• Title/Summary/Keyword: creativity factors

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A Study on the Influence of Game Broadcasting Content Factors and Communicator Factors on Immersion and Viewing Intention : Focusing on e-sports game broadcasting contents (게임 방송 콘텐츠 요인과 커뮤니케이터 요인이 몰입 및 시청의도에 미치는 영향에 관한 연구 : e스포츠 게임 중계 방송 콘텐츠를 중심으로)

  • Kim, Yu Mi
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.39-52
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    • 2021
  • This purpose of study is to investigate the influence of e-sports(electronic sports) broadcasting contents and communication factors on game broadcasting viewing intention, focusing on the immersion parameter. As a result of the analysis, it was found that 'creativity' among content elements such as 'entertainment', 'creativity' and 'informationality' has a great influence on immersion. Among the communicator factors, 'communication', 'professionality', and 'uniqueness' were found to have a positive effect on immersion. In addition, the sense of immersion had a great influence on the intention to watch the broadcast.

A study on the improvement of core competencies and its related factors of dental laboratory technology students: focusing on K university in Gangwon-do (치기공(학)과 대학생의 핵심역량 향상과 관련요인에 대한 연구: 강원지역 K 대학 중심으로 )

  • Hye-Eun Lee
    • Journal of Technologic Dentistry
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    • v.44 no.4
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    • pp.144-153
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    • 2022
  • Purpose: This study examines the influence and the relevance of personal background factors, social activity factors, and satisfaction factors for university education of college students in terms of changes in core competencies required by companies, so as to provide basic data for developing a curriculum necessary for improving core competencies. Methods: A self-administered questionnaire survey was administered to 172 college students from the Department of Dental Laboratory Technology at K University in Gangwon Province, who understood the purpose of this study and agreed to participate, from September 10, 2022 to September 30, 2022. Results: 1. The core competency scores of university students in the dental technology department for teamwork was 3.91±0.65, creativity was 3.66±0.70, challenging spirit was 3.64±0.74, professionalism was 3.54±0.74, global was 3.29±0.69. 2. To enhance the core competencies of college students in the dental technology department, it is necessary to improve the satisfaction with the curriculum through the expansion of educational infrastructure, and help in the career decision and preparation process. Conclusion: It is necessary to seek research that identifies the core competencies of dental technicians and university students based on the image of human resources desired by companies in a more diverse way and programs necessary to promote them.

Exploring Influence of Network Structure, Organizational Learning Culture, and Knowledge Management Participation on Individual Creativity and Performance: Comparison of SI Proposal Team and R&D Team (네트워크 구조와 조직학습문화, 지식경영참여가 개인창의성 및 성과에 미치는 영향에 관한 실증분석: SI제안팀과 R&D팀의 비교연구)

  • Lee, Kun-Chang;Seo, Young-Wook;Chae, Seong-Wook;Song, Seok-Woo
    • Asia pacific journal of information systems
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    • v.20 no.4
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    • pp.101-123
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    • 2010
  • Recently, firms are operating a number of teams to accomplish organizational performance. Especially, ad hoc teams like proposal preparation team are quite different from permanent teams like R&D team in the sense of how the team forms network structure and deals with organizational learning culture and knowledge management participation efforts. Moreover, depending on the team characteristics, individual creativity will differ from each other, which will lead to organizational performance eventually. Previous studies in the field of creativity are lacking in this issue. So main objectives of this study are organized as follows. First, the issue of how to improve individual creativity and organizational performance will be analyzed empirically. This issue will be performed depending on team characteristics such as ad hoc team and permanent team. Antecedents adopted for this research objective are cultural and knowledge factors such as organizational learning culture, and knowledge management participation. Second, the network structure such as degree centrality, and structural hole is used to analyze its influence on individual creativity and organizational performance. SI (System Integration) companies are facing severely tough requirements from clients to submit very creative proposals. Also, R&D teams are widely accepted as relatively creative teams because their responsibilities are focused on suggesting innovative techniques to make their companies remain competitive in the market. SI teams are usually ad hoc, while R&D teams are permanent on an average. By taking advantage of these characteristics of the two kinds of teams, we will prove the validity of the proposed research questions. To obtain the survey data, we accessed 7 SI teams (74 members), and 6 R&D teams (63 members), collecting 137 valid questionnaires. PLS technique was applied to analyze the survey data. Results are as follows. First, in case of SI teams, organizational learning culture affects individual creativity significantly. Meanwhile, knowledge management participation has a significant influence on Individual creativity for the permanent teams. Second, degree centrality Influences individual creativity significantly in case of SI teams. This is comparable with the fact that structural hole has a significant impact on individual creativity for the R&D teams. Practical implications can be summarized as follows: First, network structure of ad hoc team should be designed differently from one of permanent team. Ad hoc team is supposed to show a high creativity in a rather short period, implying that network density among team members should be improved, and those members with high degree centrality should be encouraged to show their Individual creativity and take a leading role by allowing them to get heavily engaged in knowledge sharing and diffusion. In contrast, permanent team should be designed to take advantage of structural hole instead of focusing on network density. Since structural hole can be utilized very effectively in the permanent team, strong arbitrators' merits in the permanent team will increase and therefore helps increase both network efficiency and effectiveness too. In this way, individual creativity in the permanent team is likely to lead to organizational creativity in a seamless way. Second, way of Increasing individual creativity should be sought from the perspective of organizational culture and knowledge management. Organization is supposed to provide a cultural atmosphere in which Innovative idea suggestions and active discussion among team members are encouraged. In this way, trust builds up among team members, facilitating the formation of organizational learning culture. Third, in the ad hoc team, organizational looming culture should be built such a way that individual creativity can grow up fast in a rather short period. Since time is tight, reasonable compensation policy, leader's Initiatives, and learning culture formation should be done In a short period so that mutual trust is built among members quickly, and necessary knowledge and information can be learnt rapidly. Fourth, in the permanent team, it should be kept in mind that the degree of participation in knowledge management determines level of Individual creativity. Therefore, the team ought to facilitate knowledge circulation process such as knowledge creation, storage, sharing, utilization, and learning among team members, which will lead to team performance. In this way, firms must control knowledge networks in permanent team and ad hoc team in a way mentioned above so that individual creativity as well as team performance can be maximized.

The Effects of Creative Thinking Filtering Model to Creativity Domains (창의사고필터링모형 (CTFM) 교육프로그램이 창의성에 미치는 영향)

  • Song, Hong-Jun;Song, Sun-Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.505-516
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    • 2014
  • This study was aimed at identifying the influence of Creative Thinking Filtering Mode program in international gifted program: how much it influences to improve the cognitive domains of creativity (fluency, flexibility, originality) and affective domains of creativity (independence, curiosity, diversity, sensitivity, sense of humor, individuality. To analyze data, ANCOVA(Analysis of Covariance)test was conducted, and the results are as belows. Firstly, the group applied in CTFM program was higher than controlled group on the domains of cognitive and affective. Specifically, in the factors of fluency, flexibility and originality among three cognitive domains and factors of individuality.In affective domains of creativity, independence, curiosity, diversity, a sense of humor among the five factors except of sensitivity were higher. Secondly, the result of analyzing the difference between before and after applying CTFM program was that three elements in cognitive domains : fluency, flexibility and originality improved, especially, the fluency was the most improved. Thirdly, the result of analyzing the difference of affective factor between before and after applying CTFM program was that the originality, diversity, a sense of humor and individuality among the 6 elements of affective domain improved, especially the individuality was the most improved.

The Impact of Underlying Attributes of Design Team Members on the Group Creativity (디자인팀 구성원의 내재적 속성이 그룹창의성에 미치는 영향에 관한 연구)

  • Cho, Hee-Young;Chung, Kyung-Won
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.43-54
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    • 2006
  • Creativity is an essential ability for a successful design task, mainly because design is an activity creating something new. As the sphere of design has expanded and become complex, the design task goes beyond an individual designer's capability. Therefore, it is necessary to organize a design team consisting of various team members with diverse expertises. The aim of this study is to find out the impact of fundamental attributes of members on the group creativity in order to establish a guideline for building a creative design team. Heterogeneous teams and homeogenous teams were created according to three main factors of group creativity namely, personality, field and experience. The group creativity of each team were evaluated through protocol analysis of design activities as well as the comparison of problem solving processes and outputs. It was identified that the impact of design teams on the group creativity was distinctively different in four phases of the design process (preparation, divergence, convergence, and execution) regarding creativity properties such as fluency, elaboration, originality, usefulness. Based on these findings, a schematic model for building a design team in order to enhance the group creativity by composing the most appropriate team members for each phases of the design process was developed.

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Mediating Effects of Intrinsic Motivation on The Relationship Between Positive Psychological Capital, Psychological Empowerment and Creativity (긍정심리자본, 심리적 임파워먼트와 창의성의 관계에서 내재적 동기의 매개효과 검증)

  • Choi, Ik-Sung;Chang, Young-Chul
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.6
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    • pp.3571-3586
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    • 2014
  • This study examined the relationship among PsyCap(positive psychological capital), psychological empowerment, personal creativity and verified the mediated effects of intrinsic motivation in this relationship using the SEM(Structural Equation Model). For this study, the data was collected through on/off-line surveys of members and managers from 12 different enterprises. Among the 418 answers from voluntary participating employees, 332 answers were finally used for statistical analysis. The results were as follows. First, PsyCap had a positive influence on the intrinsic motivation and personal creativity. Second, Psychological Empowerment had a positive influence on intrinsic motivation, but psychological empowerment has no influence on creativity. Third, intrinsic motivation had a meaningful influence by partially mediating PsyCap and personal creativity but completely mediated psychological empowerment and personal creativity. This study focused on intrinsic motivation among the internal factors that have influences on showing personal creativity and has importance in the point that it has suggested the statistical significance by analyzing the psychological/emotional mechanism to reinforce this intrinsic motivation in a positive way. Positive analysis on the relationships among these variables suggests a theoretical meaning on providing a future direction for the study and practical meaning on providing ideas to reinforce the employees' personal creativity. The details of this study are followed in the main text.

The Effects of Scaffolding Types in Wiki-based Collaborative Learning on Creativity (위키 기반 협력학습에서 스캐폴딩 유형이 창의성에 미치는 영향)

  • Hwang, Kyung-Yang;Kim, Hoi-Soo
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.66-78
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    • 2019
  • This study aimed to investigate the effects of scaffolding on creativity in Wiki-based collaborative learning. Wiki-based collaborative learning was implemented over three sessions among 67 sixth graders in an elementary school, and subjects were divided into three groups: Group 1 had a teachers' scaffolding and self-questioning script; Group 2 had a teachers' scaffolding; and Group 3, the control group, had no scaffolding. Results showed a significant difference in creativity among the groups with different types of scaffolding(Wilks' Lambda=.238, F=8.678, p < .001). Group 1, had significantly higher performance compared to the Group in creativity. However, when self-questoning script and a teachers' scaffolding were offered, self-scaffolding was not found to have a significant effect on learners' Originality of creativity. Group 2 showed higher performance in Originality of creativity when only a teachers' scaffolding was offered in the collaborative learning. The results of this study suggest that teachers' scaffolding and self-scaffolding have positive effects on creativity, but the need for a differentiated self-scaffolding strategy to identify the factors that influence creativity in wiki-based collaborative learning.

The Effects of 4D-Frame Teaching upon Mathematically Gifted Elementary Students' Mathematical Creativity and Spatial Sense (4D 프레임 활용 학습이 초등 수학영재학생의 공간감각 및 수학적 창의성에 미치는 영향)

  • Lee, Ju Yong;Choi, Jae Ho
    • Education of Primary School Mathematics
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    • v.16 no.1
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    • pp.1-20
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    • 2013
  • The aim of this study was to develop a gifted educational program in math-gifted class in elementary school using recently developed 4D-frame. This study identified how this program impacted on spatial sense and mathematical creativity for mathematically gifted students. The investigation attempted to contribute to the developments for the gifted educational program. To achieve the aim, the study analysed the 5 and 6th graders' figure learning contents from a revised version of the 2007 national curriculum. According to this analysis, twelve learning sections were developed on the basis of 4D-frame in the math-gifted educational program. The results of the study is as follows. First, a learning program using 4D-frame for spatial sense from mathematically gifted elementary school students was statistically significant. A sub-factor of spatial visualization called mental rotation and sub-factors of spatial orientations such as sense of distance and sense of spatial perception were statistically significant. Second, the learning program that uses 4D-frame for mathematical creativity was statistically significant. The sub-factors of mathematical creativity such as fluency, flexibility and originality were all statistically significant. Third, the manipulation properties of 4D-frame helped to understand the characteristics of various solid figures. Through the math discussions in the class, participants' error correction was promoted. The advantage of 4D-frame including easier manipulation helped participants' originality for their own sculpture. In summary, this found that the learning program using 4D-frame attributed to improve the spatial sense and mathematical creativity for mathematically gifted students in elementary school. These results indicated that the writers' learning program will help to develop the programs for the gifted education program in the future.

Factors Influencing Intention of Continuous Use of Smartphone Users based on the TAM (Technology Acceptance Model) (기술수용모델 기반 스마트폰 지속사용의도에 미치는 영향)

  • Nam, Soo-Tai;Kim, Do-Goan;Jin, Chan-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.142-145
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    • 2017
  • Users of Smartphone in Korea are using the majority of the economically active population over 99% and experts have seen that they have reached saturation after the initial formation stages. The purpose of this study is to investigate the influencing factors of dominant design attributes on the intention of continuous use of Smartphone users. Predictor factors were selected perceived usefulness and perceived ease of use suggested on extended the technology acceptance model. The concept model was completed by selecting the dominant design attribute as a mediator. Participants of this study were 150 Smartphone users in Busan Gyeongnam and Iksan Jeonbuk province in accordance with convenience sampling. IBM SPSS Statistics 19 were employed for descriptive statistics, Smart PLS (partial least squares) was employed for confirmatory factor analysis and path analysis of casual relationship among variables and effect. Analytical results show that all paths of continue usage intention are significant. This study suggests practical and theoretical implications based on the results.

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The Effects of Adversity Quotient and R&D Capabilities on Corporate Performance: The Mediating Role of Organizational Creativity Influencing Factors (역경지수와 연구개발역량이 기업성과에 미치는 영향: 조직창의성 영향요인의 매개역할)

  • Hae-Jin Sue;Jong-Keon Lee
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.4
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    • pp.89-102
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    • 2023
  • This study examined the effects of adversity quotient and R&D capabilities on corporate performance and the mediating role of organizational creativity influencing factors in the relationship between these variables. This study established seven hypotheses, divided the adversity quotient into control, reach, and endurance, divided organizational creativity influencing factors into organizational resources and creative management practices, and divided corporate performance into management performance and technical performance. This study distributed 1,000 One hundred and sixteenquestionnaires to CEOs working at small and medium-sized technology start-ups in Gyeonggi-do and collected 122 copies under anonymous names. 116 questionnaires were used for hypothesis testing, excluding 6 cases in which responses were unfaithful or omitted. The results of this study are as follows. First, it was found that reach among the adversity quotient was positively related to organizational resources. Second, among the adversity quotient, control was found to have a positive(+) effect on management performance and technical performance, respectively. Third, organizational management practices were found to have a positive(+) effect on management performance. Fifth, organizational resources were found to partially mediate the relationship between control and technical performance, and to fully mediate the relationship between reach and technical performance. Finally, this study discussed the theoretical and practical implications of the research results.

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