• Title/Summary/Keyword: Linguistic creativity

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The Prism Effect-based Creativity-Thinking Process: With 'Multi-Sensory,' 'Multi-Dimensional,' and 'Storytelling' Devices

  • Won Kyung-Ah
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.5-18
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    • 2006
  • Digital information society shows a variety of contents of cross-categorial digital media in their inner or outer forms and concepts of the artistic aspects. In order to cope with such a complicated, unexpected trend in digital media and its industry, a new approach in the design process needs to be developed and adjusted with the new equipment of the creativity-thinking process of 'the Multi-Sensory Device (MSD),' 'the Multi-Dimensional Device (MDD),' and 'the Storytelling Device (SD)' in the Prism Effect-based Creativity-Thinking Process (PECTP). The PECTP is in principle designed to practically work with the four distinct techniques: 1) Physical Activity, 2) Linguistic Activity, 3) Visual Activity, and 4) Complex Activity. Consequently, this thesis notes that the nature of the cross-categorial design contents is necessarily non-directional since the creativity power inside the Prism Effect results in openness and diversity.

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The Effect on Manifesting Group Creativity by Empathy Level of Students in the Elementary Science Class (초등 과학 수업에서 공감능력에 따른 집단 구성이 학생들의 집단 창의성 발현에 미치는 영향)

  • Kim, Kyung-won;Yang, Heesun;Kang, Seong-Joo
    • Journal of Korean Elementary Science Education
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    • v.38 no.1
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    • pp.1-15
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    • 2019
  • This study aimed to identify the effects of students' empathy ability on group creativity, when elementary school students perform scientific activity designed to express group creativity. A total of 12 elementary students from a fifth-grade science club participated in this study. A pretest to examine the students' empathic ability was performed to classify them into three groups: A group with high, low and heterogeneous empathic members. The linguistic interaction was analyzed to determine the process of group creativity manifestation; the results were classified into 'metacognitive', 'cognitive', and 'social-communicative'. As a result, groups with high empathic ability showed more frequent interaction in monitoring, planning, and divergent thinking. On the other hand, in the case of the group with low level of empathy, it was confirmed that there are many interactions related to regulation, convergent thinking, and noncohesive prosocial interaction. Also, in the case of heterogeneous group with empathy ability, group creativity utterance on all sides was relatively higher than other groups. As a result of this study, we could confirm the influence of empathy as a strategy to help the group creativity and discuss the educational implications.

Implementation of 'Instructive Fairy Tale Story Making' Model to Cultivate Creativity and Character (창의·인성 함양을 위한 '교훈적 동화 만들기' 수업 모형의 적용 방안)

  • Kim, Hun-Hee;Choi, Yun-Hee
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.655-663
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    • 2015
  • The purpose of this study is to inquiry 'instructive fairy tale story making' teaching model developed in Russia to cultivate creativity and character and to present implementation idea in Korea. Fairy tale story is one of first tasks to spread his and her creativity and latent ability, and good genre to identify and express his and her feeling and to accomplish through these experience for children. In process of this teaching model, they are able to recognize and compare good literary works, to know 'instructive fairy tale story making' algorithm and to do 'instructive fairy tale story making' personally. As a result, students' imagination, creativity and linguistic performance would be developed more through 'instructive fairy tale story making', at the same time they will examine closely and apply moral and ethical contents in daily life and internalize.

Analysis of Mathematical Metaphor from a Sociocultural Perspective (수학적 은유의 사회 문화적 분석)

  • 주미경
    • Journal of Educational Research in Mathematics
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    • v.11 no.2
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    • pp.239-256
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    • 2001
  • The notion of metaphor has been increasingly popular in research of mathematics education. In particular, metaphor becomes a useful unit for analysis to provide a profound insight into mathematical reasoning and problem solving. In this context, this paper takes metaphor as an analytic unit to examine the relationship between objectivity and subjectivity in mathematical reasoning. Specifically, the discourse analysis focuses on the code switching between literal language and metaphor in mathematical discourse. It is shown that the linguistic code switching is parallel with the switching between two different kinds of mathematical knowledge, that is, factual knowledge and mathematical imagination, which constitute objectivity and subjectivity in mathematical reasoning. Furthermore, the pattern of the linguistic code switching reveals the dialectical relationship between the two poles of mathematical reasoning. Based on the understanding of the dialectical relationship, this paper provides some educational implications. First, the code-switching highlights diverse aspects of mathematics learning. Learning mathematics is concerned with developing not only technicality but also mathematical creativity. Second, the dialectical relationship between objectivity and subjectivity suggests that teaching and teaming mathematics is socioculturally constructed. Indeed, it is shown that not all metaphors are mathematically appropriated. They should be consistent with the cultural model of a mathematical concept under discussion. In general, this sociocultural perspective on mathematical metaphor highlights the sociocultural organization of teaching and loaming mathematics and provides a theoretical viewpoint to understand epistemological diversities in mathematics classroom.

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The Study on Developing an Integrated Early Childhood Music Education Program Using Storytelling Songs and Exploring Its Effects (노래동화를 활용한 통합적 유아음악교육 프로그램 개발 및 효과성에 관한 연구)

  • Kim, Youn Ju;Cho, Bok Hee
    • Korean Journal of Childcare and Education
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    • v.8 no.2
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    • pp.27-61
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    • 2012
  • The purpose of this study was to develop an integrated early childhood music education program using storytelling songs and to examine its possible effects by analyzing musical expression ability, language expression ability and creativity. In order to verify the effect of the program developed in the study, 68 4-year old preschoolers were selected from 2 preschools to be divided into an experimental group and a control group. The experimental group was given the integrated music education program 16 times in total (two times a week for 8 weeks). The data were analyzed by t-test. The results of this study were : First, it was found that the integrated early childhood music education program using storytelling songs had a positive effect on children's musical expression ability and linguistic expression ability. Second, it was found that the integrated early childhood music education program using storytelling songs had a positive influence among the sub-areas of creativity.

The Language·Society·Culture in a Community of Practice: The Linguistic Features and Students' Perspectives on English Signboards (행위공동체 내의 언어·사회·문화: 영어간판 속 텍스트의 언어적 특성과 사회·문화적 양상에 관한 인식의 고찰)

  • Lee, Younghwa
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.364-373
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    • 2018
  • This study aims to investigate the linguistic features of English signboards (ES) and socio-cultural aspects in Korea through university students' perspectives on the ES. The data comprised pictures and questionnaire on the ES from the students. The findings showed that ES reached to 55.4% for mainly the business of drink beverage and clothes. The text written by 'only English' included 2-3 words (43%), and that of 'combination of English and Korean' had 4-5 words (25%), which reached to 68% of the all. The 70% of ES were used for the business of drink beverage, food, and clothes, but these were not in harmony with the neighborhood, showing 42% of agreement. Good ES required 'visual factors (27%)', 'expression of business (23%)', 'elegant and luxurious style (19%)', and 'design and creativity (15%)', and these ES were the most in Shinchon areas. Overall, the present ES culture was insufficient to make harmonious atmosphere in Korea, which requires the support of policies and systems.

Exploring the Meanings of Usage about Onomatopoeia and Mimetic Words in a Child Play Situation (유아 놀이에서 의성어·의태어 사용 의미 탐구)

  • Kim, Yoon Mi;Yun, Eunju
    • Korean Journal of Child Studies
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    • v.38 no.1
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    • pp.63-76
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    • 2017
  • Objective: The aim of this study was to examine the meanings of onomatopoeia and mimetic words contextually used contextually when children play together. Methods: The participants included 40 children (ages 3-5 years) attending "M Daycare Center" in Seoul and "S Daycare Center" in Seongnam (a city in Gyeonggi-do). Twenty rounds of play observations were conducted at the centers. Once per week from May to October 2015. Results: The onomatopoeia and mimetic words observed were primarily relate to physical movements, sounds, and shapes. These types relate to Max van Manen's life-world existentials, correlating with spatiality, corporeality, and relationality. The characteristics of onomatopoeic and mimetic words used were additive and were used by the children to refine and diversify their language skills and enrich their linguistic imaginations. Conclusion: Onomatopoeic and mimetic words help children design their own play situations based on their creativity and help them share the play with their peers.

Question-Centered Creativity Development Mediated by Design Artifacts (디자인 인공물을 매개로한 질문 중심의 창의성 개발)

  • Kwon, Sunggyu
    • Journal of Engineering Education Research
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    • v.23 no.2
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    • pp.3-13
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    • 2020
  • Key objective of cornerstone design is that students are able to experience developing creative design concepts through team activities, but the objective is hard to achieve. Based on a study of research materials, this paper asserts that the possibilities of creative problem solving can be promoted in question-centering ideation model if design artifacts are represented in some forms that could invoke design thinking and then the solution space is appropriately established. In particular, design problem on which divergent questions are asked should be explored and defined so that it can be a linguistic artifact represented by various visual aids. It is recommended that curriculum is modified so that students can experience creative conceptual design.

Toon Image Generation of Main Characters in a Comic from Object Diagram via Natural Language Based Requirement Specifications

  • Janghwan Kim;Jihoon Kong;Hee-Do Heo;Sam-Hyun Chun;R. Young Chul Kim
    • International journal of advanced smart convergence
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    • v.13 no.1
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    • pp.85-91
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    • 2024
  • Currently, generative artificial intelligence is a hot topic around the world. Generative artificial intelligence creates various images, art, video clips, advertisements, etc. The problem is that it is very difficult to verify the internal work of artificial intelligence. As a requirements engineer, I attempt to create a toon image by applying linguistic mechanisms to the current issue. This is combined with the UML object model through the semantic role analysis technique of linguists Chomsky and Fillmore. Then, the derived properties are linked to the toon creation template. This is to ensure productivity based on reusability rather than creativity in toon engineering. In the future, we plan to increase toon image productivity by incorporating software development processes and reusability.

Utilizing Literary Texts in the College EFL Classrooms: Focused on Linguistic Aspects and Affective Ones (문학텍스트를 활용한 대학 교양영어 수업: 의사소통의 언어적 측면과 정서적 측면을 중심으로)

  • Kim, Young-Hee
    • Journal of Convergence for Information Technology
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    • v.8 no.3
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    • pp.145-152
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    • 2018
  • This study aims to investigate the effects of literary texts as a teaching tool to enhance college students' English communicative competence both in linguistic aspects and affective ones. The control group used only the course book as study material, whereas the target group read four short stories along with it and engaged in a series of follow-up tasks. To measure their English competence, the researcher had both groups take a pre-test and a post-test, compared the results, and analyzed the data using SPSS. The study indicates that though the target students' post-test scores increased, the result failed in reaching a significant level. Nevertheless, reading and discussing literature facilitated the target students' affective aspects of communication. This article points out some other limitations of utilizing literary texts in language teaching and suggests the need for further research to deal with the issues.