• Title/Summary/Keyword: Creativity educational program

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TA Longitudinal Study of the Effect of Creativity Educational Program (창의성 프로그램이 창의성에 미치는 영향에 대한 단기종단적 연구)

  • Lew, Kyoung-Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.10
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    • pp.4536-4542
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    • 2012
  • The purpose of this study was to investigate the long-term effects of creativity educational program for students. For this study 79 elementary students(the fourth: experimental group) who had been trained creative educational program were compared with 74 elementary students(the fourth: control group) who had not been trained creative educational program. The results of the study were as follows: the creative thinking ability and creative personality are higher in the experimental group compare with the control group in the long-term effect. This study is valuable in that it showed not only the importance creative educational program but also suggestion of effective creativity education program improving continued promoting effects for children.

The Effect of Elementary Students' Creativity on Play-Centered Computer Science Educational Program (놀이중심의 컴퓨터과학교육프로그램이 초등학생의 창의성에 미치는 영향)

  • Han, Byoungrae;Hwang, San-Duck
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.125-134
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    • 2013
  • In this paper, we want to know the effect of elementary students' creativity thru the play-centered computer science educational program. We extracted educational content from computer science. The students addressed to the problems thru the play and found their own solution. Research result show significant difference in creative attitude of sub-area of creativity. We found that students were actively involved with pleasure in play, the rules of play was actively keep.

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Development of Program Model for Enhancing Creativity through SRD Program (SRD Program을 통한 창의성 신장 프로그램 모형 개발)

  • Shin, Seung-Ki;Park, Phan-Woo;Bae, Young-Kwon
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.522-533
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    • 2012
  • In these days, most countries effort is to raise competitive people for increasing creativity. Korea also decided human character "Global Creative Person" and prepare for the future. Therefore many universities and laboratories suggest various educational model for increasing creativity. One of the educational model for increasing creativity is Computer Education. That is good at increasing creativity, especially programming education because it is a more effective education. Thus, this research suggests that program for increasing creativity through developing "SRD Program". SRD Program is for increasing creativity and it applies to Scratch Programming, Robot Programming, and Digital Kit. Furthermore, SRD Program is developed and is based on Bruner's Spiral curriculum. Therefore, this research suggests increasing diverse programs for enhancing creativity and there are expectation for raising "Global Creative Person" through SRD Program.

A Modularized Approach to the Development of the Creativity Learning Program

  • Won, Kyung-Ah
    • Archives of design research
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    • v.20 no.2 s.70
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    • pp.103-116
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    • 2007
  • Art education in design has repeatedly stressed the importance of developing creativity. In the digital period, however, which shows rapid change in both forms and contents, it needs to be equipped with more flexible and systematic ways of approaching to the creativity development, especially involved with cultural diversity of the digital world. This paper primarily proposes a maximally efficient, productive creativity learning program in which the integration of expressive media and communication generates a comprehensive network of communicative information in the development of digital technologies, which, consequently, brings forth valuable cultural contents of art. The amalgamation of Won (2006)'s Prism Effect, with distinctive three devices, and the facilitator factors, with two different facilitators such as self-controlled and controlled plays, would function as a catalyst for cultural diversity in the digital forms and contents of art. And this will, consequently, result in producing a number of practices that can be classified and assorted for a later performance. This paper thus suggests a roadmap of how to develop the creativity learning program in which two categories of facilitators based on three thinking devices function to classify four activities. In addition, selected activities are shaped as a creativity learning program by generating learning practices with the formalizing instructional strategy that fit into a specialized educational environment and learners. The samples of loaming practice design show guidelines for practice and the results of learning activity. Therefore, the eventual goal of this paper would be to establish a creativity learning program that constitutes a highly systematized and modularized database to maximize the efficiency and productivity of the creativity development.

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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.

A Study on the Effectiveness of Media Based Cultural Studies - Center of creativity education of university students (미디어 기반 교양교과 효과 검증 연구 - 대학생의 창의성 교육 중심으로)

  • Kim, Seong-Won;Youn, Jeong-Jin
    • 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.193-201
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    • 2017
  • The purpose of this study is to examine the effect of creativity education on creativity of college students through educational medium such as film, animation, documentary, cartoon, advertisement, etc. Therefore, D university in Busan Metropolitan City held a 15-week creativity program for team college students in the second semester of 2016 "creative convergence". In this study, the data collected by the pre - test and post - test using the creativity questionnaire were analyzed by SPSS 18.0 program. The results of this study are as follows. First, the creativity of college students showed a significant difference in problem solving ability scores in the curriculum for media literacy. Second, the creativity of university students showed a significant difference in creative tendency score in media literacy curriculum. The fact that various media such as movies, animations, documentaries, cartoons, advertisements, etc. are educational media that can be easily accessed in everyday life, suggests that the improvement of creativity suggests educational effects to college students and future students.

Effects of characteristics of Informal Education on Employee's Creativity : Some evidence from Korean Post Business (조직내 비공식 교육훈련특성이 구성원의 창의성에 미치는 영향)

  • Lee, Kyounghee;Choi, Youngjun
    • Knowledge Management Research
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    • v.16 no.3
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    • pp.129-147
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    • 2015
  • Building on previous literature of human resource management and development, this paper investigates the effect of various characteristics of informal education a firm offers on employees' individual creativity. we identify quantity, quality, and variety as three critical components of informal educational and training circumstances. Data from a multi-informant survey conducted to 442 employees in Korean postal service show that a firm's informal educational training has significant effects on its employee creativity. The results indicate that enough high quality of program, various training method have a positive relationship with his/her individual creativity although time and opportunity don't have an critical impact on employee creativity. This study highlights the importance of a firm's informal education in terms of motivation and skills, and helps to explain individual discrepancies in creativity.

The Effects of Brain-Based STEAM Teaching-Learning Program on Creativity and Emotional Intelligence of the Science-Gifted Elementary Students and General Students (뇌 기반 STEAM 교수-학습 프로그램이 초등과학영재와 초등일반학생의 창의성과 정서지능에 미치는 효과)

  • Ryu, Je Jeong;Lee, Kil-Jae
    • Journal of Korean Elementary Science Education
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    • v.32 no.1
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    • pp.36-46
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    • 2013
  • The creative thinking and emotional trainings are very important educational issues in the knowledge-information-based future society. Recently STEAM education is suggested as one of the educational solutions to prepare the future society. The aims of this study are to develop STEAM teaching-learning program and analyze its effects on the creativity and emotional intelligence of science-gifted and general students in elementary school. Four different subject matters based on the 2007-revised curriculum were selected to construct the brain-based STEAM teaching-learning program consisting of 12 class hours. The program was applied to 50 elementary general students and 19 science-gifted elementary students. The findings of this research are as follows. The brain-based STEAM programs is effective to improve the creativity and emotional intelligence of science-gifted and general elementary students after class. The creativity of two groups was not statistically different before the class. However after class, the creativity of gifted-science students is significantly higher than that of general students. The emotional intelligence of gifted-science students was higher than that of general students before the class. Therefore in oder to analyze the different effects of the program on two groups in emotional intelligence, the test results of both group of students were analyzed by ANCOVA after class. This analysis also showed that the program is more effective in gifted-science students to improve the emotional intelligence compared to general students.

What Makes Korea-Israel Science Teachers Inservice Program for Fostering Learners' Creativity Effective? (창의성 계발 과학교육을 위한 한국 - 이스라엘 과학교사 연수프로그램의 효율성)

  • Seo, Hae-Ae;Yoon, Ki-Soon;Kwon, Duck-Kee;Song, Bang-Ho
    • Journal of The Korean Association For Science Education
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    • v.24 no.2
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    • pp.343-356
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    • 2004
  • The study aimed to assess the effectiveness of Korea-Israel science teachers inservice program. Thirty science teachers who participated in the inservice program responded to pre- and post tests of the survey instrument on (a) their perceptions to creativity fostering science education and understandings of current education status and reform movement, (b) degrees of changes about understanding of creativity and implementing teaching methods for fostering creativity before and after the program, and (c) their evaluative opinions on the program. Suggestions for improving the program were proposed as follows: First, a pre-service workshop for the program should be provided in order to clearly realize the essential purpose of the program through increase of participating teachers' understanding of facing conditions of education, school policy, reform movement toward science education fostering creativity. Second, for the content of the program, creativity is more emphasized. Appropriate content and sufficient time arrangement for creativity will develop teachers' conceptual understanding of creativity in depth. Third, classroom observation of exemplary science teaching for fostering creativity should be sufficiently arranged. Fourth, amount of content and time allotment to Israel culture, religion, and education system should be reduced.

The Effect of a Creative Thinking-Based Fashion Design Creative Convergence Education Program on Creativity Improvement (창의적 사고에 기반한 패션디자인 창의융합교육 프로그램이 창의성 향상에 미치는 영향)

  • Soyung Im
    • Journal of Fashion Business
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    • v.27 no.3
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    • pp.150-165
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    • 2023
  • The purpose of this study is to propose a fashion design creativity convergence education program based on creative thinking that can be effectively used to create a creative fashion design in the fashion education field, and to verify the suitability of this program and its effectiveness in improving creativity. To this end, a fashion design creative convergence program combining divergent thinking and convergence thinking was designed, and an experimental study was conducted among college students in the fashion design department. Creativity evaluation was conducted by evaluating students' creative ability and creativity of fashion design results. In addition, an open survey was conducted to collect learners' opinions on the suitability of the program and the convergence process of divergent and convergent thinking. As a result of this study, it was found that the fashion design creative convergence education program based on creative thinking improves the creative competency of major learners of fashion design and is the learning performance competency in the process of producing creative results. This study is meaningful as it is a basic study that proposes a fashion design education program to foster the creative competency of fashion design majors, and is expected to be used in various ways in the educational field.