth Industrial Revolution. For this, 29 college students majoring in fashion design were selected to form an experimental group, a comparative group, and a control group. A creative fashion design program was applied in the experimental group. However, the existing fashion design program was applied to the comparative group. The corresponding sample t-test was applied as an analysis method. The analysis results are as follows. In the experimental group, creative self-efficacy, self-efficacy for group work problem solving ability, and communicative ability improved. However, only communicative ability improved in the comparative group. There was no change in the control group. We proved the value of the study based on collected results. In addition, the results of this study can be used as a basic strategy for subsequent research.

A Study on Creative Teaching Methods using Blockchain Media (블록체인 미디어를 활용한 창의적 교수법 연구)

  • Baek, Jinwook
    • Journal of Creative Information Culture
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    • v.5 no.2
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    • pp.173-182
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    • 2019
  • Recently, creative teaching methods have received a lot of attention in the university community. Creative teaching methods can maximize the effectiveness of the creative education through the voluntary participation of students. One of the most important skills in creative teaching methods is communication because many students are passive in their real classes. An economic reward system helps to improve students' communication skills because it motivates students to study harder. Therefore, a blockchain media based on an economic reward system can be useful teaching tools. This paper proposes a creative teaching method using blockchain media to improve communication skills. The proposed method consists of eight steps, and it was applied to classes for the last three years. The results show that the proposed method helps students improve their communication skills.

A Comparative Study of Computational Thinking Competency Between Underprivileged Students and General Students (교육 소외계층 학생과 일반학생의 컴퓨팅 사고력 비교분석 연구)

  • Lee, Jaeho;Choi, Seong Yune;Jang, Junhyung
    • Journal of Creative Information Culture
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    • v.5 no.1
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    • pp.25-34
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    • 2019
  • SW education has been incorporated into the regular curriculum since the 2015 curriculum due to the social changes caused by the 4th industrial revolution. The most important thing in SW education is the improvement of Computational Thinking. The study on the underprivileged who have little opportunity for education was relatively inadequate. In this study, CT competency of 135 underprivileged students were measured who were suffering from educational underprivileged. The underprivileged students were recruited from 15 local children's centers in Namyangju city and recruited 210 general students from B elementary schools in Namyangju city by setting up a selection criterion. As a result of comparing the CT competence between the two groups, it was found that the CT competence of the underprivileged students was lower than that of the general students, and suggested several implications with this result.

Analysis of 2015 Revised SW Curriculum in Elementary and Middle School based on Core Competency (핵심 역량 중심 2015 개정 초·중학교 SW교육과정 분석)

  • Ahn, Sung Hun;Lee, Sanghyeon
    • Journal of Creative Information Culture
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    • v.5 no.1
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    • pp.63-70
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    • 2019
  • In this paper, we analyzed 2015 revised curriculum for elementary school's practical art and middle school's information subject based on core competency. As a result, in 2015 revised curriculum for practical art subject, the ability to use information was well reflected in all achievement criteria and learning objectives. Also, problem solving ability and creativity·convergence ability were well reflected. In 2015 revised curriculum for information subject, the ability to use information was well reflected in all achievement criteria and learning objectives as like practical art subject. However, there were fewer learning elements to develop self-management ability. Therefore, it is proposed in this paper that the learning elements and teaching, learning activities and evaluation contents should be included in the SW curriculum, which can further enhance cooperative capabilities, self-management ability and communication ability.

A study on factors Affecting Performance Assessment of Small and Medium Business R&D Project (중소기업 기술개발사업 성과에 영향을 미치는 요인에 관한 연구)

  • Kim, Yong-Sung;Han, Kyeong-Seok
    • Journal of Digital Contents Society
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    • v.19 no.3
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    • pp.595-603
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    • 2018
  • Recently, the government has been interested in the creative economy in order to create new added value through industries and cultures, jobs, and growth engines for talented people who have creative ideas. The government emphasized technology commercialization as a core task for the realization of the creative economy in the '5th Technology Transfer and Commercialization Promotion Plan' based on the 'Technology Transfer and Commercialization Promotion Act' in order to ensure that the technologies developed through R&D projects lead to new industries and job creation. It is necessary to study what kind of variables are influenced by specific variables in the utilization and process of the developed technology to lead the results as the proportion of national R&D budget is increasing and it is linked to the achievement of R&D purpose. Therefore, an empirical study was conducted to measure factors affecting performance for practitioners who evaluate the performance of SME technology development projects. As a result, Readiness, Technological Performance and Competency Assessment effect Performance Assessment positively.