• Title/Summary/Keyword: creativity factors

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A Study on the Characteristic of Responses to Multiple Solution Problems of Middle School Students Gifted in Mathematics (중학교 수학 영재아들의 다답형 문항 반응 특성에 관한 연구)

  • 권오남;방승진;송상헌
    • The Mathematical Education
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    • v.38 no.1
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    • pp.37-48
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    • 1999
  • The purpose of this study is to examine the mathematical creativity problem-solving ability of middle school students gifted in mathematics. For this research, we examined and analyzed the responses to two multiple solution problems of the gifted students with classifying the four categories; fluency, flexibility, originality, and elaboration which are the factors of the creativity, and comparing with responses of usual students.

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Analysis of Dance Activities Creativity Education Contents Contained in Physical Education Textbooks for 3rd and 4th Grades of Elementary School (초등학교 3, 4학년 체육교과서에 담긴 무용 활동 창의성 교육 내용분석)

  • Chang, Byung-Kweon
    • Journal of the Korean Applied Science and Technology
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    • v.39 no.2
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    • pp.246-260
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    • 2022
  • This study was conducted to analyze the creativity education contents of dance activities in physical education textbooks for the 3rd and 4th grades of elementary school. For this purpose, 16 types of textbooks and auxiliary data for physical education in the 3rd and 4th grades of elementary school were collected and analyzed using the creative education content analysis frame of the physical education textbook based on the 4P model. In order to secure the integrity of the research, expert consultation was operated. The results of this study are as follows. First, from the viewpoint of creative person, 'inquiry' was the most common in creative mind, and the rest of the elements appeared relatively evenly. As for the subject of activity, 'individual' and 'colleague (team)' showed similar frequencies. Second, from the viewpoint of the creative process, all activity areas appeared as 'learning', and most of the elements of the activity purpose appeared evenly, and the creative process was explored. Third, from the viewpoint of creative output, physical activity performance was the most common activity method, and two or three activity methods were used together. In the creativity factor, all factors appeared evenly, and sensitivity and sophistication were the most common with 4 factors. Fourth, from the viewpoint of the creative environment, most of the activity spaces were no restrictions, and the activity media consisted of many educational contents using the body. Through this study, it was requested that creativity education in dance activities should be expanded quantitatively and intensified in quality, and the necessity of spreading creativity education contents of dance activities to other areas was explored.

Factors Influencing Automobile Black Box Purchase Decision (차량용 블랙박스 구매결정에 영향을 미치는 요인)

  • Nam, Soo-Tai;Jin, Chan-Yong;Kim, Do-Goan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.12
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    • pp.2859-2864
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    • 2013
  • Recently, a great attention has been paid to a car black box device in the automobile markets besides it provides an accident re-construction based on the data which contains audio, video, and some meaningful driving information. Also, it is expected that the device will get to promote around public transit and the market will greatly grow within a few years. Thus, this research conducted of preference the influencing factors in decisions purchase of auto black box. Factors influencing in decisions purchase of black box were divided safety, functionality, differentiation, economics. A questionnaire survey was conducted to those who worked in a black box company. This study suggests practical and theoretical implications of factors influencing purchase decisions based on the results.

Effect That Layout Component of Wrapping Advertisement gets in Brand Attitude: To Center on Bus Wrapping (래핑 광고의 레이아웃 구성 요소가 브랜드 태도에 미치는 영향: 버스 래핑을 중심으로)

  • Lee, Kwang-Sook
    • Journal of the Korean Graphic Arts Communication Society
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    • v.30 no.1
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    • pp.71-81
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    • 2012
  • A research framework and hypothesis were established for analysing layout-factors of bus wrapping which influence on brand attitude. 130 questionnaire were distributed and 123 copies were retreated at metropolitan area. SPSS 12.0 was used for frequency analysis, factor analysis, and reliability analysis. For testing hypothesis multi-regression analysis were utilized. Attention, readability, explicitness, formativeness, creativity are partially significant to establish brand attitude. Attention and readability are insignificant, while explicitness, formativeness, creativity are significant to establish brand attitude. The most effective independent variables are creativity, and explicitness and formativeness are followed. In particular sensual, original, fresh layout of bus wrapping are highly significant.

The Business Ethics and Innovation Management Performance of IT Service Firm's in Korea (IT서비스 기업의 윤리 수준과 혁신 경영 성과)

  • Ahn, Yeon S.
    • Journal of Information Technology Services
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    • v.13 no.4
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    • pp.155-168
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    • 2014
  • This paper discussed about business ethics and innovation management performance of IT service firms in Korea. To prove empirically the research hypothesis, the statistical analysis was based on the response from the 92 IT Service firms in Korean. As analysis results, it was found that the business ethics of organizations were the effect factors of the innovation management performance. And the knowledge competency and creativity are confirmed as a mediator between the business ethics and innovation management performance. So this paper suggests that business ethics in organizations are the important factor for enhancement of IT service firm's innovation performance. Specially the mediation effects of knowledge competency and creativity variables were proved empirically for the relation between the business ethics and innovation management performance. So it is desirable that knowledge-based service firms, for example IT service firms, have to strive to upgrade their level of business ethics and to link with their creativity and knowledge competency.

Effects of Learner-created Digital Storytelling on Academic Achievement, Creativity, and Flow in Higher Education

  • KIM, Insu
    • Educational Technology International
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    • v.16 no.2
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    • pp.167-181
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    • 2015
  • The purpose of this study was to examine the effects of using learner-created DST to communicate academic information on the creativity and flow of university students. The sample consisted of 100 undergraduate students who were assigned to either the DST group or the expository instruction group. The DST group created digital stories, and the expository group were taught using an expository instructional method. An achievement test, the Creativity Personality Scale (CPS), and the Flow State Scale (FSS) were used to collect data. The results showed that the achievement scores of the DST group were higher than those of the expository group, and the scores on the patience sub-factor of the CPS of the DST group significantly differed from those of the expository instruction group. Finally, the scores on the seven sub-factors of the FSS of the DST group differed significantly from those of the expository instruction group. The findings of this study suggest that the DST can be applied as teaching and learning method in a university class.

A Comparative Analysis of Student Self-, Teacher-, and Objective Assessments of Elementary Science-Gifted Students' Scientific Creativity (초등과학영재학생의 과학창의성에 대한 자기 평가, 교사 평가, 객관적 평가의 비교 분석)

  • Kim, Min-Ju;Lim, Chae-Seong
    • Journal of Korean Elementary Science Education
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    • v.37 no.4
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    • pp.440-454
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    • 2018
  • This study aims to compare student self-, teacher-, and objective assessments of elementary science-gifted students' scientific creativity. A science-gifted program on the topic of Hydraulic Machine was implemented to 40 fifth-graders in the Science-Gifted Education Center of an education office in Seoul, Korea for four weeks. The products of the students' activities were assessed by three types of 'Student Self-Assesment', 'Teacher-Assesment', and 'Objective Assessment using Formula'. Based on two essential components of creativity, the scientific creativity is divided into two parts of originality and usefulness. Ideas that satisfy both components can be counted as scientifically creative. The main results of this study are as follows: First, the scores of each week and the average of the overall four-week scores on scientific creativity were significantly correlated. Student self-assessment (r=.687), teacher-assessment (r=.715), and objective assessment (r=.724) appeared consistently over instructional periods. Second, the average scores of student self-, objective, and teacher-assessments were 73.15, 35.72, and 26.60, respectively. The result of student self-assessment on scientific creativity tended to be higher than those of formula and teacher. Third, among the three types of assessment on scientific creativity, a strong correlation appeared between teacher- and objective assessment (r=.974), but neither between student self- and objective (r=.161) nor between student self- and teacher- (r=.213). Fourth, the scores on originality component had a positive correlation between teacher- and objective assessment (r=.713). The scores of student self- and teacher-assessments had a significant correlation too (r=.315), but not between student self- and objective assessment (r=.279). Fifth, the scores on usefulness component did not have a significant correlation between student self- and teacher-assessment (r=.155). Sixth, there was no significant difference on scientific creativity between student self- and objective assessment [${\chi}^2$(1, n=40)=1.667, p<.197]. Not between student self- and teacher-assessment either [${\chi}^2$(1, n=40)=1.616, p<.204]. On the contrary, there was a significant difference between teacher- and objective assessment [${\chi}^2$(1, n=40)=32.593, p<.000]. Seventh, the students were categorized into four groups according to the levels of their scores by student self- and teacher-assessment. The result showed that factors influencing student self-assessment are inherent in the personality traits of gifted individuals, such as self-esteem and perfectionism. The findings suggested that there are challenges for the educators to make efforts to construct consistent assessment methods for scientific creativity.

An Analysis of Teacher Questioning Focused on Mathematical Creativity (수학적 창의성 관점에서 본 교사의 발문 분석)

  • Han, Jung-Min;Park, Man-Goo
    • Journal of Elementary Mathematics Education in Korea
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    • v.14 no.3
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    • pp.865-884
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    • 2010
  • The purpose of this research was to analyze the characteristics of teachers' questionings in the geometry field and suggest the characteristics of teacher questioning to enhance students' mathematical creativity. Teacher questioning plays a role to students' mathematical achievements, mathematical thinking, and their attitudes toward mathematics. However, there has been little research on the roles of teacher questioning on students' mathematical creativity. In this research, researchers analyzed teachers' questions concerning the concepts of triangles in the geometric areas of 4th grade Korean revised 2007 mathematics textbooks. We also analyzed teachers' questionings in the three lessons provided by the Jeju Educational Internet Broadcasting System. We classified and analyzed teachers' questionings by the sub-factors of creativity. The results showed that the teachers did not use the questionings that appropriately enhances students' mathematical creativity. We suggested that teachers need to be prepared to ask questions such as stimulating students' various mathematical thinking, encouraging many possible responses, and not responding with yes/no. Instead, teachers need to encourage students to explain the reasons of their responses and to take part in learning activities with interest.

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Regarding a Sensitivity Design Application Method from Product Feature Extraction (Focused on MP3 Player) (제품특성 추출을 통한 감성디자인 적용 방법 (MP3 제품을 중심으로))

  • Kwon, Jong-Dae
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.126-133
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    • 2009
  • This study examined the relationship of what kind of creative thinking has as factors for emotion design products for consumers focusing on the successful cases of emotion products. For the design creativity attribute used in this experiment, the design evaluation creativity tools revealed in Kim Eun-Ju's 2007 design creativity evaluation tool development were used mostly MP3s, which have various forms, functions and sizes were selected as the target for experiment. Results of the experiment showed that for design creativeness items for MP3 as single products, uniqueness, favorableness and convenience were relevant. Accordingly, the common features of design creativeness items for emotional products were identified. According to the result, for emotional designs, the interest level of uniqueness for the design creativity evaluation items and the functional items for practicality had a high relativity. Therefore, there is a need to examine the common features between the design creativity items for products other than MP3s in the future.

The Effects of Small-Medium Suppliers' Adaptive Learning on New Product Creativity and Performance (중소공급업체의 시장적응학습이 신제품 창의성과 성과에 미치는 영향)

  • Kang, Seongho;Lee, Hangeun
    • Journal of Korea Society of Industrial Information Systems
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    • v.24 no.5
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    • pp.41-52
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    • 2019
  • The rapidly changing business environment requires small and medium-sized suppliers to develop creative new products. Therefore, many previous studies have attempted to identify important factors for successful new product development. However, despite the importance of firm learning has generated considerable interest in new product development, the central issue of firm learning remains unanswered. Therefore, this study investigated the effect of adaptive learning of small and medium suppliers on creativity and new product performance in new product development. As a result, it was confirmed that adaptive learning positively affects both novelty creativity and meaningfulness creativity. On the other hand, meaningfulness creativity has a positive effect on new product performance, but novelty creativity has no effect on new product performance.