• Title/Summary/Keyword: Everyday Creativity

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Engineering Students' Everyday Creativity and Directions of Creativity Education (공과대학생의 일상적 창의성과 창의성 교육의 방향)

  • Hwang, Soonhee;Yun, Kyung-Mi
    • Journal of Engineering Education Research
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    • v.22 no.6
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    • pp.40-50
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    • 2019
  • The purpose of this study is to explore characteristics of engineering students' everyday creativity compared with those of undergraduate students. For this, we investigated whether there were differences in undergraduates' everyday creativity according to majors, gender and grade. Everyday creativity can be defined as thinking and activities producing useful and suitable personal products, and to solve problems in a new and unique ways. Thus everyday creativity is reported to be universal ability creative people can express in their everyday life. Eight hundred and fifty seven students from three universities in three Korean regions responded to Everyday Creativity Scale. Our findings show that firstly, there were significant differences in undergraduates' everyday creativity by majors and gender. Whereas there were no differences in the same survey by grade. Engineering students obtained significantly lower score of everyday creativity as well as its sub-scales. Also, there were significant differences in everyday creativity's sub-factors by gender. Based on these findings, practical implications for creativity education are discussed with particular attention to learner's individual variables.

Effects of Everyday Creativity on Teamwork Skills in Engineering Students (공과대학생의 일상적 창의성이 팀워크 역량에 미치는 영향)

  • Hwang, Soonhee;Yun, Kyung-Mi
    • Journal of Engineering Education Research
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    • v.23 no.5
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    • pp.40-50
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    • 2020
  • Recently, the acquisition of teamwork skills as well as creativity has been a special challenge to engineering students. Also it became crucial for engineering educators to help them enhance effectively these skills. Thus, there has been a good deal of domestic and overseas research on teamwork skills and creativity. However, to date, there is relatively few studies analyzing two variables' relationships. This research aims to explore relationships between engineering students' teamwork skills and everyday creativity, and to suggest educational implications for future research and educational programs. For this purpose, this study was conducted with 450 engineering students at two universities in Korea, and their teamwork skills and everyday creativity have been measured. Our findings show that firstly, there were significant differences in teamwork skills by grade. Secondly, there were significant correlations among subcategories' variables of teamwork skills and everyday creativity. Thirdly, 35% of teamwork skills were explained by everyday creativity. Based on these findings, the theoretical and practical implications are discussed with particular attention to education for promoting teamwork skills.

The Effect of Nursing Students' Everyday Creativity and Self-Esteem on Sociality (간호대학생의 일상적 창의성, 자아존중감이 사회성에 미치는 영향)

  • Jeong, Gyeong-Sun;Park, Eui-Jeung
    • Journal of The Korean Society of Integrative Medicine
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    • v.9 no.4
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    • pp.119-127
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    • 2021
  • Purpose : The aim of this study was to examine the relationships of everyday creativity and self-esteem, with sociality in college students majoring in nursing science and to identify factors that influence sociality. Methods : In the study 209 college students majoring in nursing science in B city were surveyed for the period of July through September 2020. The collected data were analyzed using SPSS statistics 22.0 for Windows to determine the frequency, percentage ratio, average, and standard deviation. Statistical analyses included the t-test, analysis of variance, Scheffe test, Pearson correlation coefficient, and multiple regression analysis. Results : The everyday creativity of the nursing students was 3.65±0.43, self-esteem was 3.70±0.63, and sociality was 3.21±.33. Significant differences were observed for self-esteem according to the participant's grade (F=3.11, p=.027), monthly income (F=2.41, p=.050), health condition (F=4.87, p=.001) and clinical experience (t=-2.17, p=.031). Significant differences were not observed with regard to sociality. A static correlation was observed between everyday creativity and self-esteem (r=.478, p<.001) and between everyday creativity and sociality (r=.342, p<.001). Self-esteem and sociality were also statistically correlated (r=.168, p<.05). Factors that influenced the participants' sociality included monthly income (𝛽=.168, p=.015), health condition (𝛽=.178, p=.022), clinical experience (𝛽=-.161, p=.048), ability to find alternative solutions (𝛽=.245, p=.015), and in dependent nature (𝛽=.224, p=.003); The explanatory power was 15.60 %. Conclusion : More research is needed to understand the relationship between everyday creativity, self-esteem, and sociality in college students majoring in nursing science, Greater efforts are needed to develop programs that nurture the sociality of college student majoring in nursing science.

Development and Validity of Creativity Path Inventory (CPI) (창의성 경로 척도(Creativity Path Inventory)의 개발 및 타당화)

  • Lee, Hyunjoo;Lee, Mina;Park, Eunji
    • Journal of Gifted/Talented Education
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    • v.25 no.4
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    • pp.511-528
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    • 2015
  • The development process from creative potential to realized talent is complex and non-linear. This feature of the process stands out more in the process of living a creative life in the long-term rather than in a situation to solve certain problems in the short-term. The purpose of this study is to develop Creativity Path Inventory (CPI) for undergraduate students based on Sawyer's Zigzag Model which is one of creative process theories and to verify reliability and validity of the inventory. Thus, reflecting the characteristics of each stage of the model, this study developed 88 items in 8 factors and finally confirmed 38 items in 7 factors through item analysis and verification process on construct validity. Internal consistency of a total of 38 items in CPI turned out to be .835, confirming the reliability of the inventory and goodness-of-fit index of the final model also demonstrated an appropriate result. CPI with verified reliability and validity will help enable people who want to manifest creativity in view of everyday creativity to realize self-improvement by self-reporting their strengths and weaknesses on their own.

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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An Analysis on strategies of creativity in advertising design applicable to AIDA model (AIDA Model을 적용한 광고디자인의 표현전략분석)

  • 나윤화
    • Archives of design research
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    • v.14
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    • pp.9-18
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    • 1996
  • This is a study for importance of creativity in design. In the modern industrial developments in Korea has brought increase of consumptional products, by this reason. we are interested in the advertising industry for purpose of booming currents. But Comparing with the development of general advertising industry, it is not so long that understanding of advertising design has become important problm and spacially importance of creativity. Therefore According as the usefulness of advertisement is growing, we are concerned of the study of advertising effects. Now creatived expression is required without a moment delay because of the point of discrimination about too many advertisements. So, Advertising design has a role of positive communication which is passed into the life of modern man deeply. So for the dffective and impactive communication in the short time and on the limit space against implicative message, the study for importance of creativity in advertising expression has common purpose contact floody advertising everyday. Therefore this thesis try to seek Strategies of creativity in order to effective advertising expression.

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Analyzing the Trend and Creativity of Entry in Chemistry Sector of National Science Exhibition (과학전람회 화학부문 출품작에서 다룬 주제의 변화 추이 및 독창성 분석)

  • Ryu, Sigyeong;Park, Jongseok
    • Journal of the Korean Chemical Society
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    • v.58 no.6
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    • pp.622-629
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    • 2014
  • This study analyze the trend and creativity of entry in chemistry sector of National Science Exhibition. For this study, award-winning entry in chemistry sector of National Science Exhibition during the last five years (2009-2013) were analyzed. The inquiry subject were classified six different items. The creativity evaluation rating of each entry was decided by a survey of the evaluator groups; teachers who participated in the training, winners' teacher. The results turned out as follows: First, In case of trying to choose inquiry subject of entry, it would be better for teacher to guide student into choosing everyday life or natural phenomenon in elementary school level, everyday life or academic area in middle school level, academic area in high school. Second, there was no correlation of creativity rating and actual award rating. Therefore, teacher will need to guide students' research synthetically in a variety of research areas.

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.

A case study on supporting mathematical modeling activities through the development of group creativity (집단 창의성 발현을 통한 수학적 모델링 활동 지원 사례 연구)

  • Jung, Hye-Yun;Lee, Kyeong-Hwa
    • Journal of the Korean School Mathematics Society
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    • v.22 no.2
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    • pp.133-161
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    • 2019
  • In this paper, we analyzed the case of supporting the mathematical modeling activities through the group creativity in everyday class of 9th grade. The details are as follows. First, through the theoretical review, the meaning of group creativity according to sociocultural perspective and the sociocultural characteristics of mathematical modeling were confirmed. Second, we experimented in a classroom consisting of 5 groups of 4 students, and conducted a case study focusing on a well developed group of group creativity. The results are as follows. First, group creativity with various types of interaction and creativity synergy was observed at each stage of mathematical modeling. According to the stag e of mathematical modeling and the type of interaction, different creative synergy was developed. Second, the developed group creativity supported each step of mathematical modeling. According to the stage of mathematical modeling and the type of interaction, group creativity supported mathematical modeling activities in different directions.

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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