• 제목/요약/키워드: Creative process

검색결과 1,319건 처리시간 0.025초

일로부터 추구하는 '재미'의 중요성 - 창의 노동과 내재적 동기의 관계에 대한 고찰 (The importance of maintaining 'enjoyment' from creative work - A discussion on the relationship between intrinsic motivation and creative labor)

  • 안채린
    • 문화경제연구
    • /
    • 제20권3호
    • /
    • pp.115-144
    • /
    • 2017
  • 본 연구는 창의 노동자들의 업무에 대한 내재적 동기가 어떤 내용으로 구성되어 있으며, 창의적 생산과정에서 어떠한 역할을 하고 있는지에 대해 사례를 통해 분석하였다. 16명의 예능 방송 PD들을 대상으로 반구조적 심층 인터뷰를 진행하였으며, 연구 결과 창의 노동자들의 일에 대한 내재적 동기는 일을 통해 '재미'를 추구하고자 하는 욕구로 해석되었다. 이는 외부적 시각을 바탕으로 한 재미와 창의적 생산자로서 경험하는 재미의 두 가지로 분류되었다. 이어서 창의 노동자들의 내재적 동기는 창의적 업무 과정에서 맞닥뜨리는 여러 충돌과 갈등(시청률, 경제적 안정성, 일-삶의 균형)에 맞서 해당 직업을 유지하기 위한 강한 원동력 역할을 하는 것으로 관찰되었다. 이는 창의 노동자들이 창의 노동 과정에 산재해있는 자기 착취적 요소들까지도 자발적으로 감내하도록 이끄는 것으로 나타났다. 이와 같은 연구 결과는 이상적이지 않은 창의 노동 조건과 환경을 받아들이고 창의 노동을 지속하고자 하는 창의 노동자들의 특수한 경향에는 일에 대한 강한 내재적 동기가 기초되어 있음을 시사한다.

Suggestion of Teaching-Learning Methods to Cultivate Creative Design Capacities

  • Seo, Mi-Ra;Kim, Ae-Kyung
    • International Journal of Contents
    • /
    • 제10권2호
    • /
    • pp.42-46
    • /
    • 2014
  • This study suggests a teaching-learning method to improve creative design abilities of students majoring in design. By suggesting a creative design-inducing (CDI) teaching-learning method process and a creative design-inducing (CDI) teaching-learning method, this study aims to expand creative thinking among students with the aim of producing produce creative output as well as improving the effectiveness of design teaching. It also presents a case of the teaching-learning method in a design-related department, the process of teaching where the new method is applied is also examined. The teaching method this study suggests has the following merits: First, it allows the teacher to use various tools depending on the creative thinking abilities of individuals. By providing students with custom-made teaching, the method motivates and focuses students during the lesson. Second, it is easier for students to generate creative ideas than with other teaching methods.

비판(-창의)적 사고를 접목한 기초 설계 교육 자료 개발: 계란 낙하 기구 설계 (Development of Basic Design Education Materials Incorporating Critico(-Creative) Thinking: Egg Drop Device Design)

  • 박상태;구진희
    • 공학교육연구
    • /
    • 제25권6호
    • /
    • pp.58-68
    • /
    • 2022
  • This paper aims to prepare basic design education materials explaining the design process of egg drop device by incorporating critico(-creative) thinking. To this end, in this paper, by utilizing the creative problem solving process and the elements and standards of critical thinking, 'the five-step creative engineering design education guidelines' have been prepared so that engineering freshmen can effectively participate in engineering design projects without major knowledge. We would like to apply them to the egg drop device design. The egg drop device design, which is experiment to make and drop a drop device that can protect an egg from breaking when it is dropped freely from high places, is an engineering design project that is widely used not only in elementary, middle and high school science events but also in engineering education courses under the name of 'stunt egg'. Perhaps the basic design education material on the egg drop device design incorporating critico(-creative) thinking in this paper will contribute to incorporating critico(-creative) thinking into engineering education, as well as to achieving the educational goals of the basic design subject.

초등학생을 위한 기후변화대응 환경디자인 STEAM 교육프로그램 개발 연구 (A Study on the Development of Environment Design STEAM Program in Coping with Climate Change for Elementary School Students)

  • 이윤희;이명아;한혜련;반자연
    • 한국실내디자인학회논문집
    • /
    • 제25권6호
    • /
    • pp.15-22
    • /
    • 2016
  • Recent changes in the Korean education policies are promoting the advances in science and technology and cultivating people of convergence talent. STEAM (science, technology, engineering, art and math) educational program is Korean styled convergence program for creative competent human resources. Therefore, Therefore the aim of this study is developing convergence hand-on educational program coping with climate change for elementary school students. For development of the program, we investigated the curriculum of the elementary school about the climate change, and allocated in the creative learning standard frame. Also, we selected themes related the climate change in the curriculum and learning activity. For more effective program to build the convergence competency, we analyzed the program based on creative problem based learning process and 4 core competency(creativity, communication, convergence, caring) elements. In conclusion, the STEAM program needs to develop by school curriculum and leaner's ability. For elementary school students, the STEAM program consists with creative problem based learning process. And the convergence educational program would analyze by the creative PBL process and convergence competency elements. So, this developing program has brought the promotion of the creative convergence competent talented person for the future global environment.

창의성 이론으로 분석한 창의적 환경과 과정 연구 - 백남준과 루이스 칸의 사례 - (The Creative Context and the Process Analyzed by Creativity Theory - The case study of Nam June Paik and Louis I. Kahn -)

  • 이민아
    • 한국실내디자인학회논문집
    • /
    • 제37호
    • /
    • pp.39-47
    • /
    • 2003
  • The purpose of this paper was to analyze and to compare the creativity of Nam-June Paik and Louis 1. Kahn to understand the characteristics of creative people. Both of them got strong supports from their family and close people. As they were not originally from the U.S., political and city environments where they settled in the U.S. for the first time strongly influenced their creative activity. The difference in the creative contexts of Paik and Kahn is that Paik had more visual cues in his childhood due to the rich environments. The various visual cues influenced his wide interests in video arts. In creative process, even though both of them more focused on the beginning stage of creative process, there were differences in creative problem solving styles. Kahn considered the imaging and perception as the most Important working process. For him, intuition(gestalt view) and ideation(generator) are more important than intellectual skill. On the other hand, Paik thought the symbolization(conceptualizer) based on his own experience and philosophy(associationism) was the most important.

STEAM 수업에서 나타난 초등학생의 창의적 설계 과정 질적 분석 (Qualitative Analysis of the Creative Design Process of Elementary School Students in STEAM Class)

  • 전정희;신영준
    • 한국초등과학교육학회지:초등과학교육
    • /
    • 제37권2호
    • /
    • pp.93-109
    • /
    • 2018
  • The purpose of this study was to analyze the character of the creative design processes that appear at the creative design stage of the design thinking based on STEAM class and what factors affect the creative design process. Students who served as the subjects of this study were 4 elementary school students. We developed the design thinking based on STEAM program to look more specific the creative design process. The project was conducted with a total of 12 sheets of paper materials. The conclusions of this study are as follows. First, the problem solving process of the design thinking based on STEAM classes is not anticipatory and is cyclical and complex. So, teachers should provide sufficient time for students to create and simulate ideas and accept the solving problems through trial and error. Second, Having presented the STEAM class as a practical problem in the real world, there was less fear of students' failure and heightened motivation and enthusiasm. Providing with the real topic and open questions in classrooms can lead to students' voluntary participation in the classroom. Third, In the design thinking based on STEAM class, students develop concrete ideas through visualization courses. The group of students made the best solutions through communication.

Information Technologies as an Incentive to Develop the Creative Potential of the Educational Process

  • Natalia, Vdovychenko;Volodymyr, Kukorenchuk;Alina, Ponomarenko;Mykola, Honcharenko;Eduard, Stranadko
    • International Journal of Computer Science & Network Security
    • /
    • 제22권4호
    • /
    • pp.408-416
    • /
    • 2022
  • The new millennium is characterized by an unprecedented breakthrough in knowledge and information and communication technologies, and the challenges of the XXI century require modernized paradigms of interaction in all spheres of life. Education continues to play a key role in national and global growth. The key role of education and its leadership in developing creative potential, as the main paradigm of the countries' stability, have significantly influenced educational centers. The developers of educational programs use information technologies as an incentive to develop creative potential of educational process. Professional training of the educational candidate is enhanced by the use of information technologies, so the educational applicants should develop technological skills to be productive members of society. Using the latest achievements in the field of information technologies for the organization of the educational process helps to form the operational style of education applicants' thinking, which provides the ability to acquire skills of processing information, that is presented in the text, graphic, tabular form, and increase the level of general and informational culture necessary for better orientation in the modern information space. The purpose of the research is to determine the effectiveness of information technologies as an incentive to develop creative potential of educational process on the basis of the survey, to establish advantages and ability to provide high-quality education in the context of using information technologies. Methods of research: comparative analysis; systematization; generalization, survey. Results. Based on the survey conducted among students and teachers, it has been found out that the teachers use the following information technologies for the development of creative potential of the educational process: to provide video and audio communication process (100%), Moodle (95,6%), Duolingo (89,7%), LinguaLeo (89%), Google Forms (88%) and Adobe Captivate Prime (80,6%). It is determined that modular digital learning environments (97,9%), interactive exercises tools (96,3%), ICT for video and audio communication (96%) and interactive exercises tools (95,1%) are most conducive to the development of creative potential of the educational process. As a result of the research, it was revealed that implementation of information technologies for the development of creative potential of educational process in educational institutions is a complex process due to a large number of variables, which should be taken into account both on the educational course and on the individual level. It has been determined that the using the model of implementation information technologies for the development of creative potential in educational process, which is stimulated due to this model, benefits both students and teachers by establishing a reliable bilateral connection between teacher and education applicant.

창조적 사고체계로서의 실내디자인 과정에 관한 연구 (A Study on the Interior Design Process as Creativite Thinking)

  • 이선민
    • 한국실내디자인학회논문집
    • /
    • 제13호
    • /
    • pp.60-71
    • /
    • 1997
  • A study was performed for combination active process between the academical theory and practical design process based on creative thinking process in interior desigv. At first, it was investigated the concepts and characteristics of creativity combined with creativite process of thinking, and also scientific and art characteristics on interior design to be educated together with logical and esthetical concepts required for creative thinking process. In reference with above process, it was systematically established stepwise process of interior design with creative thinking system. As a resualt, creativity in interior design could develop a unique design process combined informations about knowledge and experiences with actual acquirements by individual's experiences. So interior design could be approachable and developed with open-mind and consistently scientific methodology. Also creativity power of interior design could be solved by strategic knowledge acquired by practical experiences and problem solving capability in special branches. Like this, all design activities, including interior design, would be accomplished theoretical background and actual design process under the concepts of practical intension and use. So it would be made creative products by means of detail adapation process based on the theoretical atmosphere, therefore it'll be strongly based on the hardnessing of theoretical value and power. Theory for design process referred to environmental concepts, so including interior design, would not be terminated as for theoretical concepts but be responsible for future of well-developed design by accomplishment of various design adaption method for practical purpose and objectives.

  • PDF

과학 영재 아동과 일반 아동의 창의적 과학 문제 해결 과정에 대한 사례 연구 (A Case Study on the Scientifically-Gifted Students' and Average Student's Creative Science Problem Solving Processes and Skills)

  • 심혜진;장신호
    • 한국초등과학교육학회지:초등과학교육
    • /
    • 제25권spc5호
    • /
    • pp.532-547
    • /
    • 2007
  • The purposes of this study were to investigate the creative science problem solving (CSPS) process amongst scientifically-gifted students and average students through the qualitative think-aloud research method, and to compare the differences in their CSP, scientific knowledge, scientific process skills, creative thinking, and finally, the affective domain used in their CSPS. For the purposes of this study, two scientifically-gifted 6th grade students and one average student were selected. The results show that one gifted student with good creative thinking skills exhibited better performance in CSPS than the other gifted student, who had the highest level of scientific knowledge. In the case of the average student, in spite of her high level of factual knowledge, she had difficulty in proceeding in CSPS due to her shallow scientific knowledge along with her low level of understanding of the given problem. This study highlights the importance of considering the factors which influence successful CSPS and which can play an important role in the education of scientifically-gifted children. These factors were identified as scientific knowledge, understanding of the scientific process, creative thinking, the affective domain, and science problem solving skills.

  • PDF

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

  • Kim, Kyung-won
    • International Journal of Contents
    • /
    • 제15권2호
    • /
    • pp.53-58
    • /
    • 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'.