• Title/Summary/Keyword: Creative Skill

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Development of the Evaluation Criterion for Mathematically Gifted Students Creative Product in View of Mathematical History (수학사에 근거한 수학영재의 창의적 산출물 평가 준거 개발)

  • Kim Sun Hee
    • Journal for History of Mathematics
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    • v.18 no.2
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    • pp.75-94
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    • 2005
  • This study is intended to develop the criterion for evaluating the creative products that mathematically gifted students produce in their education program to enhance the development of creative productive ability. 1 distinguish the mathematical creativity with the creativity in the general domain, and make the production model of the creative mathematical product grounded on the mathematicians' work through the mathematical history. The model has the following components; the mathematical knowledge, the mathematical thinking and the mathematical inquiry skill, surrounding the resultive creative product. The students products are focused on one component of the model. Thus the criterion for the creative products is grounded on the each component of the model. According to it, teachers could evaluate the students'work, which got the validity and the reliability.

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Development and Application of the Criteria of Evaluating Creative Product in Mathematical Gifted Education (수학영재의 창의적 산출물 평가 준거 개발 및 적용)

  • Lee, Chong-Hee;Kim, Ki-Yoen
    • School Mathematics
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    • v.12 no.3
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    • pp.301-322
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    • 2010
  • In this study, researchers developed the criteria evaluating mathematically gifted students' creative products, which contain such evaluation headings as cognitive abilities(; creativity, analytic thinking, expert skill and knowledge), performing ability of the Mathematically Gifted-Creative Problem Solving process. And then a case study is carried out to apply the criteria to an actual condition of mathematically gifted education. This case study shows that how teachers can apply those of model and criteria in actual condition of the mathematically gifted education. Through the criteria above mentioned, the characteristics of creative productivity can be grasped clearly and evaluated in detail.

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The Effects of Creative Hands-on Activities using Effective Microorganisms on Elementary School Students' Environmental Literacy (유용미생물을 활용한 창의적 체험활동이 초등학생들의 환경소양에 미치는 영향)

  • Hwang, Young-Ho;Park, Jae-Keun
    • Journal of Korean Elementary Science Education
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    • v.33 no.3
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    • pp.524-535
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    • 2014
  • The purpose of this study was to develop the creative hands-on activities using EM (effective microorganisms) that can enhance the environmental literacy of learners, and to examine the effect of its application. The program was composed of 10 sessions, including biological knowledge and ecosystem status of microorganisms, practical activities that stimulate the environmental behavior and emotion of elementary school students, and career design related to their aptitude and occupation in future. This program can also be connected to the domains of creative hands-on activities, that is, career activities, club activities, self-regulated activities and voluntary service activities. In this study, two classes of 3th grades of elementary school in Seoul were selected and divided into two groups. The experimental group to undergo the program of creative hands-on activities using EM showed higher environmental literacy than the control group. In the concrete, it is proven that this program contributed to the improvement of learners' environmental emotion, skill, and behavior. When interviewed with experimental group, we found that sustained EM hands-on activities were conducted in collaboration with their families, and they became more aware of the utilities of EM and could participate in the activities more interestingly. In conclusion, the creative hands-on activities program was very effective and helped elementary students to change their environmental literacy in positive ways.

The New Definition of Creative Leadership in the Communication Design Industry - Focused on the 4th Industrial Revolution

  • Kim, Kyung-won
    • International Journal of Contents
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    • v.15 no.2
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    • pp.53-58
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    • 2019
  • The aim of this paper is to discuss how designers lead and direct 'technology-driven society' using their creative communication skill. To this end, it is required for communication designers to take conscious steps to recognize the future direction of their profession. Despite the advancement in technology, there is a human being at the center of all design activities. From a certain point of view, contemporary communication design takes an open-ended exploration of the subject matter, rather than a finished output. The notion of creative leadership may potentially expand more in terms of improving the methodology of today's visual culture. The paper will examine creative leadership that could be proposed by the challenge of discourse upon the upcoming industrial revolution. Today, communication designers are confronted by new leadership opportunities and challenges. Some leading designers seem to focus on brand new media technologies to prepare the 4th industrial revolutions. However, communication design cannot be discussed in the medium but can be understood as a process. Top-down and bottom-up process is always a concerned about the relationship since the focus of leadership has changed. In the top-down process, the leadership has existed between 'designer and client' because designers have played their role as a problem solver. On the other hand, there is a different model of leadership between 'design and technology' based on bottom-up process, which stem from the design authorship. In this regard, the new definition of creative leadership in the $4^{th}$ industrial revolution proposes a designer as a problem-finder based on the relationship between the 'designer and the public'.

Fashion illustration by utilizing Four gentlemanly plants motive (사군자의 디자인모티브를 응용한 패션일러스트레이션 연구)

  • 하윤경;김혜경
    • Journal of the Korean Society of Costume
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    • v.51 no.8
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    • pp.159-170
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    • 2001
  • The culture and society environment plays major role in the development of Fashion and now in the 21st century, interest in Fashion is getting increased along with the rapid progress of advanced media development and information surge. Now it s the time to extend visual efficiency not only transmitting fashion image but also develop a creative product that satisfy the demander s needs. Currently it is very hard to express our subjective Korean "nationalism" in the Fashion since the various expression skill using western fashion illustration are dominant in our society. I have classified two components, fashion illustration and Korean painting in the theoretical circumstance. In fashion illustration circumstance, I examined the concept, usage, expression skill and history referring to historical documents. In Korean painting section, I considered coloring portrait concept, pattern, history, concept, and feature of the four gentlemanly plants. including the basic material of Korean-paper, Writing- Brush, Ink-Stone, Traditional-ink and also the history of itself. I have designed 8 products applying the concept of plum blossoms, orchids, chrysanthemums and bamboos that represent the most important part of the four gentlemanly plants, and also the expression skill of Korean coloring portrait.rait.

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Clinical Pharmacy Research: Theory and Practice (임상약학 연구의 이론과 실제)

  • Sands Charles D.
    • 한국임상약학회:학술대회논문집
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    • 1994.11a
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    • pp.97-130
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    • 1994
  • 'The formulation of a research problem is far more often essential than its solution, which may be merely a matter of mathematical or experimental skill. To raise new questions, new possibilities, to regard old problems from a new angle requires creative imagination and marks real edvance in science.'

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Structural Relationships among 4- to 5- Year-Old Children's Playfulness, Communication Skills, and Creative Characteristics (만 4, 5세 유아의 놀이성과 의사소통 능력 및 창의적 행동특성 간의 구조적 관계)

  • Chung, Mi Ra;Kang, Su Kyoung;Kim, Min Jeong
    • Human Ecology Research
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    • v.53 no.5
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    • pp.531-542
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    • 2015
  • This study examined the structural relationships among 4- and 5-year-old children's playfulness, communication skills, and creative characteristics. This research analyzed the direct and indirect influence of child's playfulness on communication skills and creative characteristics. The study subjects were 249 children who attend kindergartens located in the Seoul and Gyeonggi-do area. A survey questionnaire was distributed to the children's mothers and teachers. The sample was analyzed using SPSS 21.0 and AMOS 21.0 program. The parameters were estimated by maximum likelihood method. The significance of indirect effect was tested by bootstrapping at .05 level. The results of this study were: (1) in both ages 4 and 5, playfulness had a direct and positive influence on communication skills, (2) in both ages, communication skills had a direct and positive effect on creative characteristics, and (3) the 5-year-old children's playfulness had a direct effect on creative characteristics, the 4-year-old children's playfulness did not exert direct influence onto creative characteristics. Communication skills 5-year-old children were seen to precipitate a partial mediation effect between playfulness and creative characteristics. At age 4, communication skills played a full mediation variable role between playfulness and creative characteristics. Discussions include suggestions to prosper creative characteristics through enhancing a child's playfulness and communication skills.

The Development and Application of Education for Sustainable Development (ESD) Program related to Creative-Experience Activity for Elementary School Students (창의적 체험활동과 연계한 초등학교 지속가능발전교육 프로그램의 개발과 적용)

  • Oh, Hyun-Ju;Park, Jae-Keun
    • Journal of Korean Elementary Science Education
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    • v.36 no.4
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    • pp.316-330
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    • 2017
  • The purpose of this study was to develop the ESD program related to creative-experience activity, and to examine the effect of its application. The program was composed of 13 sessions for fifth-grade class in elementary school, including all of the environmental, economic, and social aspects of ESD. This program was connected to the domains of creative hands-on activities, that is, career activities, club activities, self-regulated activities and voluntary service activities. The results was as follows. First, the experimental group to undergo the ESD program related to creative-experience activity did not show significant differences in environmental literacy compared to the control group, but it is proven that this program contributed to the improvement of learners' environmental emotion, skill, and participation. Second, the experimental group did not show significant differences in scientific attitude compared to the control group, but it was considered to affect the elementary students' criticism, self-esteem, and patience in positive and effective manner. In conclusion, more ESD program that cultivate elementary school students' environmental literacy need to be developed continuously, and more intensive research should be conducted to earn better understanding of ESD.

The Effects of 3D Printing STEAM Class for Respiratory System on the Science Process Skill, Creative Problem Solving Ability, Scientific Interest and STEAM Program Satisfaction of Elementary Students (3D 프린터를 활용한 호흡계의 융합 수업이 초등학생의 과학 탐구 능력, 창의적 문제해결력, 과학 흥미도 및 STEAM 프로그램 만족도에 미치는 영향)

  • Ko, Dong Guk;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.37 no.3
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    • pp.323-338
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    • 2018
  • The aims of this study are to develop the STEAM program focused '3D printing for respiratory system' and to ascertain its influence on elementary student's science process skills, creative problem solving abilities and scientific interest. The developed STEAM program was applied to 5th grade students of O elementary school located in J city. As a result of applying the STEAM program, the experimental group of the STEAM program class improved significantly in creative problem solving abilities and scientific interest than the control group of the theoretical class. The result of learner satisfaction survey of the STEAM program was high. Meanwhile, there was no significant difference in science process skills between the two groups. Therefore, the STEAM program class with the theme of '3D printing for respiratory system' could be meaningful works to encourage students' interest as well as their creative problem solving ability and scientific interest. In future, continuous and systematic studies on STEAM programs focused on 'structure and function of our body' are needed for elementary students' cognitive and affective developments.

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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