• 제목/요약/키워드: Creative Model

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공학분야 대학생의 창의적 문제해결에 영향을 미치는 지식융합 변인의 구조적 관계 분석 (Analysis of Structural Relationships Among Predictors of Creative Problem Solving in Engineering)

  • 박성미;양황규
    • 수산해양교육연구
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    • 제27권4호
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    • pp.963-972
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    • 2015
  • This study examined the impact of variables(collaboration, convergence motive, convergence thinking) on the creativity problem solving of engineering college students. 522 students among engineering colleges in Pusan and Ulsan were sampled. For the statistical analysis, analysis of covariance structure by AMOS 18.0 was applied. Results from structural equation modeling analyses indicated that a hypothesized model produced a better fit to the data than a comparative structural model. The hypothesized model shows the following results. On the basis of the hypothesized model, collaboration effected to directly convergence motive and creative problem solving, and convergence motive effected to directly convergence thinking, convergence motive effected to directly creative problem solving, convergence thinking effected to directly creative problem solving, and collaboration effected to indirectly convergence thinking by convergence motive. Therefore this study suggested the collaboration, convergence motive and convergence thinking are significantly variables to facilitate the creative problem solving for knowledge fusion in engineering.

대학생을 위한 창의적 문제해결 기반 학습컨설팅 모형 개발 및 적용효과 (Development and Implementation Effect of a Learning Consulting Model Based on Creative Problem Solving for University Students)

  • 정세영;김정섭
    • 교육심리연구
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    • 제32권1호
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    • pp.1-27
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    • 2018
  • 본 연구의 목적은 창의적 문제해결(CPS) 기반으로 대학생을 위한 학습컨설팅 모형을 개발하고 나아가 이의 실증적 효과를 검증하는 것이었다. 창의적 문제해결 기반 학습컨설팅 모형은 ADDIE 모형에 근거하여 개발하였다. 분석과정에서 컨설팅 과정과 내용 영역을 확인하여 구성요소를 추출하고, 설계과정에서는 모형의 목적에 적합한 컨설팅 과정과 세부내용을 구체화하였다. 개발과정에서는 구체화된 내용으로 창의적 문제해결 기반 학습컨설팅 주요과정과 세부과정 및 주요활동을 구조화하였다. 그리고 실행과정에서는 개발된 모형을 대학생 15명에게 적용하여 모형의 효과성을 확인하였다. 마지막으로 평가과정에서는 학습컨설팅전문가 4명을 포커스 그룹으로 구성하여 인터뷰 한 다음 모형 타당도 검증을 거쳐 최종모형을 개발하였다. 그리고 최종모형을 대학생 20명에게 적용한 결과 자기주도학습능력과 창의적 문제해결능력이 통제집단에 비해 향상되었음을 확인하였다. 이러한 결과를 토대로 창의적 문제해결 기반 학습컨설팅 모형 개발 및 활용에 대한 시사점과 제한점을 논의하였다.

Numerical analysis on foam reaction injection molding of polyurethane, Part A: Considering re-condensation of physical foam agent

  • Han, HyukSu;Nam, Hyun Nam;Eun, Youngkee;Lee, Su Yeon;Nam, Jeongho;Ryu, Jeong Ho;Lee, Sung Yoon;Kim, Jungin
    • 한국결정성장학회지
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    • 제26권5호
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    • pp.209-214
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    • 2016
  • Foam reaction injection molding (FRIM) is a widely used process for manufacturing polyurethane foam with complex shapes. Numerical model for polyurethane foam forming reaction during FRIM process has been intensively investigated by a number of researchers to precisely predict final shapes of polyurethane foams. In this study, we have identified a problem related with a previous theoretical model for polyurethane foam forming reaction. Thus, previous theoretical model was modified based on experimental and computational results.

초등과학에서 창의적 문제 해결 수업 적용에 따른 학습자 유형에 대한 효과 (The Effects on Students' Leaning Types through the Creative Problem Solving Teaching Model in Elementary Science Class)

  • 최선영;김지인
    • 한국초등과학교육학회지:초등과학교육
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    • 제30권4호
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    • pp.615-623
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    • 2011
  • The purpose of this study was to analyse of the effects on students' leaning types through the Creative Problem Solving Teaching Model in elementary science class. The results of this study were as follows; 1. experimental group in creative problem solving, scientific inquiry skills and academic achievement was higher than control group which was statistically significant (p<.05). 2. for the students' learning type the experimental group was distributed to accommodators (35.7%), divergers (25.0%), convergers (25.0%) and assimilators (14.3%). 3. after the program treatment, assimilator type group students in creative problem solving were higher than other type group students. 4. diverger and assimilator group students in academic achievement, diverger group students in scientific inquiry skills, and accommodator group students in scientific attitude were higher than other groups.

창의적 업무지원을 위한 공용공간 활성화 현황조사에 관한 연구 (The Research on the Present Situation for Supporting Creative Work by Revitalization of Common Space)

  • 신동관;한영호
    • 한국실내디자인학회논문집
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    • 제21권4호
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    • pp.172-180
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    • 2012
  • Recently, the definition of work space contains so many meanings. Basically, this means space where handling various information and developing numerous creative activities. Moreover, the work space is important not only for individual itself but also organizational development. This research is studied for suggesting revitalization of advanced work efficiency, deriving motivation as well as creative operation support for harmonious communication. In order to make the better creative work places, "concentration and motivating interests between members of organization", "Necessity of environment for development and operational progress of work", "improvement and creativity of work and importance of the physical environment" and "harmonious communication and development of advanced community" should be considered. This research arranged based on ALCEMIS model and used actual examples on each step for better understanding of creative work spaces. ALCEMIS model is as follows: (1) Opportunity Finding (2) Fact Finding (3) Opportunity Definition (4) Idea Finding (5) Evaluate & Select (6) Plan (7) Acceptance (8)Execution' over the eight-step details to proceed through the 1. Discovert ((1)+(2)) 2. Dream ((3)+(4)) 3. Design((5)+(6)) 4. Destiny((7)+(8))y" It has been understood that many works related to creative jobs make good use of public spaces to progress operational improvement. The place where co-workers share with can create more effective and fulfilling outcome and satisfaction than independent and exclusive places. Especially creative jobs need this kind of spaces for better communication and cooperation.

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The Influence of Cognitive Factors on the Creative Abilities in Design -Focused on the Sensory Modalities and Thinking Modes-

  • Woo Heung-Ryong
    • 디자인학연구
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    • 제19권3호
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    • pp.143-154
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    • 2006
  • The primary purpose of this study was to investigate the influence of Cognitive Factors (CF) on the Creative Abilities (CAs) in design. We set up a model of Cognitive Design Process (CDP), which consists of four domains: Concepts, Experience, Five Senses (FS), and Thinking Modes (TM). Here, experience is first perceived by the five senses, and then recognized by intelligence. We regard design as a transforming process from concept to experience. For this study, two major Sensory Modalities (Visual and Kinesthetic), four Thinking Modes (Brain Dominance Profile), and four Creative Abilities (Fluency, Flexibility, Originality, and Elaboration) were reviewed. We hypothesized that idea generation is influenced by different Sensory Modalities (Visual Sense vs. Kinesthetic Sense) and Thinking Modes, and that these have a close relationship with the attributes of CAs. Firstly, we have examined the cognitive thinking model in design. Then, we adapted the Test of Creative Abilities of Design Thinking (TCADT) for measuring CAs. We surveyed the CAs under CF in particular. Finally, we have investigated the influences of the different Sensory Modalities (Visual Sense vs. Kinesthetic Sense) on CAs. It was found that a close relationship between Brain Dominance and CAs, and Sensory Modalities (SM) have different influence on these creative abilities. As a result, a tool for the Test of CAs and a framework for creative idea generation with the effective CF will be presented. These provide the basis for a new approach to creative idea generation in Experience Design.

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A Case Study on the Implement of Teaching and Learning Models aiming at Training Creative Engineers: focused on the SICAT

  • KWON, Sungho;OH, Hyunsook;KIM, Sungmi
    • Educational Technology International
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    • 제11권1호
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    • pp.27-46
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    • 2010
  • The purpose of this paper is to apply the newly developed SICAT teaching and learning model to the actual scene of teaching and learning and draw a point of discussion for utilizing teaching and learning model, by uncovering the satisfaction of students and the inhibiting/facilitating elements when using the model. SICAT(Scientific Inquiry and Creative Activity with Technology; from here on SICAT), a teaching and learning model custom-built for engineering education, was developed, as more and more people paid attention to the demand for creative engineers. It was developed from the basis of PBL(Problem Based Learning), includes three sub-types which can be applied to the actual theory, design, and experimentation fields within engineering education. The three sub-types, which are ARDA(Analysis-Reasoning Activity & Discussion-Argumentation Activity), CoCD (Collaboration Activity & Capstone Design Activity), and ReSh(Reflection Activity & Sharing Activity), respectively support deductive and argumentation activities, creative design and collaboration activities, and retrospection and sharing activities. However, no research has been conducted to investigate whether or not there are inhibiting or facilitating elements in the application procedure, or what the rate of satisfaction for students is, when applying the SICAT model, which was newly developed to innovate existing engineering education, to the actual site of teaching and learning. Therefore, this research applied three types of SICAT teaching and learning models to the theory, design, and experimentation classes at the department of materials science and engineering at Hanyang University for eight weeks. After application, the students, teachers and tutors were surveyed and interviewed, and then the results analyzed in order to uncover inhibiting/facilitating elements and the rate of satisfaction. The satisfaction rate of students from the SICAT teaching and learning model was 3.78(in a perfect score of 5: The A type-3.65, The C type-3.80, The R type-3.90), and inhibiting/facilitating elements were drawn from the aspects of learning activities, support system. In conclusion, they can be contributed for implications of SICAT teaching and learning model universal use at engineering education in University.

3D 프린팅을 위한 콘텐츠 인지 기반 3D 개인 피규어 생성 시스템 (3D Figure Creation System Based on Content-Awareness for 3D Printing)

  • 임성재;황본우;윤승욱;전혜령;박창준;최진성
    • 한국컴퓨터그래픽스학회논문지
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    • 제21권3호
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    • pp.11-16
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    • 2015
  • 본 논문은 3D 프린팅을 위한 3D 개인 피규어 생성 및 콘텐츠 인지 기반 피규어 변형, 조합 시스템을 제안한다. 3D 객체의 3D 프린팅을 위해서는 적층가공 기법의 슬라이싱시에 무결성이 보장되어야 하며, 프린터 종류에 따라 객체의 내부를 비우는 등의 제약 조건이 따른다. 본 논문은 3D로 복원된 자신의 얼굴을 적용한 개인 피규어를 자동 생성하는 기술과 생성된 3D 개인 피규어의 고유 기능을 유지하고 성공적인 3D 프린팅을 보장하는 콘텐츠 인지 기반 외형 변형, 두께 조정, 조합 기술을 소개한다. 기존 전문가들이나 숙련된 디자이너만 쓸 수 있었던 3D 저작도구에 비해 간단한 조작으로 다양한 외형 변형, 두께 조정, 모델 조합 등이 가능하다.

수학 창의적 산출물 의미 척도의 개선 및 창의적 산출물의 구조 탐색 (A Study on Improvement of MCPSS and Searching Structure of the Concept of Creative Products)

  • 홍주연;김민수;한인기
    • 한국수학교육학회지시리즈A:수학교육
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    • 제54권4호
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    • pp.317-334
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    • 2015
  • In this article we study structure of the concept of creative products in mathematics using mathematical creative products. We develop MCPSS1 that improve reliability and validity of MCPSS(Creative Product Semantic Scale in Mathematics). And we search structure of the concept of creative products in mathematics using mathematical creative products focused on theoretical investigation. So we suggest structure model of the concept of creative products focused on theoretical investigation. We compare the result with preceding research using various mathematical creative products, find some difference between relations of sub-factors of structure of the concept of creative products. Our result will provide meaningful data to mathematics education researchers that want to know structure of the concept of creative products in mathematics.

가정과 교육에서의 창의성 교수를 위한 이론적 고찰 (The Theoretical Inquiry for Teaching Creativity in Home Economics Education)

  • 류상희
    • 한국생활과학회지
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    • 제10권2호
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    • pp.215-224
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    • 2001
  • Creativity is a trait necessarily demanded in highly industrial and information oriented society. Accordingly, we should develop creativity through school education. The purpose of this study is to inquire a conceptual model and teaching method for developing creative problem solving skills in home economics education which can work at a platform for the curriculum developer. Although many definitions of creativity consider cognitive aspect more, personal or affective aspect is heavily involved with creativity. Therefore, creativity is a dynamic system which cooperates many contrasting and dialectic components in personal and cognitive aspects. The function of creativity is dependent on diverse environmental system. Environments influence on the extent of the development of creativity. Thus, the person-situation interaction model devised by Woodman and Schoenfeldt, integration of cognitive, affective, and situational aspects, is suggested as a conceptual model for teaching creativity in home economics education. The practical reasoning teaching model is suggested as a teaching method for developing creative problem solving skills in home economics education. The components of creative problem solving which involved with practical reasoning process are general knowledge and skills, specific knowledge and skills, divergent thinking skills, motivation and motives, and critical thinking skills.

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