• 제목/요약/키워드: Creative Learning Process

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A Study on the Relationship between Intra-team Conflict and Team Innovative Performance and the Mediating Role of Team Learning Behaviors in R&D Teams (연구개발팀에서 팀내 갈등과 팀 혁신성과간의 관계에서 팀 학습행동의 매개역할)

  • Lee, Jun Ho;Kim, Hack Soo;Kim, Ji Yeon
    • Knowledge Management Research
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    • v.14 no.5
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    • pp.81-100
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    • 2013
  • In this era of cut-throat competition, innovation is a source of competitive advantage, and securing core competency through innovation plays a pivotal role in ensuring the survival and growth of an organization. In an organization, R&D team is a core division driving innovation, and creative tension and conflict among researchers fuels innovative performance. Despite heated debate over the positive and negative effects of conflict, insufficiently-identified process factors have left sophisticated mechanisms between conflicts and effects unaddressed. This study assumes that team learning behaviors can bean important process factor given that conflict propels learning, and that learning is a decisive factor in creating competitive advantage. This study conducted an empirical analysis of the relationship between relationship/task conflict and team innovative performance, and the mediating role of team learning behaviors using data collected from a questionnaire sent out to the heads of 262 R&D teams and second highest-ranking officials thereof. The analysis conducted based on structural equation model indicates that relationship conflict has negatively affected team learning behaviors, whereas task conflict has positively influenced team learning behaviors(full mediation effect), team learning behaviors has positively influenced team innovative performance. Based on these results, the study has suggested implications of intra-team conflict and team learning behaviors for team innovative performance.

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A study on the development of fashion illustration course using contour drawing (콘투어 드로잉을 활용한 패션 일러스트레이션 교과 개발 연구)

  • Kim, Koh Woon
    • The Research Journal of the Costume Culture
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    • v.28 no.4
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    • pp.508-526
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    • 2020
  • This study has established a fashion illustration education plan using the contour drawing that fosters observational ability and enables creative drawing. This study developed two illustration curriculum proposals consisting of 15 weeks, combining literature and case studies. The researchers organized a step-by-step teaching plan that utilizes contour drawing according to the three stages of fashion illustration classes: foundation courses, general courses, and intensive courses. When the contour drawing is used at the beginning stage of the foundation courses of fashion illustration, it can be used as a technique to reduce the fear of students about practical skills, induce interest in illustration, and cultivate observation ability about objects. In general process, it is combined with various tools and coloring materials to strengthen expression power, and it is possible to produce detailed expressions and illustrations about human body and clothing. In intensive courses, it is expanded to the production of creative works with new aesthetics through digital techniques and mixed materials. As such, the contour drawing is expanded in various ways according to the learning contents and goals of each step, and is flexibly adjusted according to the learning content. Contour drawing has the effect of acquiring observation and expression ability, and it is analyzed as a technique that enables the production of creative illustration of students.

The Effect of Class based on Creative Science Writing for the Interest in Biology and the Scientific Attitude (창의적 과학글쓰기를 활용한 수업이 생물에 대한 흥미와 과학적 태도에 미치는 효과)

  • Kim, Hyung-Ja;Byeon, Jung-Ho;Kwon, Yong-Ju
    • Journal of Science Education
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    • v.36 no.2
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    • pp.198-215
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    • 2012
  • Purpose of this study is to clarify the effect of creative science writing for interest of biology and scientific attitude on high school student. Creative science writing is a learning method to enhance comprehension and expression of thinking of science contents related to daily life. 148 students were recruited and divided into two groups, experimental group were experience creative science writing lessons. On the other hand, contrary group were applied interest enhancement lessons excepted creative science writing activity. To investigate the effect of creative science writing, interest check of biology was used, and scientific attitude test was used to understand changes in student's scientific attitude. Experimental group had taught using creative science writing and their awareness of the instruction was analyzed with questionnaire. As a result of this study, the class based on creative science writing was effective in improving high school students' interest in biology and in particular it was helpful in promoting interest in biology and learning of biology. It suggested that the class based on creative scientific writing used a new teaching method unlike existing methods, caused them to have interest in the instruction by making them express their daily life freely not to memorize learning contents, applied learning contents to daily life through many kinds of writings and then enhanced their interest in biology. Indeed, the class based on creative science writing had the positive influence on changes in the scientific attitude of high school students. Since creative science writing is writing one's own idea through extensive thinking based on learning contents, it was effective in arranging the process of thinking and changing their scientific attitude into positive one. Consequently, it was concluded from the above results of the research that the teaching using creative science writing was available as the effective teaching methods to improve high school students' interest in biology and change their scientific attitude into positive one.

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The Effects of a Robot Based Programming Learning on Learners' Creative Problem Solving Potential (로봇 활용 프로그래밍 학습이 창의적 문제해결성향에 미치는 영향)

  • Lee, EunKyoung;Lee, YoungJun
    • 대한공업교육학회지
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    • v.33 no.2
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    • pp.120-136
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    • 2008
  • Using the tangible programming tools, which combines physical objects (e.g. robot) and educational programming language, may help to encourage learners' creative thinking as well as to enhance problem solving ability. That is, learners can have opportunities to simulate problem solving processes through the physical objects, such as robots. Therefore, they can minimize an fixation about problem solving process. These experience is effective to induce creative thinking that is useful to find new solutions and change environment actively. Therefore, we developed a robot based programming teaching and learning curriculum and implemented it in college level introductory programming courses. The result shows that the robot based programming learning has a positive effect in all three factors of learners' creative problem solving potential, especially in a cognitive factor. The cognitive factor includes general problem solving abilities as well as factors that explain creativity, such as divergent thinking, problem recognition, problem representation. These result means that the developed robot based programming teaching and learning curriculum give positive effect to creative problem solving abilities.

The Development of STEAM Project Learning Program for Creative Problem-solving of the Science Gifted in Elementary School (초등과학영재의 창의적 문제해결력 향상을 위한 융합인재교육(STEAM) 프로그램 개발)

  • Kang, Ho-Kam;Kim, Tae-Hoon
    • Journal of Gifted/Talented Education
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    • v.24 no.6
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    • pp.1025-1038
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    • 2014
  • The purpose of this study the creative problem-solving of gifted children for elementary school science in order to improve and develop learning programs and STEAM projects by applying that effect would be to provide. To develop this STEAM program, we utilized the steps of the Project Learning method and the KOrea Foundation for the Advancement of science and Creativity(KOFAC) proposed STEAM program, learning the principles and criteria in configuration, the methodology. In order to verify the effectiveness of the developed STEAM program Elementary Science for gifted students with creative problemsolving Questionnaire were used. The program was developed a total of 18 classes, consists of first project to create a solar car, second project to create elastic car. The primary project was selected as one of the topics with the students and selected topics related to previous activities in accordance with articles examining the actual quest, consultation, representation activities in class and finishing with the deliverables and evaluation consisted of 12 classes. The second project is the first project based on a given problem to generate a deliverable by outlining a solution which consists of 6 classes. All of this project was composed by teachers and students to select a common topic on the subject of themselves through a process of problematization, the student-led science, technology, engineering and arts of the area so that the content can be made convergence. The results of the study indicate that this developed STEAM program has a positive effection creative problem solving in a gifted students.

Development of Teaching Method for Furniture Design through 'Story telling' (`스토리텔링`기법을 통한 가구디자인 학습방법 개발)

  • Kim, Kook-Sun
    • Journal of the Korea Furniture Society
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    • v.19 no.3
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    • pp.163-171
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    • 2008
  • This Study has been conducted with many concerns about various teaching methods that attainable the substantial learning process of practical affair system in order to cope with the rapidly changing situation of the times and the educational environment in the field of design. Design Process Studying Method which utilizes 'Story Telling' as the process where the whole learning is achievable, in accordance with the educational target of the creative professional technician training that complies with the requirement of the times, and by progress of the integrated structure dividing as 1, 2, 3 stages, it doubles various studying effect, and it enables to expect the connection studying effect with other study-subject. Since the process of such program induces the positive participation of the student, it was known that a superior interchange of information is attainable, and due to its enthusiasm and interest on the study, the participating rate for study was appeared very highly.

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Organizational Capabilities for Effective Knowledge Creation: An In-depth Case Analysis of Quinolone Antibacterial Drug Discovery Process (효과적 지식창출을 위한 조직능력 요건: 퀴놀론계 항생제 개발 사례를 중심으로)

  • Lee, Chun-Keun;Kim, Linsu
    • Knowledge Management Research
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    • v.2 no.1
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    • pp.109-132
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    • 2001
  • The purpose of this article is to develop a dynamic model of organizational capabilities and knowledge creation, and at the same time identify the organizational capability factors for effective knowledge creation, by empirically analyzing the history of new Quinolone antibacterial drug compound (LB20304a) discovery process at LG, as a case in point. Major findings of this study are as follows. First, in a science-based area such as drug development, the core of successful knowledge creation lies in creative combination of different bodies of scientific explicit knowledge. Second, the greater the difficulty of learning external knowledge, the more tacit knowledge is needed for the recipient firm to effectively exploit that knowledge. Third, in science-based sector such as pharmaceutical industry, the key for successful knowledge creation lies in the capability of recruiting and retaining star scientists. Finally, for effective knowledge creation, a firm must keep its balance among three dimensions of organizational capabilities: local, process, architectural capabilities.

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Development and Implementation of Elementary Mathematics Curriculum (창의적 문제해결력 중심의 수학 교육과정 개발 및 적용: 초등학교 수준을 중심으로)

  • 김정효;권오남
    • Education of Primary School Mathematics
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    • v.4 no.2
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    • pp.83-103
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    • 2000
  • The purpose of this study is to develop and implement an alternative elementary mathematics curriculum to enhance creative problem solving ability. The curriculum consisting of three main elements was developed. The three elements are content knowledge, process knowledge and creative thinking skills. The curriculum contents and the units were developed by mathematics educators, elementary educators, psychologists, elementary school teachers and curriculum specialists for 3 years. In order to test the effectiveness of the developed curriculum, the 5 units based on a problem-based-learning (PBL) method were implemented in a 5th grade class as an experimental group during the second semester. For the comparison group the ordinary lesson based on the 6th national mathematics curriculum was implemented during the same period. Performance assessment was developed and used for the pre and post test. T-est was use to testify that the effect of the curriculum is statistically signigicant. The results of the test showed that the experimental group progressed significantly in the creative problem solving ability, but the comparison group did not.

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Capstone Design Project by Team Activities

  • Shim, Joon-Hwan
    • Journal of Engineering Education Research
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    • v.13 no.2
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    • pp.33-37
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    • 2010
  • This paper deals with the introduction of capstone design project by team activities in Department of Electronics and Communication Engineering, Korea Maritime University. This course is referred to as Creative Engineering Design for spring semester of 4th-year undergraduates. The course focuses on creative thinking and cooperative mind to students by learning engineering design skills, realizing their idea through design project and recognizing practicality of their systems. The intent of the course is to provide a true "capstone" experience, where students can combine their skills to achieve the successful completion of a project. This paper describes class process and evaluation method, and cooperative works with mentees and industrial mentors connected through Hanium network for IT mentoring activities.

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A Study on Teaching and Learning to Improve Creativity in Home Economics Education (창의성 증진을 위한 가정과 교수-학습에 관한 연구)

  • 권유진;신상옥
    • Journal of Korean Home Economics Education Association
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    • v.10 no.2
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    • pp.57-65
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    • 1998
  • The purpose of the study is to search for on teaching and learning to improve creativity in home economics education. It has been important for students to formulate and solve problems about home and family through creative thinking, home economics educators have to provide these teaching and learning methods. This research's methods were to search the importance of creativity in home economics education and the relevance between home economics and creativity, then to find the problems of some recent creativity education and formulate the assumption for creativity education in home economics education. Finally, it was presented the examples of teaching and learning to improve creativity. In above the process, we have to recognize as belows; 1. The teaching and learning methods in home economics education need the creativity for formulating problems and finding the elements which effect on practical problems. 2. It is properly selected to some teaching and learning methods in home economics education, and many methods to improve creativity may be included the assumptions for self-realization and moral responsibility.

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