• Title/Summary/Keyword: Creativity Enhancement

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A Study on Effect Verification of Verbal and Visual Analogy for Creativity Enhancement - Experimental Study Focused on the Comparison of Experimental Group and Comparative Group - (창의성 증진을 위한 언어적.시각적 유추의 효과검증 - 실험집단과 비교집단의 비교를 중심으로 한 실험연구 -)

  • Choi, Eun-Hee
    • Korean Institute of Interior Design Journal
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    • v.20 no.2
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    • pp.30-38
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    • 2011
  • Personal creativity could be promoted and improved through many experience, training and various prior knowledge. This researcher had proceeded several preceding studies to find effective using methods of analogy for creativity enhancement. This study, following work of preceding studies aims to verify the effects of verbal and visual analogy for creativity improvement. Effect verification had been progressed by comparing the residential design results of two groups which are classified an experimental group consisted of sophomore college students with a comparative group consisted of sophomore university students. Consequently, the experimental group that had undergone many training on verbal and visual analogy in several preceding studies is superior to the comparative group in terms of creative design rate, sketch rate with high quality. Through this result it is verified that the using methods of verbal and visual analogy is very effective on creativity enhancement in interior design process. But the limitation of this study is that there were a few populations. Nevertheless, interdisciplinary this study will be used as a practical one to suggest a model on a teaching method and a theory for creativity improvement in interior design education.

The Concept of Creativity and Its Enhancement in Mathematics Education (수학교육에서 창의성의 개념 및 신장 방안)

  • Park, Man-Goo
    • Communications of Mathematical Education
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    • v.23 no.3
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    • pp.803-822
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    • 2009
  • Creativity is emerging as one of the key components in every areas. In mathematics education, creativity or mathematical creativity is emphasized even though the definition of the term is inconsistence among every research. The purpose of this research was to identify the nature of mathematical creativity and provide the ways of strengthening it in the mathematics classroom. For this, students' mathematical strategies and problems in the elementary mathematics textbook were analyzed. The results showed that mathematically gifted students used a limited strategies and the problems in the textbooks were too simple to stimulate students' mathematical creativity. For the enhancement of students' mathematical creativity, we need to develop mathematically rich tasks and refine teacher education programs.

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A Review of the Cognitive Neuroscience of Creativity (창의성에 대한 인지신경과학 연구 개관)

  • Cho, Soohyun
    • Korean Journal of Cognitive Science
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    • v.26 no.4
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    • pp.393-433
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    • 2015
  • Creativity refers to the ability to generate novel and useful ideas. Understanding the mechanism of creativity and its enhancement is important in order to solve major problems of the modern society and to improve the wellness of mankind. Creativity is a highly heterogeneous and complex ability which should not be conceptualized as a single entity. Thus, the current literature on creativity is based on a component process approach to creativity. The present study introduces cognitive neuroscience research studying the mechanism of divergent thinking, insight, relational thinking and artistic creativity which are the major components of creativity. Based on an expansive review, the early hypothesis of hemispheric asymmetry emphasizing the importance of the right as opposed to the left hemisphere is not supported by scientific evidence. In addition, there is no consensus or consistency on which specific brain region is related to a certain component of creativity. In fact, there is a mixture of studies reporting involvement of various brain regions across all four lobes of the brain. This inconsistency in the literature most likely reflects heterogeneity of the component processes of creativity and sensitivity of the neural response to differences across tasks and cognitive strategy. The present study introduces examples of representative studies reporting seminal findings on the neural basis and the enhancement of creativity based on innovative methodology. In addition, we discuss limitations of the current cognitive neuroscience approach to creativity and present directions for future research.

An Impact on Management Performance by IT Service Firm's Creativity and Knowledge Management Factor (IT서비스 기업의 창의성 및 지식경영 요인이 경영성과에 미치는 영향)

  • Ahn, Yeon S.
    • Journal of Information Technology Services
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    • v.12 no.3
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    • pp.95-109
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    • 2013
  • This paper discussed about creativity and knowledge management variables as for effect factors on the management performance of IT service firms. Specially the mediation effects of knowledge management variables between the creativity and management performance were examined. To prove empirically the related hypothesis, the statistical analysis were based on the response from the 160 Korean IT Service firms. As an analysis results, it was found that the creativity of organizations was not the direct effector on the management performance. But the virtue of knowledge which are accumulated from knowledge management activity and shared in organizations was the direct effector. Also, the knowledge management activity is mediator on the in the relationship between the creativity and management performance. So this paper suggests that knowledge management activity and knowledge's virtue in the related the creativity in organizations are the important mediate factors for enhancement of IT service firm's performance.

Educational Effects of Interdisciplinary Creativity Promotion Program Based on Movie-Assisted Flipped Learning of creativity and STEAM literacy indexes in College Students (영화를 활용한 플립러닝 기반의 학제 간 융합 창의성 증진 프로그램이 대학생의 창의성과 융합인재소양에 미치는 효과)

  • Kim, Byung-Man;Youn, Jeong-Jin;Kim, Seoung-Won
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.37-47
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    • 2017
  • The purpose of this study is to investigate how flip learning based interdisciplinary fusion creativity promotion program using movie is effective for university students creativity and fusion talent literacy. To do this, we conducted a total of 15 sessions for a total of 89 students from 44 college students and 45 non - attendance college students who attended the "Creative Fusion Creative Encounters with Film" course at Busan Metropolitan City. The collected data were analyzed by independent sample t-test using SPSS 23.0 program. The results of this study are as follows. First, flip learning based interdisciplinary fusion creativity enhancement program using movie was significant in the order of patience / attachment, humor, self - confidence, imagination, openness, independence, and curiosity in the creativity sub - domain of college students. Second, flip learning - based interdisciplinary convergence creativity enhancement programs using movies were found to have a significant effect in the order of convergence, care, communication, and creativity in the sub - areas of university students' literacy achievement. The findings of the study proved the educational effects of the interdisciplinary creativity promotion program that was based on movie-assisted flipped learning, and this study is expected to suggest some of the right directions for education-based interdisciplinary research and to give some suggestions on that.

Study on Development Process of Furniture Design Class by Applying Role-playing (Role-playing을 적용한 가구 디자인 수업 개발 사례 연구)

  • In, Chi Ho
    • Journal of the Korea Furniture Society
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    • v.27 no.4
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    • pp.280-290
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    • 2016
  • In design education enhancement of design methodology and creativity can be stimulated through taking on several creative roles within an interactive and enjoyable studio course. To overcome blocks to creativity I developed a intermediate course, 'Furniture Design Studio I' at the sophomore advanced level course. Inventive thinking and a sense of aesthetic are the essential element for all studnets to grow as a professional designer. And to develop their creative thinking skill I introduced a system that utilizes each element into a role-playing type of projects. Students will be able to demonstrate their underlying creativity in a more open environment. Instead of stressing to solve a lot of complicate issues, the main focus is to allow freedom of expression and creativity. Role-playing are executed in a design studio environment rather than in a psychodrama situation. There are two different type of role-playing : Inventor and Designist (Designer + Artist). Students will be able to work in groups, incorporate problem solving into their projects and concentrate on more personal creative form developments. Through this process, students will enhance their problem solving abilities and broaden their scope for innovation. Thus increases the student's participation and creativity. Investigating the problems of domestic design education through these sort of special programs and developing systems that enhance creativity based on the results and the process methods.

Creativity Enhancement Programs in World Fashion Schools (해외 패션교육기관에서의 창의성 개발 교육사례 분석)

  • Lee, Min-Sun;Lee, Yoon-Jung;Lee, Yhe-Young;Moon, Hee-Kang
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.7
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    • pp.748-760
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    • 2011
  • This study examined the curricula of well-known fashion schools and educational programs through personal interviews with industry professionals. The purpose of this study was to identify the characteristics of fashion programs that are designed to improve the creativity of students. Six fashion schools in Western Europe and the United States were selected based on the number of graduates included in the Designer Handbook published by Fairchild Books. Two Korean professionals from each school were interviewed either by email or in person, resulting in a total of 12 interviews. The data were analyzed qualitatively. The results indicated that the management styles as well as the curricula of these schools include features that enhanced student creativity. The schools are located in major fashion cities and have a close relationship with industry that is maintained to provide hands-on opportunities to students. The schools have clear and solid educational goals with instructional styles that provide students significant autonomy and responsibility. The instructors work closely with individual students to guide them through their projects and help develop students' unique styles. The schools utilized the instructions and studios as well as the social and cultural environments to help students acquire creative thinking and creative behavioral patterns. The findings of this study have implications for educators who wish to develop effective educational programs that enhance student creativity.

A Study on Using Method of Analogy for Creativity Enhancement(1) - Experimental Study Focused on the Design Task of Commercial Space - (창의성 증진을 위한 유추의 활용방법(1) - 상업공간 디자인과제를 중심으로 한 실험연구 -)

  • Choi, Eun-Hee
    • Korean Institute of Interior Design Journal
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    • v.19 no.4
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    • pp.31-38
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    • 2010
  • The objective of this study is to find a educational method that is able to increase creativity using both left and right directed thinking with complementary cooperation. The premise of experimental study is that analogical inference is a great help to make a creative design, and design tasks of commercial space, fashion shop and herb cafe are given to 25 students, voluntary participants in experimental tests. Tests make a clear distinction between a case using verbal analogy from many keywords and another case using verbal visual analogy from keywords and visual images. Consequently, when students use both verbal and visual analogy in solving design tasks their creative ability qualitatively as well as quantitatively is higher than in using verbal analogy. However, when students are classified with high and low sketching group verbal visual analogy is effective for students with high sketching ability to enhance both practicality and originality. Even students with low sketching ability can improve originality remarkably by using verbal visual analogy. In experiment there is time limit, a hour, but in actual studio class it is desirable that an educator guides the latter to make up for the weak points in practicality of their design taking time. Further study will be progressed with the design tasks of residential space to compare with the findings of this study.

A Study on Using Method of Analogy for Creativity Enhancement(2) - Experimental Study Focused on the Design Task of Residential Space - (창의성 증진을 위한 유추의 활용방법 (2) - 주거공간 디자인 과제를 중심으로 한 실험연구 -)

  • Choi, Eun-Hee
    • Korean Institute of Interior Design Journal
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    • v.19 no.6
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    • pp.38-46
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    • 2010
  • The objective of this study is to find an educational method that is able to increase creativity using both left and right directed thinking with complementary cooperation. The premise of experimental study is that analogical inference is a great help to produce a creative design, and the design tasks of residential space are given to 20 students, voluntary participants in four experimental tests. The first test is conducted with fundamental conditions such as site or location, users and their design requirements. Other three tests make a clear distinction with three cases using verbal analogy from many keywords, using visual analogy from many images and using verbal visual analogy from keywords and visual images. Consequently, when students use both verbal and visual analogy in solving design tasks their creative ability qualitatively as well as quantitatively is higher than in using only verbal analogy or visual analogy. Further study will be progressed with the design tasks of residential space in order to have an effective verification by comparing students' design results classified into two groups. One is a control group that consists of sophomore students in a college and another is a comparison group that consists of sophomore students in an university.

Marketing Organization's Regulatory Focus and NPD Creativity: The Moderating Role of Creativity Enhancement Tools (마케팅 부서의 조절초점과 신제품 개발 창의성: 창의성 증진수단의 조절효과)

  • Kang, Seong-Ho;Son, Jung-Min
    • Journal of Distribution Science
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    • v.14 no.7
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    • pp.71-81
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    • 2016
  • Purpose - Because creativity, which is an intangible resource embedded within the company, can offer a competitive advantage, most companies have an interest in promoting creativity among their employees and division(e.g., marketing organization). Creativity renders a sustainable competitive advantage to a firm because it is a strategic resource that is valuable, flexible, rare, and imperfectly imitable or substitutable. Although most companies broadly recognize the importance of creativity, the methods for developing creativity remain elusive. Therefore, the present study investigates how to structure incentives to motivate employees to be more creative and how to develop tools to facilitate creativity. In detail, the present study aimed to examine the relationship between the regulatory focus of marketing organizations(e.g., promotion focus vs prevention focus) and creativity of marketing organizations. In addition, the present study set out to examine the moderating role of interaction of financial reward and creative training in addition to investigating the direct relationship between creativity and regulatory focus in New Product Development(NPD) context. Research design, data, and methodology - The data used to test the hypotheses are drawn from a survey of full time NPD project members(including project manager, designer, engineer, and marketer). The present study utilized data obtained mainly from a database compiled by the Korea Investors Service-Financial Analysis System which provides comprehensive corporate and financial information on firms listed on the Korea Stock Exchange. A study population comprising 1,000 South Korean firms was obtained from this database. We selected 864 firms from the database, and the firms have experiences of new product development project. We collected a total of 162 responses, for a 18.8% response rate. After we excluded 14 questionnaire because of incomplete responses, a total of 148 questionnaire remained(final response rate: 17.1%). Working with a sample of 148 responses in South Korea, hierarchical moderated regression is employed to test research hypotheses(

    The relationship between promotion focus and creativity of marketing organization,

    The relationship between prevention focus and creativity of marketing organization,

    The moderating effect of joint influences(interaction between financial rewards and creativity training) on the relationship between promotion focus creativity of marketing organization,

    The moderating effect of joint influences(interaction between financial rewards and creativity training) on the relationship between prevention focus creativity of marketing organization). SPSS 18.0 and AMOS software were used in the data analysis. Results - The empirical study confirmed that promotion focus of marketing organization is positively related to creativity of marketing organization. Also, prevention focus of marketing organization is positively affected to creativity of marketing organization. In addition, the interaction between financial rewards and creativity training moderated the relationship between regularity focus(e.g.), promotion focus vs prevention focus) and creativity of marketing organization. These results suggest that managers can improve the performances of their creative efforts by providing the use of financial rewards and creativity training in combination. Conclusion - Based on results of this study that examine the effects of regulatory focused creative efforts on creativity of marketing organization, promotion focus is helpful with marketing organizations to enhance their service innovation and performance. Prevention focused organization should allow monetary rewards and creativity training to increase their creativity for innovation of new products.