• Title/Summary/Keyword: Improving Creativity

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Creative City Policy in France: Case studies on Creative City Development Projects of Nantes (프랑스의 창조도시정책: 낭트의 창조도시 개발사업을 중심으로)

  • Bae, Jun Gu
    • Journal of the Economic Geographical Society of Korea
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    • v.19 no.4
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    • pp.616-629
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    • 2016
  • This study aims to analyze a creative city development case of the Nantes City in France focused on vitalizing creativity by urban regeneration and to get some policy implications through reflecting on process, governance and performance of the Nantes case. The Nantes City tried to overcome its regional economic depression caused by closing shipyard through its creative city program. The Nantes creative city program has been maintained for 20 years, which succeeded in both transforming economic structure of the Nantes city and improving the image of it. As a result, the Nantes city is regarded as a best city for living in France. It established own city model by participating in European projects, referring to cases of other cities and adopting specialists' views. In the process of creative city, the Nantes distinguished itself from other cities in sizes and circumstances and devoted itself to interactions between the city and culture projects, focused on clear objectives and dynamic co-works. In addition, the Nantes changed creatively buildings and spaces to regenerate deserted regions, and established some high valueadded creative industry on the basis of historic and cultural resources.

Development of Example-based NXC Robot Programming Support System (예제 중심의 NXC 기반 로봇 프로그래밍 지원 시스템 개발)

  • Yoo, In-Hwan
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.265-273
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    • 2012
  • Current computer education is moving its focus from using oriented education to improving students' creativity and problem solving ability by computer science education. Robot programming education is becoming a major research issue of computer education in the context of creativity education. One of the mainstream ideas of prior research about robot programming is the effect of robot programming. Another is curriculum development of robot programming. But, the focus of current research is moving toward teaching methods of robot programming. The theme of this research is to use examples in robot programming. Example programs are considered the most useful type of material both by the students and the teachers. Example programs play a important role in learning to program. They work as templates, guidelines, and hints for learners when developing their own programs. In this study, I developed a example-based robot programming support system. Due to the trends of smart learning, I developed this system as a mobile web application.

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The Effects of Science Lessons using Mind Mapping on Science Process Skill and Science Academic Achievement (마인드 맵 활용전략 과학수업이 과학탐구능력 및 과학 학업성취도에 미치는 효과)

  • Kang, Jung-Mun;Lee, Yong-Seob
    • Journal of the Korean Society of Earth Science Education
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    • v.7 no.2
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    • pp.192-202
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    • 2014
  • The purpose of this study was to examine the effects of science lessons using mind mapping on creativity and academic achievement in science. The subjects of this study were fifth-grade students selected from four classes of an elementary school located in Busan. For ten weeks, the experimental group of 40 students were taught using the mind mapping technique. The comparative group, also of 40 students, was taught in normal classes which used a standard text-book. Children were given a test on science processing skills and academic achievement in science to measure the effects of mind mapping. The Likert scales were used to gather student's feedback on creativity and academic achievement in science. Through these procedures, the following results were obtained: First, mind mapping had a greater effect on science processing skills than the normal classes, where a text-book was used. Second, mind mapping was effective in improving the student's academic achievements in science at a greater level than the normal classes where a text-book was used. Third, after viewing results of the Student Recognition Investigation, we found that the students showed a higher level of interest in science lessons that used mind mapping, and were better able to understand the scientific theories. As a result, the elementary science class with mind mapping developed greater science processing skills and saw higher academic achievement in science. We conclude that science classes that use mind mapping have the potential to develop better science processing skills and improve academic achievement in science.

A Study on the Effect of Small Maufacturing Businesses' Company Culture on Organizational Performance (중소제조업의 기업문화가 조직성과에 미치는 영향에 관한 연구)

  • Kim, Young Il;Kim, Kwang Su;Kim, Ki Wan;Lim, Sang Ho
    • Industry Promotion Research
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    • v.1 no.2
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    • pp.27-32
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    • 2016
  • This study analyzed the effect of small maufacturing businesses' company culture on organizational performance. The study results showed that personal culture(one's organizational commitment) positively affected job satisfaction and improving creativity. Organizational culture(harmony of organization) and environmental culture(importance of environmental factors) didn't significantly affected organizational perfirmance. Also, organizational commitment was varied by employee's position, harmony of organization was varied by age, education and continuous service year, job satisfaction and creativity was varied by education. This study provided implications for analyzing the importance of personal organizational environmental factors and dicovering individual diffrences of the employees.

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.

The Effects of Writing Programs on College Students Using Flipped Learning for Training Convergence Talents (융합인재 양성을 위한 플립러닝을 활용한 글쓰기 프로그램의 효과)

  • Bang, Sul-Yeong;Je, Nam Joo
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.13-24
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    • 2021
  • This was a one-group pretest-protest pre-experimental study designed to find out the effects of writing programs on college students using flipped learning for training convergence talents with complex problem solving skills. Data were collected from 27 C university students in G-do, from September 1st to October 30th, 2020. Analysis was done using IBM SPSS 25.0 for frequency (percentage), average, standard deviation, and paired t-test. The study showed that self leadership was enhanced by an average of 0.45 points (p<.001), metacognition by 0.87 points (p<.001), goal orientation by 0,77 points (p<.001), and creativity by 0.51 points (p<.001), so was statistically significant. The study demonstrated that writing programs using filpped learning had the effect of improving complex problem solving skills. so the results are expected to be used as basic data for the development of educational programs for traning convergence talents with problem solving skills at university-level. Also, for current college students that can freely access the online environment, development of various e-learning classes that apply flipped learning is needed.

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.

Achieving the improvement of efficiency and vitalization of ARD-based ICT experiential education contents (ARD기반의 ICT체험 교육콘텐츠 효용성 개선 및 활성화 구현)

  • Chung, Hee Hyoung;Kim, Kyung Hoon
    • Korea Science and Art Forum
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    • v.19
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    • pp.623-633
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    • 2015
  • Use of technology through utilization of ICT (Information Communication Technology) in field study area is rapidly increasing. Thus, when applying ICT to experiential education, apart from experiential education contents in simple form, the demand for new high quality contents is increasing considering change in education paradigm focusing on creativity. As a result, high quality interactive experiential education content for developing self-directed future talents is required. As a result of this, the development of ARD-based ICT experiential education content system that enhances learning effect of students by integrating ARD-based (Augmented Reality Display) ICT and experiential education to promote existence and immersion is being tested. This paper aims to improve efficacy and achieve vitalization through case analysis of AR-based ICT experiential education content. As a result of case analysis, the composition of content for improving education content included 1) constant securing and strengthening of experiential education content, 2) necessity for development of participating education content by diverse age groups, 3) development of differentiated ICT experiential education content, and 4) securing professional manpower and development of content in connection with education process. Therefore, with the efficacy of ARD-based ICT experiential education content, this study can first, enhance bond between students, second, enable self-directed learning, third, increase practical understanding in contents that were difficult to control by textbook contents, and fourth, increase interest and immersion in learning. Therefore, the contents on new converging technology that can maximize the development of constant content and cooperation between ICT technology and pedagogy for educating creativity and autonomy of ICT experiential education content.

A Study on the Enhancement of Learning Effects through Student-Oriented Teaching Methods in Engineering Education (공학교육에서 학습자 주도형 강의방법을 통한 학습효과 향상에 관한 연구)

  • Yang Han-Ju;Kim Jong-Heon
    • Journal of Engineering Education Research
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    • v.2 no.1
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    • pp.3-9
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    • 1999
  • This study investigated the improved teaching methods which can enhance the learning effects of students in engineering education and provide students with practical abilities of field works. As the results of applying student-oriented teaching methods to students who take the course of hydraulic and pneumatic control in the department of mechanical design engineering of Dongyang technical college, student-oriented teaching method Is more effective than professor-oriented teaching methods in the aspects of motivation of learning, cultivation of imagination and creativity, and ability of solving problems. In order to successfully execute student-oriented teaching method, integrated lecture of both theory and experimental practice has been carried out in the classroom equipped with experimental facilities, and after acquiring sufficient experience through experimental practices, students looked into theoretical backgrounds based on the experimental results during the process solving the subjects which a professor suggested. The subjects should be suggested with the contents for accomplishing the goal of learning, and it is very important for a professor to play the role of helping students solve the problems by themselves, which results in improving practical ability of field works. At the end of every class, a professor has students fill up the questionnaire about the level of learning achievement, questions, and teaching method, and applying the surveying results to the next class can bring out improving the extents of students' participation of classes and concerns about the course. Since the engineering education requires a practical ability of field works, imagination, and creativity in every course, it is desirable to introduce student-oriented teaching method rather than professor-oriented teaching method.

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An analysis of the articles about 'Storytelling Mathematics' ('스토리텔링 수학' 관련 언론 보도 내용 분석)

  • Kim, Soo Cheol;Lee, Hwan Chul
    • Communications of Mathematical Education
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    • v.28 no.2
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    • pp.179-193
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    • 2014
  • After National Mathematics Education Advanced Plan represented in 2012, mathematics education fields began to attention to 'Storytelling'. Because the plan contains important topics, reinforcing mathematics education, improving understanding about mathematics, and enhancing self-guided learning. As one of the methods for improving understanding about mathematics, Storytelling in mathematics is emphasizing recently. The purpose of this study is to analyse the articles about 'Storytelling Mathematics' to find how the media report it. Also, we discuss the direction of Storytelling in mathematics education. The conclusion of this study is that most of the privately-owned company is using the Storytelling as a tool for advertising commercially. Readers have to make a decision which articles are true or useful. A policy makers must ponder how the 'Storytelling Mathematics' policy affect the demands and suppliers in education.