• Title/Summary/Keyword: Everyday Creativity

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Development of Creativity Through Creative Problem Solving Model to Elementary School Science (슬기로운 생활에서 창의적 문제해결 모형을 적용한 창의력 계발)

  • 원용준;최선영;강호감
    • Journal of Korean Elementary Science Education
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    • v.21 no.1
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    • pp.71-80
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    • 2002
  • The purpose of this study was to develop children's creativity by applying creative problem solving model to elementary school science. Creative problem solving(CPS), the theoretical frame of model is proposed by Treffinger et al.(1994). CPS model is based on a substantial foundation of theory and research about creativity and problem solving. It is a well organized, deliberate set of methods you can call upon whenever you need new ideas or solutions and a process anyone can use to deal with many of life's everyday problems, opportunities, and challenges. CPS consists of three components. Within these three components, there are six specific stages during which creative and critical thinking abilities are used in harmony. Each stage involves both divergent and convergent thinking. The study was conducted for six week during the 1998 two semester in A elementary school which is located in Incheon. Eighty three 2nd grade students are selected for this study. The students were divided into two groups--experimental group and control group. The experimental group were taught in applying the CPS model, and the control group were taught by the traditional manner. Data for this study were collected by questionnaire which were developed by this researcher, and were analyzed by SPSSWIN 8.0. The results of this study were as follows: There was a significant difference on creativity between the instruction by applying CPS model and the traditional instruction. There was also gender differences on creativity between two groups. On fluency and flexibility as components of creativity, there was a signigicant difference between two groups. In conclusion, the instruction by applying CPS model was more effective in developing children's creativity than the traditional instruction.

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Analysis of Intended Competency in Authorized Elementary Mathematics Textbooks: Focusing on Creativity Convergence Competency (검정 초등 수학 교과용 도서에서 나타난 의도된 역량 분석: 창의·융합 역량을 중심으로)

  • Kim, Jinho;Yeo, Sheunghyun
    • Education of Primary School Mathematics
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    • v.26 no.1
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    • pp.1-13
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    • 2023
  • One of major goals of mathematics education is to cultivate human resources which equip creative problem-solving ability. Thus, the enhancement of creative and converging ideas has been emphasized in the national curriculum since the 2009 revised curriculum. In the current study, we analyzed authorized textbook series to examine how each curriculum material addresses the creativity convergence competency. The foci of the analysis were creativity (originality, fluency, flexibility, elaboration) and convergence (intrinsic connection, extrinsic connection). In addition, we analyzed the national textbook which was based on the 2015 revised curriculum to investigate the transition between the national textbook and the authorized textbooks. We found the tasks that focused on fluency were the most frequent type regarding creativity and the tasks that connected with everyday life situations (extrinsic connection) were prevalent across the three textbook series. We provided suggestions about the development of mathematics textbooks and their implementation.

Analyses of Elementary School Students' Scientific Creativity in Cognitive Domain by Applying a Brain-Based Evolutionary Approach to Science Instruction (인지적 영역 중심의 뇌기반 진화적 접근법을 적용한 초등 과학 수업에서 학생들의 과학 창의성 분석)

  • Ok, Chanmi;Lim, Chae-Seong;Kim, Sung-Ha;Hong, Juneuy
    • Journal of Korean Elementary Science Education
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    • v.35 no.4
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    • pp.469-478
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    • 2016
  • A brain-based evolutionary approach developed by reflecting the brain functions and authentic science is consisted of Affective, Behavioral, and Cognitive domains, and within each domain the processes of Diversifying, Evaluating, and Furthering are proceeded (ABC-DEF). Two core components of creativity of originality and usefulness are inherent in each step. So, this study analyzed scientific creativity with the originality and usefulness components in cognitive domain, which is composed of diversifying the meanings inherent in the results of observations or experiments (C-D), evaluating the meanings (C-E), and furthering (C-F) in learning of 'World of Plants' unit which includes two topics of 'Plants on Land' and 'Plants in Water and Special Environment'. A total of 20 fourth grade students at Y elementary school in Gyeonggi province participated in the study. The main results of this study are as follows. First, the scientific creativity in step C-D (Diversifying stage) was assessed according to the scientific creativity assessment formula. The scores of scientific creativity were quite different with topics and showed different pattern in the originality and usefulness components. Second, when the students compare and evaluate the values of each meaning (C-E stage), they weighed more on usefulness than originality, such as "because it is useful" or "because it solve many everyday problems". Third, the overall scores of scientific creativity in step C-F (Furthering stage), as compared with those of step C-D, were low and showed decrease in the average scores of originality from 9.8 to 7.5 points, whereas increase in the average scores of usefulness from 5.4 to 6.1 points. In conclusion, these results showed that, even though the levels were not so high, the students, as scientists, can exhibit the scientific creativity in the processes of diversifying, comparing and evaluating, and applying the meanings about the results obtained by observations or experiments. The specific and various strategies to help students express their potential scientific creativity more effectively need to be developed.

The Effect of the Appreciation of Artwork in the Workplace on Creativity (업무공간에서의 미술품 감상이 직장인의 창의성에 미치는 영향)

  • Bae, Ji Hye;Lee, Seung Hyun;Wang, Yeun Ju;Kim, Sun Young
    • Korean Association of Arts Management
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    • no.54
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    • pp.33-57
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    • 2020
  • This study aimed to empirically analyze the effect of the appreciation of artwork in the workplace on creativity. To this end, two virtual workspace images with and without artwork were created, and an online survey was conducted with office workers. A regression analysis was performed on the results to investigate whether and how much the appreciation and recognition of artwork was effective for the creativity. As a result, among the factors of recognition according to the appreciation of artwork, "intellectual development" and "thinking" showed positive effects on the five sub-factors of creativity at work, such as original flexibility, alternative problem-solving skills, pursuit of adventure and freedom, individual independence, and exploratory immersion. Unlike most previous studies, however, "understanding" had a negative effect on original flexibility. In conclusion, it was found that some of the factors of the appreciation and recognition of artwork had a positive effect on creativity at work. This study provides implications that the appreciation of artwork in the workplace is effective for improving creativity at work and that it is important for each company to develop a streamlined approach based on its goal of pursuing a creative environment. In addition, it is expected that this study will contribute to the widespread use of artwork sharing services at workplaces as well as encouraging more empirical studies to be done on the effect of the services.

The Perspective of Charles Taylor's 'Authenticity' on Fashion -Focusing on 'Goganzi' Digital Content- (패션에 나타난 찰스 테일러의 '자기진실성(Authenticity)' -'고간지(Goganzi)' 디지털 콘텐츠를 중심으로-)

  • Lee, Yoon Kyung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.3
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    • pp.423-438
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    • 2021
  • This study examined fashion through the lens of Charles Taylor's concept of 'Authenticity.' From the point of view of 'Authenticity,' fashion can be thought of as "a means of expressing one's inner truth" and "affirmative about everyday life." According to 'Authenticity,' fashion, in the first case ("one's inner truth") appears as 1) magnetic uniqueness, 2) inner subjectivity, and 3) poiēsis. And in the second case ("affirmative about everyday life") it is expressed as 1) naturalism, 2) positivity of self-expression, and 3) existentiality. For this study, we selected a high school 'ganzi' contest, whose participants were deemed to have a high level of interest in and understanding of fashion, compared to other teenagers living in South Korea. Among the 33 participants in 'Goganzi' Seasons 1 and 2, we analyzed the styles and looks of 30 works by the six people who made it to the final stage. As a result, we broke down the aesthetic values of authenticity that teenagers express through their fashion into three categories: plurality, originality, and creativity.

People's Creativity and User/Field-driven Innovation: Literature Review for the Paradigm of Creative Economy (국민의 창의성과 사용자/현장 중심 혁신: 창조경제 패러다임 정립을 위한 문헌 연구)

  • Lim, Hong-Tak
    • Journal of Technology Innovation
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    • v.22 no.3
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    • pp.135-166
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    • 2014
  • 'Creative Economy' has been announced as the new paradigm of socio-economic development strategy of newly elected President Geun-Hye Park's administration. By explicitly defining people as a major player in creative activity, it seems to depart from expert-driven or science & technology-focused development paradigms of previous administrations. Yet, its interpretation and operation in terms of government policy does not seem to show any differences. This study aims to explicate the nature of Creative Economy as a development paradigm by clarifying the differences between people's creativity and that of scientists and engineers through extensive literature review. People can contribute to the creative activity not just as users but also as living persons who make everyday yet independent choices based on their humanistic, philosophical, ethical and experiential capabilities which are clearly different from the sources of scientists' & engineers' creativity. People's creative activity does involve value judgement about life and can often accelerate the system innovation or transition by changing consumer behaviour and lifestyle, and hence destruct technological lock-in user lock-in of the existing system. People's creativity can thus present 'User/Field-driven Innovation Paradigm which clearly differs from existing expert- or science & technology-driven innovation paradigm. The Creative Economy with focus on people's creativity therefore faces new socio-economic development challenges of fulfilling the User/Field-driven Innovation Paradigm.

The Relation of Critical Thinking and Creative Problem-solving in Engineering Education (공학교육에서 비판적 사고와 창의적 문제해결력의 관계)

  • Park, Seung Ug
    • Journal of Engineering Education Research
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    • v.24 no.2
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    • pp.61-67
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    • 2021
  • The creative problem-solving becomes one of the most important cognitive skills in the engineering education. As AI and automation technology(of 4th Industrial Revolution) penetrate our everyday life, its role as a human ability is highlighted. In this paper, we examine the relation between the creative problem-solving and the critical thinking, and the usefulness of the latter in the engineering education. To sum up, the critical thinking is the pre-conditon of the creative problem-solving.

What's happening to theatricality after the rise of New Historicism?: A Study of Newsbooks and Playlets During the English Civil Wars and Their Significance as Textual and Theatrical Forms (신역사주의적 극장성의 재고(再考) -17세기 중반 뉴스북과 플레이릿 연구를 중심으로)

  • Choi, Jaemin
    • Journal of English Language & Literature
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    • v.58 no.2
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    • pp.279-304
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    • 2012
  • Since the publication of Foucault's Discipline and Punish, theatricality has become one of the key concepts in New Historicism. By defining theatricality as the most definitive feature of early modern society and culture, New Historicists have promoted the idea that theatrical practices in every day life were eventually replaced by textual practices as the western society started to undergo modernization with the advent of print culture and technologies. This paper questions this linear model of English literature, the shift of literary practices from theatricality to textuality in the event of modernization, by closely looking at the ways in which newsbooks and playlets during the English civil wars appealed to their target readers. The early print-based literary commodities during the English civil war (i.e. newsbooks and playlets) were able to win the attention of their audience not by breaking away from theatrical energy and creativity but instead by embracing and taking advantage of them through the use of dramatic conventions, dialogues, and many others. The newsbooks and the playlets during the time, however, did not simply replicate the dramatic forms and experiences of the previous generation. Instead, as the case study of Craftie Cromwell exemplifies, they went further to produce a different mode of theatricality by reshaping everyday lives into serialized drama, whose resolution is always already delayed and postponed into the ever-receding future. In conclusion, the study of the newsbook and playlets during the civil wars suggests that the textuality of modern times, materialized in print forms, have been co-evolved with the development of new theatricality, whose contents and forms are susceptible to the changes of everyday reality.

An Exploratory Study on Defining the Concept of 'Fashion Sense' to Identify Competencies (역량으로서의 '패션 감각'의 개념적 정의를 위한 탐색적 연구)

  • Lee, Goeun;Lee, Yoon-Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.42 no.4
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    • pp.639-656
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    • 2018
  • The term fashion sense is used in everyday conversations by consumers to refer to the ability of people who dress well in attractive ways or to refer to the competencies or expertise of fashion professionals. Despite the frequent use of the term, its concept has rarely been explored systematically. In this study, we performed in-depth interviews with 14 fashion experts to clarify the concept of fashion sense. The core elements of fashion sense were explored based on the interview results. As a result, twelve core elements were identified that included visual ability, aesthetic experience, aesthetic recognition ability, intuition, self-consciousness, self-efficacy, fashion experience, involvement in fashion, creativity, innate sense, environmental support, and development due to education. In addition to these twelve core elements, 42 supplementary elements were identified. This study is to help initiate an academic discussion of the concept of fashion sense as a competency that fashion experts should develop. The findings of this study can provide practical and educational implications for the fashion industry and academia.

The case analysis of Rummikub game redeveloped by gifted class using What-If-Not strategy (영재학급 학생들이 What-If-Not 전략을 사용하여 만든 변형 루미큐브 게임 사례 분석)

  • Lee, Dae Hee;Song, Sang Hun
    • Journal of Elementary Mathematics Education in Korea
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    • v.17 no.2
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    • pp.285-299
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    • 2013
  • Problem posing activity of which a learner reinterprets an original problem via a new problem suggested, is a learning method which encourages an active participation and approves self-directed learning ability of the learner. Especially gifted students need to get used to a creative attitude to modify or reinterpret various mathematical materials found in everyday usual lives creatively in steady manner via such empirical experience beyond the question making level of the textbook. This paper verifies the possibility of lesson on question making strategy utilization for creativity development of gifted class, and analyzes various cases of students' trials to modify the rules of a board game called Rummikub in application of their own mathematics after learning What-If-Not strategy.

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