• Title/Summary/Keyword: Design Creativity

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Metaphoric Creativity in Aldo Rossi Design (Aldo Rossi의 San Cataldo 공동묘지에 나타나는 은유적 창조성에 관한 연구)

  • Cha, Myeong-Yeol
    • The Journal of Engineering Research
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    • v.6 no.1
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    • pp.139-150
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    • 2004
  • Metaphor, considered as figurative language and used as methods for emphasis and resonance in verbal communications for over two millennia, has had entailed an important role in thought as well as language, especially in creative thought, Also, in architectural design lots of creative works have been produced using metaphor. Metaphorical expression in architectural design can be seen in many great works, therefore metaphorical thought must have been critical in architectural design. This research mainly focuses on what is the mechanism of metaphor in design and how metaphor works in creative architectural design.

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Deep Contextualism's Potentiality and Peter Zumthor's Architecture (심층적 맥락의 가능성과 페터 춤토르의 건축)

  • Jung, Chan-Hyo;Lee, Dong-Eon
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.36 no.1
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    • pp.61-68
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    • 2020
  • The aim of the paper is to verify the hypothesis that 'Deep Contextualism can be applied to architecture,' developed through Stephan Pepper's Contextualism. This hypothesis is verified by Peter Zumthor's architectures. 'Deep Contextualism' has 'the third context' between human and natural context. The third so-called "ready-to-hand" is reactivated according to contingency and creativity in Being, 'Being' is continuously revitalized. It means that quality in 'the third context, or a sense of ready-to-hand is creatively and unceasingly transformed into a new texture by creativity and contingency in Being. Also Zumthor and Heidegger agrees to a sense of ready-to-hand. Through creativity and contingency in Being his architecture widens and deepens. Zumthor's atmosphere is world 4, and his architecture is world 3 which is an embodiment of world 4 or his air.

On the application of artificial intelligence in acute myeloid leukemia therapy

  • Meng, Jie;Zhong, Ruilan;Wu, Zhiqiang;Dong, Min
    • Advances in nano research
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    • v.13 no.2
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    • pp.175-186
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    • 2022
  • This study is a randomized pretest-posttest design that aims to investigate the effect of early entrepreneurship education on cognitive and non- early entrepreneurship education, non-cognitive skills, creativity, self-efficacy, Bizworld cognitive skills of male sixth-grade primary school students. A total of 45 students were selected by multi-stage random sampling method and were assigned randomly to experimental, active-control and control groups. The experimental group received entrepreneurship education based on the Bizworld entrepreneurship program. The results indicate that early entrepreneurship education had an effect on non-cognitive skills (such as risk taking propensity, creativity, self-efficacy, persistence and need for achievement. It seems that early entrepreneurship education is a proper strategy to develop children's non-cognitive skills in late years of primary school. These skills will affect children's individual, educational, social and occupational future and can have long term benefits for students, families and society.

Effects of an Action Learning based Creative Problem-Solving Course for Nursing Students (액션러닝 교수설계에 의한 창의적 문제해결 교과의 학습성과)

  • Jang, Keum Seong;Kim, Nam Young;Park, Hyunyoung
    • Journal of Korean Academy of Nursing Administration
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    • v.20 no.5
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    • pp.587-598
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    • 2014
  • Purpose:This study was conducted to identify the effects of an action learning based creative problem-solving (CPS) course on problem solving, creativity and team-member exchange in nursing students. Methods: A quasi-experimental study applying a non-equivalent control group pre-post design was employed. Sophomore nursing students (32 in the experimental group and 33 in the control group) were recruited from a university in G-city, Korea. Problem solving, creativity and team-member exchange were measured for the pretest and posttest using self-report questionnaires. Kolmogorov-Smirnov test, Chi-square, Fisher's exact test, t-test, and ANCOVA with SPSS/Win 20.0 program were used to analyze the data. Results: The scores for problem solving, creativity and team-member exchange in the experimental group were significantly higher than those of the control group. Conclusion: Results of this study indicate that an action learning based CPS course is an effective teaching method to improve nursing students' competencies. In the future longitudinal studies are needed to assess the long term effects of the course.

Design and Implementation of Creativity Improving System to Support Humanity Education (안성교육을 위한 창의성 계발 시스템의 설계 및 구현)

  • Song, Tae-Ok;Jung, Sang-Wuk;Kim, Tae-Young
    • The Journal of Korean Association of Computer Education
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    • v.3 no.2
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    • pp.1-10
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    • 2000
  • Humanity education is very important and essential part of education from the viewpoint of education. Further, it is valuable to utilize the advantages of computer system for systematic humanity education. In this paper, we designed and implemented Creativity Improving System(CIS) for improving student's creativity as an integrated component of Humanity Education System (HES) which will be developed in the near future. CIS is easy to maintain, repair and extend itself, since it is implemented based on Object-Oriented Development Method (OODM). By using 3-dimensional graphic technology, the contents of 3D-world in space is realistically expressed for improving the interest and effect of learning in the part of the maze game.

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The Effects of Action Learning on Nurses' Problem Solving, Communication, Emotional Creativity and Innovation Behavior (액션러닝이 간호사의 문제해결능력, 의사소통, 정서창의성 및 혁신행동에 미치는 효과)

  • Lee, Sook-Ja;Jang, Keum-Seong
    • The Korean Journal of Health Service Management
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    • v.8 no.2
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    • pp.73-87
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    • 2014
  • The purpose of this study was to investigate the effects of a Action Learning(AL) program in terms of problem solving, communication skills, emotional creativity and innovation behaviors. Design for this was a nonequivalent control group quasi-experimental study. The participants were C-hospital staff nurses in G city (Experimental group=29, Control group=30). The AL program was composed of fourteen sessions in eight weeks. Data were collected and the program was conducted from May. 26 to July. 18, 2008. Data were analyzed with ${\chi}^2$-test, Fisher's exact test, t-test and ANCOVA, and utilized the SPSS win 20.0 program. There were significant increases in problem solving skills, communication skills and emotional creativity in the experimental group compared to the control group. Considering the above results, AL program has proven to be an effective educational program for improving the problem solving, communication skills and emotional creativity of nurses.

A Study on Students' Creativity Thinking, Critical Thinking, Communication, Collaboration, and Digital Competence by Implementing Science Fiction STEAM Program (소설 기반 STEAM 프로그램 적용과 학생 역량 연구: 창의적 사고, 비판적 사고, 의사소통, 협업, 디지털 역량)

  • Park, HyunJu
    • Journal of Engineering Education Research
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    • v.26 no.1
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    • pp.27-36
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    • 2023
  • The purpose of this study was to investigate high school students' competencies of creativity thinking, critical thinking, communication, collaboration, and digital competence by implementing science fiction STEAM program. Based on the story of 'Fritz Haber' and the 'Garden of Dawn', a STEAM program was developed according to the ADDIE model. In the analysis stage, the purpose of the teaching-learning program using novels was set, and learners and learning environments were analyzed. At the design stage, the novels 'Fritz Harbor' and 'Garden of Dawn' were selected, learning goals were set according to the achievement standards of the curriculum, and learning contents and learning activities were sequenced and designed. In the development stage, teaching and learning materials were developed in a module format, implemented to classes, and evaluated. Pre-test and post-tests were conducted to identify the five major competencies such as creativity thinking, critical thinking, communication, collaboration, digital competence. The collected data was verified by paired t-test using SPSS. The results of the study showed statistically significant results in creative thinking, critical thinking, and digital competency.

Reanalysis of Realistic Mathematics Education Perspective in Relation to Cultivation of Mathematical Creativity (현실적 수학교육 이론의 재음미 : 수학적 창의성 교육의 관점에서)

  • Lee, Kyeong-Hwa
    • Journal of Educational Research in Mathematics
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    • v.26 no.1
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    • pp.47-62
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    • 2016
  • Cultivating mathematical creativity is one of the aims in the recently revised mathematics curricular. However, there have been lack of researches on how to nurture mathematical creativity for ordinary students. Perspective of Realistic Mathematics Education(RME), which pursues education of creative person as the ultimate goal of mathematics education, could be useful for developing principles and methods for cultivating mathematical creativity. This study reanalyzes RME from the points of view in mathematical creativity education. Major findings are followed. First, students should have opportunities for mathematical creation through mathematization, while seeking and creating certainty. Second, it is vital to begin with realistic contexts to guarantee mathematical creation by students, in which students can imagine or think. Third, students can create mathematics in realistic contexts by modelling. Fourth, students create the meaning of 'model of(MO)', which models the given context, the meaning of 'model for(MF)', which models formal mathematics. Then, students create MOs and MFs that are equivalent to the intial MO and MF given by textbook or teacher. Flexibility, fluency, and novelty could be employed to evaluate the MOs and the MFs created by students. Fifth, cultivation of mathematical creativity can be supported from development of local instructional theories by thought experiment, its application, and reflection. In conclusion, to employ the education model of cultivating mathematical creativity by RME drawn in this study could be reasonable when design mathematics lessons as well as mathematics curriculum to include mathematical creativity as one of goals.

An Evaluation Study of Creativity Environmental Characteristics on Middle School of Subject Classroom System in Busan (부산시 교과교실제 운영 중학교의 창의환경특성 평가 연구)

  • Yeo, Ji-Yeon;Lee, Tae-Kyung
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.35 no.12
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    • pp.65-74
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    • 2019
  • The whole world is emphasizing 'creativity' as the core competence of the future society that global talents should have in the 21st century. Korea is also actively promoting the development of creative and convergent talents by recognizing these times and social needs. It is also required to improve the physical environment, which is an essential condition of education. As a result, the curriculum is being implemented as an institutional method for creative education since 2009, and there is a need for continuous research for effective operation of the curriculum system in relation to the establishment of the facilities of credit school system introduced from 2022 to be. The purpose of this study is to evaluate the indoor environment from the viewpoint of creative environment and to suggest the improvement direction for the improvement of the satisfaction of the education space for the students. The subjects of this study were three middle schools operated by the advanced classroom in Busan Metropolitan City. The results of this study were as follows; First, the satisfaction of autonomy and sociality was relatively high and the satisfaction of comfort was the lowest among the characteristics of creative environment. Second, it was found out that a priority should be given to ways to enhance sociality in space so as to support smooth communication and interaction between teachers, students, and students in the environmental plan for creative classroom classroom.

A Study of Training Program Development for Creative Idea (창조적 아이디어 계발을 위한 훈련 프로그램 연구 -디자인 전공 학생을 대상으로-)

  • 강덕구;정병로
    • Archives of design research
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    • v.13 no.3
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    • pp.17-28
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    • 2000
  • According to the learning situation, the industrial design request is to diagrammatic creativity. The question of this study is to discover how to develop creative idea. The purpose of this study is to provide standardization-training program that could develop students'creative idea at Design College. For this purpose, we tested college students, who was divided into experimental group applied the training program and control group without it. And standardization creativity paper was used for the result to verify. The model of this study was selected 2 universities and 3 technical colleges with 352 persons in ail. The three hypotheses are made to achieve the direction of this study - training effective and different of an educational system, creativity effect. As the result of this study, the use of a training program has an affirmative in fluency (the creative idea) on the diagrammatic creative, and result of the goodness on the training effect.

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