• 제목/요약/키워드: Employee Creativity

검색결과 55건 처리시간 0.023초

Use of Visual Digital Media to Develop Creativity: The Example of Video Games

  • V., Zabolotnyuk;S., Khrypko;I., Ostashchuk;D., Chornomordenko;A., Timchenko;T., Motruk;K., Pasko;O., Lobanchuk
    • International Journal of Computer Science & Network Security
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    • 제22권12호
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    • pp.13-18
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    • 2022
  • In the post-information era, most of technologies have a visual part, or at least some functions related to visualization. It is also one of the popular means of presenting materials in education area. However, despite its popularity, the impact of visualization on the effectiveness of learning still remains controversial. Even more controversial is its usefulness in developing creativity, which is one of the most important skills for today's employee. The authors considered the use of visualization as a tool for the development of children's creativity on the example of learning video games, in particular, ClassCraft to distinguish features that, from the point of view of psychology, may lead to developing creativity even being not useful for educational purposes. It is concluded that video games useful for learning may have features, that are inappropriate in formal educational context, but important to develop creative thinking.

병원중간관리자의 리더십과 조직혁신성 간의 관계에서 구성원 성숙도의 조절효과분석 (A Study on the Influence of Middle Managers' Leadership on Organizational Innovation in General Hospitals - Focused on the Moderating Effect of Employee's Readiness)

  • 김희래;김영훈;김한성;우정식
    • 한국병원경영학회지
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    • 제21권2호
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    • pp.50-62
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    • 2016
  • The study was conducted to compare organizational innovation depending on the leadership type of middle managers in general hospital. Moreover, the study was also to prove whether employees'readiness causes any differences to the link between leadership and organizational innovation. The result is based on 769 sheets of survey paper answered by administrations and nurses working at general hospitals or the same level of hospitals located in the metropolitan area. The methods of analysis used are as follows: reliability analysis, frequency analysis, t-test, ANOVA, multiple regression analysis, and hierarchical regression analysis. Main results of the study can be summarized as below. First, by analyzing the influence of task-behavior leadership on organizational innovation, R squre on knowledge management which is organizational innovation factor was 12.5%, R squre on creativity was 9.1%, and R squre on innovation behavior was 10.3%. Regression model appeared to be statistically significant as well. Both task-behavior and relationship-behavior leadership have influence on organizational innovation and it is learned that relationship-behavior leadership has a bigger influence on all the organizational innovation factors. Second, moderating effect of the employee's readiness is examined in terms of the link between leadership and organizational innovation. As a result, the member's readiness had positive influence when it comes to the link between leadership and organizational innovation. Also, after verifying moderating effect of readiness (ability/willingness), this study shows that ability readiness has positive influence on the link between task-behavior(or relationship-behavior) leadership and creativity, and innovation behavior while willingness readiness positively influences the link between task-behavior(or relationship-behavior) leadership and creativity & innovation behavior. To summarize results of the study, this study shows that the members who possess high readiness also have high organizational innovation, which promises their positive role in a group.

감성리더십이 조직원 창의성에 미치는 영향: 조직신뢰와 내재적동기의 매개효과 (The Impact of Emotional Leadership on Employees' Creativity: The Mediation Effect of Organizational Trust and Intrinsic Motivation)

  • 정지연;서정은;노태우
    • 디지털융복합연구
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    • 제18권6호
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    • pp.177-185
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    • 2020
  • 본 연구는 감성리더십과 창의성의 관계에서 조직신뢰와 내재적 동기의 매개효과를 검증함으로써, 감성리더십 뿐만 아니라 조직신뢰와 내재적 동기가 조직원의 창의성에 영향을 주는 중요한 요소임을 시사한다. 본 연구는 한국 ICT 기업에 재직 중인 조직원들을 대상으로 설문을 진행한 후, 241개의 유효표본으로 위에서 언급된 가설을 PLS-SEM으로 검증하였다. 첫째, 리더의 감성리더십은 조직원의 조직신뢰에 긍정적인 영향을 미쳤다. 둘째, 조직신뢰는 조직원의 내재적 동기부여에 긍정적인 영향을 미쳤다. 셋째, 내재적 동기부여는 조직원의 창의성에 긍정적인 영향을 미쳤다. 넷째, 조직신뢰는 조직원의 창의성에 긍정적인 영향을 미치지 않는 것으로 나타났다. 본 연구는 조직신뢰와 내재적 동기부여의 매개효과를 검증함으로써, 기존의 연구들에서 감성리더십과 창의성의 관계를 확장하였고, 연구 결과를 바탕으로 ICT 기업의 조직원 창의성 제고를 위한 실천적 방안에 기여하였다.

Innovation and Creativity in Business Practices

  • Venkatesh, Bharti;Qureshi, Shazia
    • 유통과학연구
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    • 제10권4호
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    • pp.7-11
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    • 2012
  • "Great things in business are never done by one person; they're done by a team of people." By Steve Jobs, 2003. As define by Linda Naiam - Creativity is the act of turning new and imaginative ideas into reality. Creativity involves two processes: thinking, then producing. Innovation is the production or implementation of an idea. If you have ideas, but don't act on them, you are imaginative but not creative. So in order to maintain the pace with the changing business scenario and coping with the competition Innovation and Creativity is considered a mandatory tool for a business to exist and grow in market. Whether a company is Employee centric or Business centric Innovation and creativity has to have its space in order to keep a business ahead of others in the Market. Also it's not just the competition which has led to the Innovation and Creativity in Business practices it's also the demanding chunk of consumers and customers who are aware and prefer maximum choices before making a final deal. Another reason as to why there is a change in business practices is the globalization of businesses where you need to rope in the Innovative ideas to launch and sustain in new market. There had been tremendous shift in business practices but to give a room to innovative ideas and implement that creativity need ample to space and vision along with an attitude where in you can resist for getting an immediate results from innovative business practices. Corporate Creativity is characterized by the ability to perceive the world in new ways, to find hidden patterns, to make connections between seemingly unrelated phenomena, and to generate solutions. Generating fresh solutions to problems, and the ability to create new products, processes or services for a changing market, are part of the intellectual capital that give a company its competitive edge. Creativity is a crucial part of the innovation equation. The innovation and creativity is not limited to any area of business, it can start from your waiting lounge to your board room meeting depending upon how the things are perceived and implemented for the betterment of people and business. The purpose of this research is to understand the latest creative business approaches and practices that organizations are following to be different from their competitors. Also this shift from generic business practices to the Innovative and Creative approach seems to take the business into new world. This approaches means starting from the bottom of the Pyramid and finally touching the pinnacles in Innovation and creativity. The paper will discuss on the various areas of business where in innovative approaches can be roped in and sets new bench mark altogether in the business arena.

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기업혁신 수단으로서 사원제안제도의 영향요인에 관한 연구: 제조업과 비제조업 비교 (A Study on the Factors of Employee Suggestion Systems: Comparing manufacturing and non-manufacturing firms)

  • 백상용
    • 기술혁신학회지
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    • 제9권3호
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    • pp.451-470
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    • 2006
  • 본 연구는 사원 개인을 분석단위로 사원제안제도의 활용에 영향을 미치는 요인을 살펴보았다. 또한 사원제안제도가 지금까지 제조업 중심으로 이루어져 왔지만 최근 서비스업을 중심으로 비제조업에도 사원제안제도가 확산됨에 따라 업종별 차이도 분석하였다. 연구 가설은 Unsworth(2001)의 개인 창의성 분류와 Frese et al.(1999)의 사원제안제도 일반 모형에서 도출하였다. 자동차 조립업체와 은행을 대상으로 자료를 수집하였고 PLS로 통계분석을 실시하였다. 연구결과를 보면 Frese et al.(1999)의 일반모형은 대체로 지지되었으며 업종간 유의한 차이를 발견하지는 못하였다. 그러나 모형 내부 변수들의 상관관계의 정도는 유의한 통계적 차이를 보였다. 이를 바탕으로 비제조업의 사원제안제도 활용에 대한 제언을 제시하였다.

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식스시그마, 활용 및 탐색이 성과에 미치는 효과 연구 (The Impact of Six Sigma, Exploitation and Exploration on Performance)

  • 황기현
    • 품질경영학회지
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    • 제43권4호
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    • pp.559-572
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    • 2015
  • Purpose: Many firms have implemented Six Sigma in order to improve employee's creativity and performance. However, few researchers have studied the effect of Six Sigma on performance through creativity process. This study aims to investigate the impact of Six Sigma, exploitation, and exploration on performance. Methods: Based on literature review, this paper develops hypotheses and tests them by employing a structural equations model. Using survey data of 209 Six Sigma experts who have conducted Six Sigma projects from different companies, this study empirically shows that the activities for Six Sigma enhance exploitation, exploration, and performance. Results: Six Sigma affects exploration and exploitation, each of which in turn enhances performance. It is noted that Six Sigma has an indirect influence on performance through exploitation and exploration. Conclusion: Apart from Parast(2011) who insists that Six Sigma is effective in improving exploitation rather than exploration, this study suggest that Six Sigma can affect both in order to enhance corporate performance.

병원근로자의 근로가치관에 대한 연구 (A Study on Work Values of Hospital Employees)

  • 윤방섭;이해종
    • 보건행정학회지
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    • 제10권1호
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    • pp.95-110
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    • 2000
  • The purpose of this study is to evaluate work values of hospital employees. Their work values was compared with that of other corporate's employees or among that of specialties in hospital. It was surveyed to 893 persons; 164 in hospital and 709 in others. The work values of hospital employees are similar to that of other corporate's employees. But they have first priority to working environment, and emphasize monetary incentive much more than hierarchical development. There are some gap in work value between age groups in hospital, different from other corporate. That means hospital manager need to development the more developed work value in hospital. The work values are different in monetary incentive, hierarchical development, safety, working environment, creativity among specialties in hospital. The more special employees emphasize much more to monetary incentive, hierarchical development, working environment and the less special employees have priority to safety work value. Specially, because the hospital managers want to have safety than creativity, it must to make some changing program of work value for advance of future hospital.

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리더의 창의성이 종업원의 직무만족과 혁신행동에 미치는 영향: 긍정심리자본과 창의적 자기효능감의 매개효과와 팀응집성의 조절된 매개효과를 중심으로 (Effects of Leaders' Creativity on Employees' Job Satisfaction and Innovation Behavior: Focusing on the Mediating Effect of Positive Psychological Capital and Creative Self-efficacy and the Moderated Mediating Effect of Team Cohesiveness)

  • 김지웅;강민정
    • 벤처창업연구
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    • 제17권3호
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    • pp.165-182
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    • 2022
  • 본 연구는 조직 내 창의적 리더의 존재를 지각하였을 경우 종업원의 직무만족과 혁신 행동에 유의한 영향을 미치는가를 중점적으로 고찰하였다. 또한 본 연구는 지각된 리더의 창의성과 종업원들의 직무만족, 혁신 행동 간의 관계에서 긍정심리자본, 창의적 자기효능의 매개효과를 확인하였다. 추가적으로 본 연구를 통해 리더의 창의성이 긍정심리자본 및 창의적 자기효능감에 영향을 미치는 관계에서 팀응집성의 조절된 매개효과를 확인하였다. SmartPLS 3.0 구조방정식 모형을 활용한 측정도구 검증 방법을 이용하여 확인적 요인분석 및 요인별 경로분석 실시 후 연구 모형을 실증 분석한 결과, 종업원의 지각된 리더의 창의성은 종업원의 직무만족과 혁신행동에는 직접적으로 유의한 영향을 미치지 않는 것으로 나타났다. 다만 지각된 리더의 창의성은 긍정심리자본을 매개로 직무만족과 혁신행동에 유의한 영향을 미치는 것으로 나타났다. 또한 리더의 창의성은 긍정심리자본과 창의적 자기효능감을 이중매개로 하여 종업원의 직무만족에 유의미한 영향을 미치지 않은 것으로 나타났다. 그러나 리더의 창의성은 긍정심리자본과 창의적 자기효능감을 이중매개로 해서 종업원의 혁신행동에는 유의하게 영향을 미치는 것으로 밝혀졌다. 마지막으로 팀 응집성을 조절된 매개변수로 설정해 가설을 검증한 결과, 긍정심리자본의 매개효과는 팀응집성이 높은 경우에만 유의하였으며, 창의적 자기효능감의 매개효과는 팀 응집성이 평균 이상인 경우에만 유의한 것으로 나타났다. 본 연구는 변수별 실증 분석 결과를 바탕으로 지각된 리더의 창의성과 그 중요성에 대한 시대적 요구를 고찰하고 추가적으로 조직 구성원의 직무만족 및 혁신행동에 미치는 영향 요인 변수들 간의 관계를 분석하였다. 본 연구는 긍정심리자본과 창의적 자기효능감을 고양시키기 위한 구체적인 조직 전략의 수립 방안을 제언하였다는 데에 연구의 의의가 있다.

Influences of Job Demands, Job Resources, Personal Resources, and Coworkers Support on Work Engagement and Creativity

  • TRUONG, Thuy Van Thi;NGUYEN, Hoang Vinh;PHAN, My Ca Thi
    • The Journal of Asian Finance, Economics and Business
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    • 제8권1호
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    • pp.1041-1050
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    • 2021
  • Employee engagement plays an important role in the development as well as the success of a company. The manner in which employees are committed to their work and be more innovative seems to drive people's curiosity. This study aims to analyze the impacts of job demands-resources, personal resources, and coworker support on work engagement. Also, whether there is a relationship between work engagement and creativity of employees is tested through this research. The data served for the research was collected in the context of Vietnamese small- and medium-sized enterprises (SMEs). The authors used structural equation modeling (SEM) (software Smart PLS), to test the proposed hypotheses by using the data of 602 employees. Results of the study point out that proposed antecedents influence work engagement and creativity. Such findings have shed light on both theory and practice implications. In theory, it supports the social exchange theory and the job demands and resources model. In practice, leaders should assist subordinates in various aspects and build and promote a corporate culture where employees help others with great enthusiasm to increase the level of work engagement and spirit of innovation of employees.

문화산업에서 기업가정신의 발현과 마켓리더십 (Entrepreneurship and Market Leadership in Culture Industry)

  • 한유진
    • 한국콘텐츠학회논문지
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    • 제20권1호
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    • pp.417-426
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    • 2020
  • 문화산업은 인간의 창작성을 활용하여 고부가가치를 창출할 수 있다는 점에서 매우 중요한 분야로 인식되어 왔다. 그럼에도 불구하고 지금까지 문화산업에서는 기업가의 역할보다는 개인 창작자의 영감과 아이디어 등에 주로 초점을 맞추어 왔다. 하지만 최근 "한류(韓流)" 등의 영향으로 인해 문화산업에서 기업가의 역할이 중요해지고 있다. 이에 본 연구에서는 리더의 혁신지향성, 위험감수성, 선발자우위, 종업원에 대한 보상, 재도전용이성이 마켓리더십에 미치는 영향에 대해 분석하였다. 그 결과, 위험감수성, 선발자우위, 종업원에 대한 보상, 재도전용이성의 경우에는 모두 마켓리더십에 긍정적인 영향을 미치고 있었으나, 리더의 혁신 지향성에서는 유의미한 결과가 도출되지 못하였다. 이는 문화산업에서 마켓리더십을 가지기 위해서는 리더의 직관보다 구성원들의 창의성이 발휘될 수 있는 환경 조성이 더 효과적임을 보여준다. 본 연구의 결과는 문화산업에 속하는 기업들이 전략을 수립하거나 정부에서 정책을 결정할 때, 기업가정신이 강조되어야 함을 시사한다.