• Title/Summary/Keyword: Creative Experience Activities

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READY MADE Creative Gymnastic for Designers (READY MADE디자이너를 위한 창조적인 훈련 연구)

  • Bruno, Marco
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.365-374
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    • 2006
  • A 'Readymade' is an everyday object selected and designated as art. The term was coined by Marcel Duchamp to describe his artistic process based on the attempt to destroy the notion of the uniqueness of the art object: his influence went for beyond the art world affecting all design activities based on creativity. The purpose of this study is to investigate the ready-made technique from an educational point of view. Starting from Duchamp experience and his further influence on the design world, the study aims to demonstrate the value of the ready-made technique as a basic element in the education of young designers. The research method is based on the empirical observation of the results of the same project assigned to forty different students in different universities. The collected results were grouped in four families according to each specific generative method: constructive, conceptual, aggregative and elaborative. These four categories, derived by the observation of the results, represent tangible variations of the same disciplined technique. This flexibility demonstrates the value of the ready-made process as a foundation practice particularly indicated for young designers. These are the main skills students developed through its application to design projects; exploring and reconsidering attitude, recycling issues, new identity to familiar objects, focus on ideas.

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Analysis on the Effectiveness of Learner-centered Evaluation in Software Education (소프트웨어 교육에서 학습자 중심 평가의 효과 분석)

  • Sung, Jaeho;Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.5 no.2
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    • pp.165-171
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    • 2019
  • As the interest in software education grew, the Ministry of Education was also required to provide software education for practical course of grades 5-6. In this study, learner-centered evaluation was applied to software education to analyze its effectiveness. It is hoped that many teachers will apply learner-centered evaluation to software education to become more effective software education in school. In a learner-centered evaluation, students can expect positive effects by actively participating in classes and engaging in active learning activities. Through learner-centered evaluation, we have taken into account the various background variables to see how students' three aspects, creativity, problem-solving ability and information-use ability change, and how learner-centered evaluation affects these abilities in software education. The result of research have shown that in software education, learner-centered evaluations have all had significant effects on creativity, problem-solving ability and information-use ability, as well as the existence of entry/scratch study experience.

Impact of Creative Science Drama during the Class-closing Stage on Elementary Students' Academic Achievement and Attitudes toward Science (초등과학 수업에서 정리단계에 적용한 창의적 과학연극 수업의 효과)

  • Kim, Jisuk;Choi, Sunyoung;Kwon, Nanjoo
    • Journal of Korean Elementary Science Education
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    • v.42 no.3
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    • pp.409-420
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    • 2023
  • This study aims to investigate the impact of science classes employing creative science drama on elementary school students' academic achievement and attitudes toward science during the final step of elementary science classes. The creative science drama used in this study is a class-closing activity wherein the teacher provides a basic script for the learning topic and then allows students to complete the rest of the story using their assignment. It devised a creative science drama class based on the research of Yoon (2016), and the contents of this study were centered on the use of magnets and the appearance of the Earth in the first semester of third grade. Students in their third year at H Elementary School in Gyeonggi-do were the subject of this study. The results showed that scientific achievement through science drama in the experimental class was improved, with a statistically significant difference. However, ANCOVA analysis revealed no statistically significant differences in attitudes toward science. Moreover, there was no statistically significant difference in scientific drama perception. Interviews with students in the experimental class applying science drama revealed that students found difficulty in writing science drama scripts and that coordinating and reaching a mutually acceptable opinion in group activities required the most discussion and cooperation. However, many of them stated that the experience of scientific drama was enjoyable and informative, and since what they learned was transformed into a scientific drama, they remembered the lessons longer.

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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A Study on Bench Design Applied the Concept of Space (공간개념을 적용한 벤치디자인 개발 연구)

  • Jung, Myung-Taek;Yoon, Yeoh-Hang
    • Journal of the Korea Furniture Society
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    • v.23 no.1
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    • pp.75-83
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    • 2012
  • Space dominates all the art activities human do and plays a role of providing aesthetic emotion. Architecture, sculpture, painting, and furniture, etc. these two and three dimensional works are represented in space and interpreted the role of its form, structure and function. Each area is different, but space has been studied in philosophy, physics, geometry, and mathematical studies, etc. and has been consistently interpreted and represented relating to a variety of human creative activity. Furniture is also three dimensional art being dependent on space. In the United States in 2004, I made the living room bench by applying the spatial concept at Rochester Institute of Technology. Two years later, this design was adopted by wendell Castle Collection, an American furniture company, then prototype were made and tested three times during a year, and then since 2007 as indoor benches it has been manufactured in the United States. The study's purpose is to order the process of its development based on the experience of bench production applied the spatial concept, and by analyzing the properties of spatial concept, I am planning to propose a new concept on interaction with the space and furniture for next.

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Concept Analysis of Professional Nurse Autonomy (간호전문직 자율성(Professional Nurse Autonomy)의 개념분석)

  • Chi, Sung-Ai;Yoo, Hyung-Sook
    • Journal of Korean Academy of Nursing
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    • v.31 no.5
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    • pp.781-792
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    • 2001
  • Professional nurse Autonomy is an essential attribute of a discipline striving for full professional status. Purpose: This study was to clarify the concept of professional nurse autonomy to provide basic data needed for development of professional autonomy enhancing strategies. Method: This study use the process of Walker & Avante's concept analysis based on Wade's research (1999), and field data of 21 nurses. Results: Professional nurse autonomy is defined as competency and creative performance of the professional nurse in practice, to decide independently or interdependently nursing activities and to be had accountable for results of decisions, that reflect advocacy and caring. It was identified that critical attributes include responsible discretionary decision making, collegial interdependence, initiative, creativity, and caring, advocacy, cooperative relationship with clients, receptive capacity to others, activeness, self confidence, and devotion and responsibility to their profession. Antecedents include personal characteristics, educational background, experience and structural characteristics that enhance professional nurse autonomy. Consequences of professional nurse autonomy are feelings of self-efficacy, empowerment, job satisfaction, reduction of intention to leave their job. Conclusion: According to these results, it is recommended that the curriculum provides an environment for learning professional nurse autonomy, and that is used as basic data to develope strategies to enhance professional autonomy of nurse in practice and it's effects

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The Effect of the STEAM Program utilizing Regional Science Experiences Resource for Scientific Attitude and STEAM Literacy (지역체험자원을 활용한 STEAM수업이 과학적 태도와 융합인재소양에 미치는 효과)

  • Lee, Sang-Gyun;Kim, Soon-Shik
    • Journal of the Korean Society of Earth Science Education
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    • v.6 no.3
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    • pp.261-270
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    • 2013
  • The purpose of this study is to examine the effects of creative thinking activities and STEAM Literacy through the use of the STEAM program utilizing Regional Science Experience Resource for elementary students. For the purpose of this study, a teaching plan and worksheet for students using STEAM Programs was developed and applied. The results of this study are as follows: First, the improvement in the scientific attitude score has statistically meaningful difference(p<.05). Second, the change in students' STEAM literach by applying the STEAM program utilizing Regional Science Experiences Resource has statistically meaningful difference (p<.05). Third, according to the analysis of a questionnaire used to evaluate the program, students had a positive perception of the STEAM program and gained higher level of satisfaction about the lesson. Therefore, STEAM Program utilizing Regional Science Experiences Resource applied in this study might be useful to improve STEAM Literacy, and can be expected to improve scientific attitude and should be widely applied to Science education.

An Influence of Curriculum of Science Core School on the the Affective Domain and Non-subject Hands-on Activities Satisfaction (과학중점학교 교육과정 운영이 정의적 영역 및 비교과 체험활동 만족도에 미치는 영향)

  • Song, Kyung-Hoon;Choi, Sung-Bong
    • Journal of the Korean Society of Earth Science Education
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    • v.6 no.2
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    • pp.112-123
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    • 2013
  • Under this research, the survey is made on the definitive influence of the first-year education process of the science focus school for each of humanities, science and science core courses and the level of satisfaction of the non-curriculum experiment activity program for each course to find out the effectiveness of the first-year education process of the science focus school. For this purpose, this research has set three research issues. First, By clarifying the research result through the first-year education curriculum for science core school, noticeable change was observed for science focus school students through the change of attitude related to science for each desired course of students. Second, in the self-directed learning characteristics change, there was meaningful change for each desired field of students. Students hoping for humanities curriculum had great help in improvement of creative thinking for openness, creativeness and the like, but the influence was slightly insufficient in the moderation and control capability on themselves in learning attitude. Third, By analyzing the research result comprehensively, the first-year education curriculum for science core school provides high level of tailored science learning for the science focus school students and the level of satisfaction for students was significantly high.

Korean Innovation Model, Revisited

  • Choi, Youngrak
    • STI Policy Review
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    • v.1 no.1
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    • pp.93-109
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    • 2010
  • Over the last decade, some Korean enterprises have emerged to become global players in their specialized products. How have they achieved such tremendous technological progress in a short period of time? This paper explores that question by examining the characteristics of technological innovation activities at major Korean enterprises. The paper begins with a brief review of the stages of economic growth and science and technology development in Korea. Then, the existing literature, explaining the Korean innovation model, is analyzed in order to establish a new framework for the Korean innovation model. Specifically, Korean firms have experienced three sequential phases, and thus, the Korean model, at the firm level, can be coined as "path-following," "path-revealing," and "path-creating." Then, the stylized facts in the first phase (path-following) and the second phase (path-revealing) are discussed, in the context of empirical evidence from the areas of memory chips, automobiles, shipbuilding, and steel. In terms of technology development, the Korean model has evolved as "collective learning" in the first phase, "collective recombination" of existing knowledge and technology in the second phase, and is assumed as "collective creativity" in the third phase. Ultimately, all three can be classified as "collective creation". Korean firms now face a transition in the modes of technological innovation in order to efficiently implement the third phase. To achieve remarkable progress again, as they did in the past, and to sustain the growth momentum, Korean firms should challenge new dimensions such as creative technological ideas, distinctive technological capabilities, and unique innovation systems -- all of which connote 'uniqueness'. Finally, some lessons from the Korean technological innovation experience are addressed.

The Development of College Adjustment Program for Freshmen via Admission Officer System (입학사정관제 신입생을 위한 대학적응교육 프로그램 개발)

  • Yune, So-Jung;Yoon, Chae-Young
    • Journal of Fisheries and Marine Sciences Education
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    • v.23 no.1
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    • pp.23-34
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    • 2011
  • The primary purpose of this study was to develop a college adjustment program for freshmen through admission officer system that relies less on test scores and on the various talents evaluated by admissions officers. To help these talented students adjust the new life of the university and enhance their gifts, a college adjustment program was developed with their special needs and characteristics. For that, the survey with 57 students and in-depth interviews with 12 students were conducted. The results revealed that the students wanted to learn study skills, self-management, global mind setting, and life vision and goals setting. Most of the students were worried about their grades because they entered the school with their talents and experience in diverse activities not SAT scores. To promote their academic performance, this program consisted of an academic readiness program which complements students' abilities in primary subjects like math, English, and science, and a potential progress program which is peer-group learning communities based on their own interests like global learning communities, creative learning communities, and service-learning communities. This program was suggested in the context of Comprehensive Development Model. To carry out the program systematically, related organizations and colleges should collaborate with each other.