• Title/Summary/Keyword: Creative Model

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PBSL(Project based Self Learning) for Pre-production of Game·Animation·Visual Images (게임·애니메이션·영상 기획 프로젝트 수업을 위한 PBSL(Project based Self Learning))

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.467-474
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    • 2019
  • Key areas of digital contents, the games and animation industries are increasingly expanding. Therefore, training of a specialized workforce is required in accordance with these enterprises' growing demand. Education in the field of games and animation lies in cultivating talents with creative thinking, collaboration, and problem-solving skills. Thus, this paper aims to propose a PBSL teaching model for creative convergent talent through game and animation projects. The study will focus on the characteristics of creative convergence talents, project teaching, and related job competencies for game and animation education. Based on literature research, a 'Project Based Self Learning' instructional model is presented, in which creative thinking and collaboration competencies are explained in a way they can be performed by the learner. As a case study, D University's class was applied with PBSL. A survey showed that the autonomy aspects were higher than the creativity and convergence attitudes, indicating that the students improved their autonomy and motivation. However, the team composition needs further supplementation.

An Effects of Blended Novel Engineering on Improving Creative Problem-Solving Ability (블렌디드 노벨 엔지니어링이 창의적 문제해결력 향상에 미치는 영향)

  • Hong, Ki-Cheon;Lee, Woo-Jin;Yoo, Jun-Hee
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.27-32
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    • 2021
  • Novel Engineering(NE) is integrated learning model to figure out problems in a book and solve them with creative engineering process. NE has been performed on offline until now. We have to research blended learning projects for COVID-19 outbreak. In this paper, we are going to explore that blended NE is effective to creative problem solving ability. The results showed that blended NE is highly effective to all of four sub-elements; self conviction & independence, diffusion thinking, critical thinking and motivational element. This means that blended novel engineering class is effective to competence-centered class proposed in 2015 revised curriculum. We hope that the research is spread and settled into our school.

The Effects of LMX on Creativity: The Serial Multiple Mediating Effects of Relational Energy and Creative Process Engagement (LMX가 창의성에 미치는 영향: 관계에너지와 창의과정몰입의 연속다중매개효과를 중심으로)

  • Li, Wei;Tian, Zhi-Rong;Park, Ho-Hwan
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.309-319
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    • 2022
  • As a study on the mechanisms by which creativity is improved in an organization, this study tried to verify the serial multiple mediating effects of relational energy and creative process engagement in the effect of leader-member exchange(LMX) on creativity. To test the hypothesis, a survey was conducted on 200 workers in China, and 154 of them were analyzed. The analysis used model 6 of the PROCESS macro. As a result, first, LMX has positive effects on creativity. Second, relational energy mediated the relationship between LMX and creativity. Third, creative process engagement mediated the relationship between LMX and creativity. Forth, relational energy and creative process engagement continuously mediated the relationship between LMX and creativity. Based on these research results, the implications and limitations of this study were presented, and methods to improve creativity in the organization were discussed.

Analyzing the Structural Relationships between Project Manager's Creative Thinking, Entrepreneurship, and Project Performance (프로젝트 담당자의 창의적 사고, 기업가정신, 프로젝트 성과 간의 구조적 관계 분석)

  • Lee, Seol Bin
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.12 no.1
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    • pp.87-99
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    • 2017
  • This study is intended to look into the structural relationships between project manager's creative thinking, entrepreneurship, and project performance. To achieve this, research model and hypothesis were established to carry out statistical analysis based on the results of an empirical sample survey. The findings showed that project manager's creative thinking didn't improve project satisfaction directly, but it improved project satisfaction through the mediating effects of project manager's entrepreneurship. While it had a direct effect on perceived project performance, project manager's entrepreneurship was not mediated in this process. This suggests that even if project managers have a high expertise, thinking skill and motivation as creative thinking in working on the project, they have the limitation in leading to customer satisfaction from a personal perspective.

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Effect of columnar defects on the irreversibility line in pristine and iodine-intercalated Bi$_2$Sr$_2$CaCu$_2$O$_{8+{\delta}} single crystals

  • Kim, Ki-Joon;Kim, Mun-Seog;Choi, Jae-Hyuk;Kang, W.N.;Lee, Sung-Ik;Ha, Dong-Han;Kim, Dong-Ho
    • 한국초전도학회:학술대회논문집
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    • v.10
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    • pp.45-50
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    • 2000
  • We have investigated the influence of columnar defects (CD) on the vortex dynamics in pristine and iodine-intercalated Bi$_2$Sr$_2$CaCu$_2$O$_{8+{\delta}} single crystals from do SQUID magnetization measurements. Especially, the temperature dependence of the irreversibility fields, H$_{irr}$(T), were studied. Anisotropy ratio ${\gamma}$, estimated from the fitting to the 2-dimensional melting model (A. Schilling et al., Phys. Rev. Lett. 71 1899 (1993)) in higher fields than the matching field B$_{\phi}$ at low temperature region, turns out to be decreased by the iodine-intercalation and additionally by the heavy-ion irradiation.

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The Role of Absorptive Capacity on Business Perform-ance in Distribution of Creative Industry

  • Muh. Indra Fauzi, ILYAS;Djabir, HAMZAH;Sumardi, SUMARDI;Abdullah, SANUSI
    • Journal of Distribution Science
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    • v.21 no.3
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    • pp.1-12
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    • 2023
  • Purpose: This study discusses the creative industry phenomenon which has different business characteristics both from resources and production processes to distribution. The study intends to analyze the effect of entrepreneurial orientation and market orientation on business performance by using absorptive capacity as a mediator. Research design, data, and methodology: Using the quantitative method, data were collected from 97 respondents, who are managers or owners of creative industry businesses in Makassar City, South Sulawesi, Indonesia. Data analyzed used Partial Least Square - Structural Equation Model. Results: The results of this study reveal that entrepreneurial orientation has no significant effect on business performance and has indirectly a trough absorptive capacity. Market orientation has a significant effect on business performance and indirectly through absorptive capacity. Another result is that absorptive capacity has a significant effect on business performance. Conclusions: When absorptive capability stresses the assimilation and exploitation of knowledge and market intelligence that has been learned to boost business performance improvements, market orientation and entrepreneurial orientation offer knowledge and experience to business processes including the creation of value distribution in the creative industries.

Analysis on the Credit Guarantee System for Creative Economy in Korea (창조경제 활성화를 위한 금융지원 방안에 대한 연구 : 신용보증제도를 중심으로)

  • Yoo, Kyeongwon;Kim, Kyungkeun;Bae, Sang Hoo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.6
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    • pp.47-64
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    • 2014
  • Considering the network externality and spill-over effects, this paper constructs the theoretical model for analyzing the financial policies focusing on the credit guarantee system for Creative Economy, which has been set as the new policy paradigm for the Korean Economy. The analytical results show that it is as much as important to improve the efficiency of the financial markets and construct the infrastructure for reducing the information asymmetry problem which would be more serious in the creative finance. Although it is important to fill the gap due to the market failure it is also crucial to construct the appropriate financial schemes for the various stages of the innovative firms growth. Without these, the impacts of current public funding policies may crowd out the amount of private market funds for the innovative firms or reduce the possibility of commercialization of new technologies in these firms. Based on the evaluation of current related public policies from the perspectives of creative finance, we imply that the current financial policies appear to be quantity oriented not the quality based. Although the policy goals would be appropriately set for vitalizing the Creative Economy in Korea, they appear to be still unsuccessful to address the information asymmetry issue which is the major concern in vitalizing the creative economy. Thus we emphasize the market friendly policies, risk-sharing between the various market participants, revitalizing the relationship banking and efficient management of credit guarantee system in Korea based on the analytical model as well as the evaluation of related policies regarding the creative economy.

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A Study on Creative Cognition of Language based concept Generation of Game Graphics (언어기반 게임그래픽 디자인 발상의 창의적 인지에 관한 연구)

  • Huh, Yoon-Jung
    • Journal of Internet Computing and Services
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    • v.12 no.5
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    • pp.171-179
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    • 2011
  • 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.

Research on the Dynamic Application of Cultural and Creative Products based on Museum Resources (박물관 자원에 기초한 문화 창작물의 활성화 응용 연구)

  • Qi, xiao;Pan, Younghwan;Jang, Wan-Sok
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.151-166
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    • 2022
  • Museum is the carrier and symbol of history and cultural accumulation, and the museum cultural relics are clues with the spirit of history. Moreover, the museum cultural and creative products are portable history. Museum has changed form the traditional "object-basic" model to the modern "people-basic" model, which pays more attention to its living inheritance. Therefor, the museum cultural and creative products is also the way of expression of its living inheritance. This paper analyzes the opportunities and difficulties of cultural and creative products of Chinese museums by means of network survey, field survey and expert interview. In order to improve the design method of cultural and creative products. By exploring the cultural connotation, broadening the functional factors, innovating the design factors and creating the empathy factor between products and people to explore and the verify. Trying to make up the imperfect design methods of cultural and creative products in small and medium-sized museums which leads to the lack of function, innovation and communication of cultural and creative products. We try to attract more people's attention, spread traditional culture and realize the resonance between people and objects.

The Effects of Programming Learning Using Robot Based on Schoolwide Enrichment Model on Elementary School Students' Creative Potential (학교전체 심화학습 모형에 기반한 로봇활용 프로그래밍 학습이 초등학생의 창의적 잠재력에 미치는 영향)

  • Lee, YoungJun;Seo, YoungMin
    • The Journal of Korean Association of Computer Education
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    • v.16 no.4
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    • pp.47-54
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    • 2013
  • Currently, the robot is widely utilized in various educational settings such as after-school classes, and special classes for gifted students. The robot is widely recognized as a useful tool for helping students solve problems. The core activities of programming learning with robot need to provide various problem contexts to the students and guide students' problem solving process. Students gain cognitive and affective benefits when they solve problems with robots. This paper describes the impact of programming learning using robot based on schoolwide enrichment model on elementary school students' creative potential. As a result, the students of experimental group than the students of the control group improved creative personality and ideational behavior, and the gifted students of experimental group than the gifted students of control group improved ideational behavior.

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