• Title/Summary/Keyword: Enhancement of Creativity

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School Library and Information Skills Instruction and the Task in Korean Primary School (초등학교 도서관교육과 그 과제)

  • 유소영
    • Journal of Korean Library and Information Science Society
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    • v.33 no.1
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    • pp.35-55
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    • 2002
  • The author reviewed the school library and information skills instruction. In order to fit the goal that is the enhancement of student's creativity, the instruction the author introduced is based on the learning model such as The big Six. She insisted that students can be creative, if they solve their classroom tasks by using such learning model for their entire school days because the teaming models are structured similar to human brain's thinking process and it can help the function of human information processing system. The author suggested the improvement of the conditions of school library media centers for school library and information skills instruction to meet the goal of school, that Is the creativity of students.

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The Effect of Education Data Visualization using Unplugged Program on the Computational Thinking of Third Grade Students (언플러그드 방식을 활용한 데이터 시각화 교육이 초등학교 3학년 학생의 컴퓨팅 사고력에 미치는 효과)

  • Kim, Jungah;Kim, Bomsol;Kim, Taehun;Kim, Yongmin;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.283-292
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    • 2019
  • In this study, an unplugged education method which focuses on the data visualization training was applied to third grade students of an elementary school and analyzed its impact on enhancing their computational thinking. The analysis was conducted on 60 elementary school teachers and 124 third grade students and the unplugged education program based on the data visualization procedure was developed. The education program developed was carried out with 24 third grade students for 36 hours over six days. The effect of the program applied was analyzed through the pre-to-post comparison performed with perceptive strength test and creativity test in order to examine the enhancement in computational thinking. According to the analysis result, the unplugged education method which focuses on the data visualization training has significant effect on the 'computational perception' and 'creativity' of third grade students.

Development of STEAM Program using App Inventor -Focusing on the Concept of Speed in Elementary Science Education- (앱인벤터를 활용한 STEAM 프로그램 개발 -초등학교 과학의 '속력' 개념을 중심으로-)

  • Shin, Seungki;Choi, Ikseon;Bae, Youngkwon
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.530-544
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    • 2015
  • We live in the modern society which is called as Knowledge-Information society. The national and social goal is to raise the creative person for preparing the rapidly changing society. Thus, the schools and families concentrate on and effort to enhance the creativity and problem solving ability. Specially, the school is pushing forward the STEAM education and Software education for raising the creativity person and enhancement of national competitiveness. In this study, we suggested for STEAM education the way how we utilize the App Inventor which was supported by MIT and came up as a computer programming language for Software education, and we verified and evaluated through professional group verification. We completed STEAM instructional design according to the results from the professional group verification, and we suggested the authentic instruction for STEAM education. In addition, we suggested the further prospects of Software education and instructions through going through the characteristics and application plan of App Inventer in terms of educational computer programming language.

The Necessity of Startup Cultures Enhancement in a Competitive Business Environment

  • CHUN, Sung-Gil;LEE, Cheol-Gyu
    • The Journal of Industrial Distribution & Business
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    • v.12 no.9
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    • pp.19-29
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    • 2021
  • Purpose: To thrive a competitive advantage in the highly competitive global market, a company must establish a strong startup culture, which creates a workplace environment that values innovation and creativity in solving business-related problems. This study investigates the importance of enhancing startup culture in a competitive environment to improve organizational performance, production and hence produce higher returns. Research design, data and methodology: We conducted the qualitative content analysis and its steps seek to ensure that the researcher adheres to a systematic analysis of the data. The method is used for subjective examination of content in any text data and the five steps minimize cases of errors or repetition in used content. Results: Our investigation based on previous literature resources indicates that leading strategies and creating a pleasant working environment are vital behaviors that companies should consider adopting and implementing to achieve a beneficial startup culture full of productivity and massive returns. Conclusion: This research aimed to discuss the necessity of startup culture's enhancement for for-profit companies and found that the adoption of a startup culture in a company is critical to its success. It is vital to building a solid startup culture to grow and gain a competitive advantage in the highly competitive business world.

Development of Program for Discretionary Activity Focused on Multiple Activity with Everyday-Life Materials to Enhance Scientific Creativity for Grade 6-7 Students and Exploring the Influence (과학창의력 신장을 위한 ‘일상생활 소재 다중활동’ 중심의 6~7학년 ‘재량활동’)

  • 김형석;정용재;곽성일;하은선;이선양;이현정
    • Journal of Korean Elementary Science Education
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    • v.23 no.4
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    • pp.344-356
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    • 2004
  • In this study, we developed the program for 'Discretionary Activity' focusing on the multiple activities with everyday-life materials to enhance scientific creativity (MAEM-SC), which was specifically for students in the 6-7th grade according to the 7th curriculum in Korea. As important factors for scientific creativity, we selected the ability to find out the context relevant to scientific problems, the ability to connect the problem context to scientific knowledge, the ability to invent the ways to solve the problem scientifically, and ability to concentrate on the scientific problem solving activity. The topics of the program were drawn from common and familiar things in our everyday contexts, such as human body, everyday tools, food, play and toys, and everyday episodes. The multiple activities here mean the activities which are systematically constructed with the various types of activities with a specific intention. The multiple activities were designed in three types, that is, series type, parallel type, and combination type. Each of them consists of the several activities as follows: estimating and measuring, carrying out an experiment using body, inventing implement (tools), thinking statistically, writing creatively with scientific themes, and connecting one concept to another concept etc. Through a trial of the program, we found that this program has some positive influence on the enhancement both of the ability to find out the context relevant to scientific problems and the ability to connect it to the students' existing scientific knowledge.

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A Curriculum Enhancement Research for Practical Engineers (실천공학자 양성을 위한 교과과정 개선연구)

  • Jang, Yun-Sang;Oh, Chang-Heon;Ha, Jun-Hong
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.1
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    • pp.32-39
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    • 2011
  • In this research, an improved learning system in engineering design and HRD curriculums, and an operation of experiment and practice are proposed. That is, we propose improvements for creativity, for filed orientation and for experimental and practice operation. Specifically, we suggest the possibility of common operation between engineering design and HRD curriculums based on learning experience.

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A Case Study of Human-AI Co-creation(HAIC) in Fashion Design (패션 디자인에서의 인간-AI 공동창조(HAIC) 사례 연구)

  • Kyunghee Chung;Misuk Lee
    • Journal of Fashion Business
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    • v.27 no.4
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    • pp.141-162
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    • 2023
  • With the prospect that integrating creative AI in the fashion design field will become more visible, this study considered the case of creative fashion design development through Human-AI Co-creation (HAIC). Methodologically, this research encompasses a literature review and empirical investigations. In the literature review, the fashion design and creative HAIC processes, and the possibilities of integrating AI in fashion design were considered. In the empirical study, based on the case analysis of generating fashion design through HAIC, the HAIC type according to the role and interaction method, and characteristics of humans and AI was considered, and the HAIC process for fashion design was derived. The results of this study are summarized as follows. First, HAIC types in fashion design are divided into four types: AI-driven passive HAIC, human-driven passive HAIC, flexible interaction-based HAIC, and integrated interaction-based value creation HAIC. Second, the stages of the HAIC process for creative fashion design can be broadly divided into semantic data integration, visual ideation, design creation and expansion, design presentation, and design/manufacturing solution and UX platform creation. Third, in fashion design, HAIC contributes to human ability, enhancement of creativity, achievement of efficient workflow, and creation of new values. This research suggests that HAIC has the potential to revolutionize the fashion design industry by facilitating collaboration between humans and AI; consequently, enhancing creativity, and improving the efficiency of the design process. It also offers a framework for understanding the different types of HAIC and the stages involved in the creative fashion design process.

A Study of Image's Function and Utilization for Visual Communication (영상 커뮤니케이션을 위한 이미지의 기능과 활용에 대한 연구)

  • Jeong, Gyoung-Youl
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.576-586
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    • 2017
  • This thesis is a result of studying the combination of text and image based on the achievement of LTP (Literacy Through Photography), a communication education program for young people. This paper presents the LTP program that emphasizes communication functions of images and introduces the results of education conducted to improve the ability of visual communication for adolescents. Adolescents's creative images are analyzed on the basis of three categories of anchors, ealais and illustrations. The questionnaire was a quantitative survey of communication conducted before and after the LTP training. As a result, LTP education showed higher achievement in communication with adolescents when using images than text. In conclusion, this study gives meaning to image utilization education for creativity enhancement and present it as a new education by examining the LTP works and questionnaires of adolescents from communication point of LTP.

A Study on Reading Guidance for Creativity Enhancement by Using Fantasy Literature (팬터지를 이용한 독서지도에 관한 연구: 학생들의 창의력 제고를 중심으로)

  • Yoo, So-Young
    • Journal of the Korean Society for Library and Information Science
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    • v.36 no.1
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    • pp.127-143
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    • 2002
  • The author describes the reasons why fantasy literature is more useful for reading guidance than realistic fiction. The activities of the human brain are in accordance with the activities of creating fantastic stories. She explains that the characteristics of creativity. according to the findings of psychologists and neuroscientists, are inherent in the activities of the human brain which is integrating information. These properties of information integrating are strongly immanent in fantasy literature. Fantasy literature provides the brains of readers with opportunities to integrate information because of its heterogeneity, for fantasy literature includes both realistic and unrealistic characters and settings comparable to those of realistic fiction. Also fantasy literature appeals to the curiosity and interest of young people, so students easily pay attention to it. Therefore, the author recommends that teacher-librarians use fantasy literature for reading guidance for students. In order to achieve successful reading guidance at school libraries, the author recommends the following. 1) A school library should have teacher-librarians who are well grounded in literature. 2) School authorities should elevate the teacher-librarian’s status to the same level as that of other teachers and create conditions such that teacher-librarians can best carry out their responsibilities. 4) It is necessary that a variety of lesson plans be developed for use by teacher-librarians.

The Effects of Writing Using Media on the Promotion of Creative Convergence Capacity (미디어를 활용한 글쓰기가 창의융합 역량 증진에 미치는 효과)

  • Bang, Sul-Yeong;Je, Nam-Joo
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.353-362
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    • 2020
  • This was a single group pretest-protest pre-experimental study designed to find out whether writing using media enhances creative convergence capacity. Data were collected from 30 C university students in C city, from March 1st to July 15th, 2020. Analysis was done using IBM SPSS 25.0 for frequency, percentage, average, standard deviation, and paired t-test. Creative problem solving ability was enhanced by an average of 0,63 points (p<.001), critical thinking tendency by 1.06 points (p<.001), self-leadership by 0,53 points (p<.001), and self-control by an average of 0.51 points, so was statistically significant (p=.001). Writing using media had the effect of improving creativity and integration capabilities. The results of this study are expected to be used as basic data for the development of educational programs for creativity and integration enhancement at university-level. Also, follow-up studies on the effectiveness of writing education by utilizing web media as text and tools simultaneously and customized university-level writing education utilizing media are required.