• Title/Summary/Keyword: Creative performance

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Study on the Effect of Creative Characteristics of Culture and Arts Organization Workers Regarding Self-efficacy and Business Performance

  • Jang, Ha-Soo
    • International Journal of Advanced Culture Technology
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    • v.7 no.2
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    • pp.52-59
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    • 2019
  • The creative characteristics of Culture and Arts organization workers who connect consumers and producers of culture and arts(artists, creators, and producers) are very important in the culture and arts field. Where the cultural and arts organization workers are very important as their achievements are directly related to the appreciation of culture and art. The purpose of this study is to investigate the effect of creativity on cultural and artistic organizations workers regarding self-efficacy and work performance. The research was conducted on 208 people in national and public cultural organizations and art organizations in Gwangju Jeollanam-do. As a result of the research, originality and challenge of creative characteristics have a positive effect on self-efficacy. However, openness did not have a statistically significant effect on self-efficacy. In addition, self-efficacy has a positive effect on job performance.

The role of positive affect in virtual collaboration: a transactive memory system perspective

  • Chae, Seong Wook
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.5
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    • pp.99-109
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    • 2016
  • Creative performance has been regarded as the key to the success of an organization in recent years, and is considered essential for the survival of an organization. Organizations must find and develop creative solutions to deal with a variety of business issues. How can organizations become more creative? To develop creativity, organizations must make it easier to connect the knowledge and perspectives of its various members, who may be scattered around the world, by developing a virtual team. Drawing from the transactive memory systems (TMS), which include expertise location, credibility, and coordination, this study investigates how the positive affect of team members influences the development of creative performance during virtual collaboration where face-to-face team activities are limited. The proposed structured model was empirically tested with cross-sectional data from 322 individuals. Results indicated that the positive affect of team members was found to moderate the relationship between TMS and creativity. Through this study, we expect to provide an understanding of the mechanisms involved in developing creativity among team members in a virtual work environment.

A Study on the Change of Learning Satisfaction and Comprehension of Team Project Instruction Using Creative Capstone Design (창의적 캡스톤 디자인을 활용한 팀 프로젝트수업 운영에 따른 학습만족도 및 이해도 변화에 관한 연구)

  • Kim, Changhee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.4
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    • pp.179-191
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    • 2017
  • The purpose of this study is to investigate the change of comprehension degree about learning satisfaction and capstone class by applying the subject which draws idea for team project task in college to creative capstone design program. The Capstone Design Program is designed to train fieldworkers with creative problem solving skills and is widely applied as a problem-solving course in team-based projects. In this paper, based on the case study of the 'fusion capstone design' operated in the first semester of 2015 ~ 2017, the capstone design course was established in the course of designing ideas for problem solving. The results of this study are as follows: First, the questionnaire about capstone design instruction process, instruction method, and learning achievement satisfaction were analyzed. As a result, understanding of capstone design was found to be higher than that of class before class, and satisfaction of performance course, method of teaching performance and learning outcome were obtained.

The Effect of Scaffolding on Creative Collaborative Performance - Focusing on the Mediating Effects of Boundary Objects - (스캐폴딩이 창의적 협업 성과에 미치는 영향 - 바운더리 오브젝트의 매개효과를 중심으로 -)

  • Shin, Hyun-Sun;Kym, Hyo-gun;Na, Yun-Bin
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.1-15
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    • 2020
  • This study examined the factors that influence creative performance in corporate collaboration projects. Specifically to facilitate team collaboration, we identified that scaffolding, which is one of the important factors in organizational learning communication, and the Boundary Objects, which are collaboration tools & vehicle, influence performance. The survey was collected for 203 employees who experienced collaborative projects, and three-step mediated regression analysis was conducted after conducting exploratory factor analysis. In other words, we examined the median effect of boundary objects on the impact of scaffolding on creative collaborative performance. Analysis showed that while the effects of the boundary objects in relation to the impact of cognitive scaffolding on creative performance were not significant, emotional scaffolding had a full-scale effect on the creative performance and also had a full-scale effect on the efficacy performance. Given these results, it is necessary to share a vision and form personal relationships among team members in order to activate them, since scaffolding is useful in organizational learning and boundary objects also have some effect as a medium for promoting collaboration in projects.

A Study on IPA of Spectator Motivation in the Korean Creative Musical (한국 창작뮤지컬 관람동기의 중요도 연구)

  • Koo, Eun-Ja;Lee, Kwang-Ho;Kim, Hye-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.4
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    • pp.1595-1603
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    • 2013
  • This study uses the Importance Performance Analysis (IPA) on viewing motivation for the revitalization of Korean creative musicals. The IPA is the evaluation techniques to simultaneously compare and analyze relative importance and achievement of each attribute for multi-attribute models. This analysis uses the discerning method by displaying the matrix that includes the factors about which customers care and customer satisfaction on each factor. The customer satisfaction is determined by customer expectation for each attribute and its implementation level. This study, through this method, exams the importance and satisfaction level on attributes of viewing motivations for Korean creative musicals.

The Effect of SIT in the Development of Creative New Food Products - Focusing on the New Products of 'H' Company - (창의적인 식품 개발에 있어서 SIT의 효과성에 관한 연구 - H사의 신제품을 중심으로 -)

  • Heo, Keon;Song, Haegeun;Shim, Jae-Hun;Park, Young-Taek
    • Journal of Korean Society for Quality Management
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    • v.44 no.1
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    • pp.95-108
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    • 2016
  • Purpose: This study aims to investigate the effect of product creativity on the financial performance of new product in the food industry. In addition, the applicability of creative thinking method for the development of creative new food product is examined. Methods: In this study, OPA(Originality-Practicality Analysis) method is applied to evaluate the creativity of 32 new food products of 'H' food company in Korea. Effects of product creativity on the financial performance are analyzed using t-test and logistic regression analysis. In order to examine the applicability of SIT(Systematic Inventive Thinking) for the new product development process, each subject are classified according to five SIT tools. Results: The product group belongs to creative area(CA) shows the highest financial performance among the quadrants of OPA matrix. The products are divided into two groups whether the product can be classified by SIT tools or not. The products belonged to SIT group show higher creativity than non-SIT group. Conclusion: From the result, it can be concluded that product creativity has effect on the financial performance of the new food products, and SIT can be used as a powerful tool in developing creative new food products.

Study on Applying Alice for Supportive Methodology of Creative Problem Solving (창의적 문제해결 수업에서의 앨리스(Alice) 활용 사례 연구)

  • Baek, Jung-Hee;Choo, Moon-Won;Choi, Young-Mee;Lim, Young-Hwan
    • Journal of The Korean Association of Information Education
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    • v.16 no.1
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    • pp.61-70
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    • 2012
  • In this study, the newly designed course related to creative problem solving is introduced. According to the characteristics of multimedia engineering, the Alice, which is well known as an effective 3D interactive authoring tool, is adopted as the supporting tool to validate the accomplishment of study goals set up for software design. Each creative problem solving phase could be clearly implemented and its expected performance could be evaluated efficiently by using Alice. The result of curricular implementation and performance evaluation is shown.

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Effects of Creative Nursing Practice on Hospital Nurses' Job Satisfaction and Organizational Commitment (간호사의 창의적 간호실무가 직무만족 및 조직몰입에 미치는 영향)

  • Kang, So-Young
    • Journal of Korean Academy of Nursing Administration
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    • v.18 no.2
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    • pp.234-243
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    • 2012
  • Purpose: This study was done to: (a) examine relationships between creative nursing practice and job satisfaction, and organizational commitment that nurses perceive in a hospital, and (b) identify creative nursing practice factors affecting job satisfaction and organizational commitment. Method: Using self-report questionnaires including 25 items of the Creative Nursing Practice Index, a descriptive study was conducted with a sample of 387 nurses working in the nursing care units of a general hospital in Seoul, Korea. Data were analyzed, using independent t-test, ANOVA, Pearson correlation, and hierarchical multiple regression analysis. Result: The mean score for nurses performance of creative practice was $2.29{\pm}0.46$ (range 1 to 4). Creative nursing practice had positive correlation with nurses' job satisfaction (r=.427, p<.001) and organizational commitment (r=.433, p<.001). Creative nursing practice factors influencing job satisfaction were implementing customized care (${\beta}$=.158, p=.010), making new knowledge (${\beta}$=.257, p<.001), and searching ideas (${\beta}$=.209, p<.001). Nurses' organizational commitment was influenced by implementing customized care (${\beta}$=.192, p=.002), making new knowledge (${\beta}$=.158, p=.028), searching ideas (${\beta}$=.254, p<.001), sharing ideas (${\beta}$=.250, p=.003), and validating ideas (${\beta}$=.189, p=.036). Conclusions: The results indicate a need to develop nurses' creative competency to pursue quality care as well as increase nurses' job satisfaction and organizational commitment.

An Exploratory Study on the Possibility of Creative Quality Management (창조적 품질경영의 가능성에 대한 탐색적 연구)

  • Oh, Hyung-Sool;Seong, Baek-Seo;Kim, Seon-Min
    • Journal of the Korea Safety Management & Science
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    • v.11 no.1
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    • pp.103-113
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    • 2009
  • Motorola which had developed and commercialized wireless telephone and mobile phone for the first time in the world made a decision on the separation of the mobile unit from the Motorola due to the continuous bad performance turn. In addition, the Korean company named Raincom which had developed and commercialized MP3 player have been disappeared since Raincom failed to compete with iPod of Apples. What is the main cause the companies that have been top of the world level weed out of IT product market? For less product life cycle and globalization of market, the company's competitiveness tends to be determined based on company's creative capability, rather than process implementation capability. Thus, companies spent a great amount of time and effort in the introduction of creativity management and R&D activities. However, as company's continuous investment on R&D and innovation activities did not lead to business performance, they starts to pay much attention on the effective R&D and innovation activities. Therefore, this paper tries to solve the limitation of the effectiveness of R&D activities by introducing the concept of 'creative quality'. The creative quality is executed by the creative process, which is designed for getting over the limitation of the traditional brainstorming method. This paper presents the concept so called 'creative quality management' and expects it to be an alternative to conquest the limitation of six sigma management.

A Study on Key Issues and Improvement Plans for the Research and Creative Achievement Evaluation System in the Field of Theater Arts Using Big Data (연극예술분야 연구 및 창작업적평가시스템 관련 주요 쟁점과 빅데이터를 활용한 개선 방안 연구)

  • Donghun Lee
    • The Journal of Bigdata
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    • v.9 no.1
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    • pp.197-208
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    • 2024
  • Today, faculty performance evaluations conducted in universities to comprehensively assess faculty members have yielded outcomes that deviate from the original intent of the system due to its quantitative assessment-centric approach. The field of theater arts, in particular, faces challenges in fairly and objectively measuring research and creative achievements through traditional quantitative evaluation methods, owing to the highly subjective nature of its outputs compared to other academic disciplines. This study proposes a method to improve the evaluation of research and creative achievements in the field of theater arts through the utilization of big data. First, we investigated the current evaluation criteria and methods used in research and creative achievement assessments in theater arts departments at major domestic universities. Next, we analyzed the key issues related to the existing evaluation system for research and creative achievements in the field of theater arts. Finally, we presented an improvement plan for the evaluation system using the big data available from the Korea Performing Arts Box Office Information System (KOPIS). This study aims to support the research and creative activities of theater arts faculty more effectively and to enhance the competitive edge of universities.