• Title/Summary/Keyword: Daily creativity

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Style of Retro Design Using Pop Art (팝아트를 활용한 레트로디자인 연구)

  • Yoo, Myung-Hwan
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.185-196
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    • 2011
  • This study is considered how retro design concepts that are used pop art can be expressed through overview of theories and cases, and suggested applying to retro design. As a result, we found first, concepts reflecting popular image, second, popular hero concepts simply represented pop art's feature. Third, there were no cases that are expressing the wounds made by political life. The most of cases expressed retro design with pop art representation techniques rather than reflecting of pop art's ideology or spirit. Pop art's retro design should be expressed as a modern style not only with reproduction of pop art, but also with designer's creativity and pop art's ideology and reinterpretation of formative meaning. Thus, it needs to set a concept by exploring of modern globalized mass media or daily life of people. Also, it should applying people's entertainment, spare time and fantasy to bright cheerful mood of pop art to express each area of design.

Effects of extracurricular programs based on Smart Learning for enhancing competency of university students. (대학생 핵심역량 증진을 위한 스마트러닝기반 비교과교육의 효과)

  • Kim, Hyun-woo;Kang, Sun-young
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.27-35
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    • 2018
  • The purpose of this study is to design smart learning based extracurricular program of the university and to analyze the effect of core competencies. This program was formed by 10 teams with S and K University in Seoul, and run a daily camp format to use smart devices and apps. As a result, the participating students, communication skill, self-directed and creativity increased significantly. In addition, the educational effects of this program was positive changes in the areas of 'communication', 'self-directed', 'cooperative learning', 'problem solving' in the focus group interview. And the students responded that the use of smart devices and apps help to immerse in the program and increase their interest. The purpose of this study is to suggest new models and implications for the extracurricular program. In the future, we hope to develop the various smart learning based extracurricular programs for enhancing the competencies.

Analyses on Elementary Students' Cognitive Domain in Free Science Inquiry Activities Applying a Brain-Based Evolutionary Approach (뇌 기반 진화적 접근법을 적용한 초등학교 학생의 과학 자유탐구에서 인지적 영역 분석)

  • Baek, Ja-Yeon;Lim, Chae-Seong;Kim, Jae-Young
    • Journal of Korean Elementary Science Education
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    • v.33 no.4
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    • pp.773-783
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    • 2014
  • In National Curriculum of Science revised in 2007, the Free Inquiry was newly introduced to increase students' interest in science and to foster creativity by having students make their own question and find answer by themselves. The purpose of the study was to analyze characteristics, in cognitive domain, appeared in the processes of performing the Free Inquiry activities applying a brain-based evolutionary science teaching and learning principles. For this study, 106 fifth grade students participated, and they performed individually Free Inquiry activities. In order to characterize of the diversifying, estimating-evaluating-executing, and extending-applying activities in cognitive domain (C-DEF), the Free Inquiry diary constructed by the students, observations by a researcher, and interviews with the students were analyzed both quantitatively and qualitatively. The major results of this study were as follows: First, at C-D step, many students (71.5%) had difficulty in searching the meanings of their results and the contents of interpretations were at the level of simple description of their results. A few students (15.2%) derived interpretations based on causal relationships between specific variable and result. Also, the tendency that the numbers of interpretation about meaning of their results were increased as the scores of science attitude and achievement was appeared. Second, at C-E step, the students showed tendency of considering facts exactly explaining inquiry topic and being appliable to daily life rather than objectivity or accuracy of scientific knowledge. Third, at C-F step, there were three types of extension and application: simple repetition (8.2%), extension (64.0%), and upward application (17.6%) types. Based on these findings, implications for supporting appropriate interpretation, evaluation, and application of inquiry results are discussed.

Genetic Algorithm-based Generative Design for Creative Ring Design (독창적 반지 설계를 위한 유전자 알고리즘 기반의 변환생성 디자인)

  • Kim, Ko Uh;Kang, Sol Ji;Jee, Sang Hyeon;Lee, Seung Bok;Lee, Keon Myung
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.3
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    • pp.233-238
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    • 2014
  • Creativity is crucial in designing and producing attractive accessaries and daily supplies as well as art works. Generative design can be a paradigm to be used to obtain novel ideas or motifs for creative design works. This paper introduces a generative design method which comes up with unique ring models using genetic algorithm. It presents how the genetic algorithm works in terms of candidate solution coding, operators, and fitness evaluation function. The proposed method allows the customers to express their personal preference and later the preference to be reflected in fitness evaluation. In the final stage of the proposed method, several ring models are suggested for customers to choose on their own. The chosen ring models can be put into physical rings with the help of a 3D printer because the models are expressed in 3D geometric structures.

The Application of Gordon’s Creative Problem Solving Method(Synectics)to the Area of Human Development and Family Relations among Male Students in A junior High School (중학교 가정과 ‘인간발달과 가족관계’영역에서 Gordon의 창의적 문제해결법의 적용)

  • 최기옥;채정현
    • Journal of Korean Home Economics Education Association
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    • v.12 no.3
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    • pp.1-17
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    • 2000
  • The purpose of this research was to apply and conduct a class with Gordon’s Creative Problem Solving Method(Synectics) to the area of ’human development and family relations’among male students in a jr. high school. Subject matters which were appropriate for applying Gordon’s Creative Problem Solving method were selected from ’human development and family relations’area, with problem circumstances set to reflect to the highest degree the interests of individuals and families. An 8 hour teaching instructional guide was constructed with $\boxdr$strategy 1$\boxul$of Gordon’s Creative Problem Solving method in order to solve creatively the established problem. This was practically implied to 70 students(each class had 34 and 36 students respectively) in K middle school located in Seoul. The period of this application was for 3 months during March through May of 1999. The perception of this method was examined by the teachers and students through open-ended questions. The record of perception showed that 56 students out of 70(with no response from 5 students) through that the class done by the creativity problem solving method was good. The majority of reasons mentioned for the positive answers were ’being able to receive different thoughts which were unusual of daily life’. In addition the students who participated in the class were able to foster a joint experience which improved their understanding of relationships and sens of community. moreover students who did not do well n the class or were diffident were encouraged to participate which in result showed that there was even an internal effect.

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Analysis of Problem-Solving Processes through Data-based STEAM Education: Focusing on Atmospheric Circulation and Surface Currents (데이터 기반 STEAM 교육을 통한 문제 해결 과정 분석: 대기대순환과 표층 해류 내용을 중심으로)

  • Hong, Seok Young;Han, Shin;Kim, Hyoungbum
    • Journal of the Korean Society of Earth Science Education
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    • v.13 no.3
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    • pp.330-343
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    • 2020
  • In this study, STEAM program on the subject of 'atmospheric circulation and surface current' was produced based on data and applied to 106 first-year high school students to analyze its effect and problem-solving processes. This program was organized to collect, refine, visualize, and analyze data and to allow communication processes to proceed based on these results. Using this, the concept of circulation in daily life was expanded from a global perspective to identify problems about circulation around the world. As a result of the application of the program, significant changes were identified in knowledge information processing competency. Also, significant changes were made in terms of convergence and creativity, which are sub categories among STEAM core competencies. It also sought to obtain suggestions for data-based STEAM education by analyzing students' responses in the form of a Text network.

A Case Study of Configuration Strategy and Context in Everyday Artifacts - Concentrated on analysis by Creativity Template Theory and Artifact Context Model - (일상 디자인산물의 구성배치 전략과 맥락에 관한 연구 - 창조성템플릿이론과 산물맥락모델을 이용한 분석을 중심으로 -)

  • Jin Sun-Tai
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.41-50
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    • 2006
  • It is generally regarded a design system in post-industrial society, which products designed by in-house designers or design consultancy are manufactured in factory and distributed in market for the consumer. Although it is treated an old design system in traditional society, the traces of vernacular design has been remaining in the state of adopted to the periodical needs in these days, also proving the attribute of design culture to constitute human's material environment as well as existing design systems. There were discovered various design artifacts in daily surroundings vary from the established design in several manners, user modifications or manufactures in everyday lives formalized them. It was approached a case study that analyze the changes of artifact configuration and designer/user context and creation process of the non-professional design artifacts, Creativity Template Theory and ACM(Artifact Context Model) have been utilized for the analysis model. From the analysis result, It assume that the everyday artifacts may be ordinary but extra-ordinary including particular ideas and identity represented by everyday designers or users. Beside these characteristics induce the potentiality that reflect on creative motives for the designers or a complementary artifact generator filling up with drawbacks in established design system. The everyday design domain, various explorations and alternatives are made, is seems to be another design practice domain dissimilar to the one in the industry-based design. Moreover it provides an more easily accessability for the approaching user-friendly design, user customization because they conduct the reliable modeling of consumer and end-user. Finally, based on the exploratory study regarding interpretation of context and configuration in the everyday artifacts, new approach for the design process and design education through more detailed cognitive modeling of everyday designers will be a further study.

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A Qualitative Study on the Cause of Low Science Affective Achievement of Elementary, Middle, and High School Students in Korea (초·중·고등학생들의 과학 정의적 성취가 낮은 원인에 대한 질적 연구)

  • Jeong, Eunyoung;Park, Jisun;Lee, Sunghee;Yoon, Hye-Gyoung;Kim, Hyunjung;Kang, Hunsik;Lee, Jaewon;Kim, Yool;Jeong, Jihyeon
    • Journal of The Korean Association For Science Education
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    • v.42 no.3
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    • pp.325-340
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    • 2022
  • This study attempts to analyze the causes of low affective achievement of elementary, middle, and high school students in Korea in science. To this end, a total of 27 students, three to four students per grade, were interviewed by grade from the fourth grade of elementary school to the first grade of high school, and a total of nine teachers were interviewed by school level. In the interview, related questions were asked in five sub-areas of the 'Indicators of Positive Experiences about Science': 'Science Academic Emotion', 'Science-Related Self-Concept', 'Science Learning Motivation', 'Science-Related Career Aspiration', and 'Science-Related Attitude'. Interview contents were recorded, transcribed, and categorized. As a result of examining the causes of low science academic emotion, it was found that students experienced negative emotions when experiments are not carried out properly, scientific theories and terms are difficult, and recording the inquiry results is burdensome. In addition, students responded that science-related self-concept changed negatively due to poor science grades, difficult scientific terms, and a large amount of learning. The reasons for the decline in science learning motivation were the lack of awareness of relationship between science class content and daily life, difficulty in science class content, poor science grades, and lack of relevance to one's interest or career path. The main reason for the decline in science-related career aspirations was that they feel their career path was not related to science, and due to poor science performance. Science-related attitudes changed negatively due to difficulties in science classes or negative feelings about science classes, and high school students recognized the ambivalence of science on society. Based on the results of the interview, support for experiments and basic science education, improvement of elementary school supplementary textbook 'experiment & observation', development of teaching and learning materials, and provision of science-related career information were proposed.

A Study of Impacts on Students' Scientific Attitude by Specialized Thematic Science Club Activities (지역 특화 주제형 과학동아리 활동이 학생들의 과학적 태도에 미치는 영향)

  • Kim, Sang Woo;Lim, Sung Man;Wee, Soo Meen
    • Journal of the Korean earth science society
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    • v.38 no.6
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    • pp.438-447
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    • 2017
  • The purpose of this study was to investigate the effect of specialized thematic science club activities on the students' scientific attitudes. The subjects of this study were ninety students from two high schools in Korea. The study group consisted of forty experimental groups and forty six science clubs with no special topics. The mean, standard deviation, t-value, and significance were compared with the corresponding sample t-test. First, specialized thematic science club activities showed positive effects on students' scientific attitude. Although the average scores of the scientific attitudes of the experiment group and the control group were improved before the operation of the club, the increase of the experimental group which operated the specialized topic was larger than that of the control group and there was a statistically significant difference. In the analysis of sub-elements of scientific attitude, the increase of the experimental group was larger than that of the control group. There were no statistically significant results in the control group, but the experimental group showed significant differences in openness, creativity, and cooperativeness among the subordinate factors of scientific attitude. Second, to investigate the effects of the specialized thematic science club activities on the scientific attitude in school, family, and social situations solving the problems of daily life as well as solving the science problems, there was no significant difference within the group, but there was a statistically significant difference between the experimental group with the specialized topic and the home and school situation. This result indicated that the scientific attitudes required to solve problems in the home and school have improved positively.

A Study on the Activation of Cartoon for the elderly in Culture and Art Education : Focused on the Case Analyses of Participants (문화예술교육에 있어서의 노인만화 수업 활성화 방안 연구 -참여 노인들의 사례분석을 중심으로-)

  • Kwon, Kyoung-min;Yang, Jung-bin
    • Cartoon and Animation Studies
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    • s.47
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    • pp.171-191
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    • 2017
  • In recent years, artistic programs considering both physical and psychological changes in old age have been implemented in various fields. These programs include participatory activities such as painting, play, singing, photography, dance, cartoon animation and so on. It is known that culture and art education programs lead people to emotional growth and social interaction. In particular, culture and art education for the elderly tends to affect positively on the quality of life. However, there are still lack of teaching methods and curriculums in the filed. It is considered that cartoon has a great potential as a teaching method of culture and art education for elderly. This study aims to discuss ways to vitalize the role of cartoon using the qualitative data of four elderly participants in culture and art education programs. The case study analyses reveled that cartoon program for the elderly not only plays a role to make their daily lives more enthusiastic but also provides a social passage to communicate to world. The Cartoon program designed for the elderly was a tool to reveal their inner world to others, and shed new light on their past memories, and long for the precious moments in life. At the same time, it was a meaningful time to lessen the depth of loneliness in old age, and even to heal their physical disability and emotional conflicts. The hardest part of drawing an cartoon was when it did not turn out as they wished. Based on the study results, the researchers explored the therapeutic usefulness of cartoon for the elderly, and discussed the ways to activate it in the field of elderly welfare.