• Title/Summary/Keyword: creativity factors

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The Study of Effect of Educational Value and Barrier's Factors on Developmental activity of the marine sports in a middle school teachers in Pusan (부산지역 중학교 교사의 교육적 가치와 장애요인이 해양스포츠 계발활동에 미치는 영향에 관한 연구)

  • Ji, Sam-Up;Mun, Sun-Ho;Lee, Jae-Bin;Kim, Nam-Young
    • Journal of Fisheries and Marine Sciences Education
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    • v.20 no.2
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    • pp.147-155
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    • 2008
  • The purpose of this study was to identify the causal relationship developmental activity of the marine sports among the educational value and barrier's factors in a middle school teachers in Busan. Responses were collected from 352 questionnaires which participated in the survey chosen by convenient sampling from the middle school teachers who working the area of Busan. A total of 338 responses were used in data analysis; 14 questionnaires were excluded form data analysis because of incomplete or missing data. To conduct this study the multiple regression analysis was used by SPSS 10.0. The result of this study disclosed; first, The factors of educational value such as self-concept development, collaboration, human relationship, and emotional development were statistically causal relationship with the developmental activity of the marine sports. The other factors of creativity, leisure activity, and health were not statistically causal relationship with the development activity of the marine sports. Second, the barrier's factors of facility and weather were statistically causal relationship with the developmental activity of the marine sports. The other barrier's factors of safety accident, program, and participation expense were not statistically causal relationship with the developmental activity of the marine sports.

The effect of creativity, absorptive capacity and strategic orientation on the distribution strategy of foreign market entry : Focused on Game Industry (해외시장 진입전략에서 창의성과 흡수역량, 전략적 지향성이 미치는 효과에 대한 연구: 게임산업을 중심으로)

  • Park, Young-Eun
    • Review of Culture and Economy
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    • v.17 no.2
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    • pp.29-62
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    • 2014
  • Game industry, one of cultural-content industry which is considered as a typical knowledge-based industry and creative industry, is not like the overseas expansion of traditional manufacture, and has different strategy and performance of export expansion through product or project-based strategy. Therefore, it should be approached by each content unit, and necessary to look at the factors that make their decision makings of foreign market entry vary. This study focuses on discovering creativity, absorptive capacity and strategic orientation(market orientation and innovation orientation) which affect the difference of distribution's decision making of entry into foreign market in game industry This paper examined 252 cases of online games in order to investigate creativity, absorptive capacity and strategic orientations for each foreign market and what entry type(among licensing, joint distribution, exclusive distribution) they chose according to the products developed in team level. This helps us analyze the factors affecting market orientation and innovation orientation in the perspectives of creativity and absorptive capacity in comprehensive way, and notice the phenomena which use different foreign distribution strategy though there are company incorporated abroad and their results. This study supplements the limit of the existing Resource-Based View, Resource-Dependent View, and traditional international business theories such as Transaction Cost Theory or OLI Paradigm(Eclectic Framework), and proves how company could reduce asymmetry of uncertainty and information in creative industry and whether they accomplish successful overseas expansion according to strategic orientations.

Development and Demonstration of Creative and Convergence Textbooks Using Creative Storytelling Techniques (창의 스토리텔링 기법을 활용한 창의 융복합 교원 연수 교재의 개발과 실증)

  • Choi, Eunsun;Park, Namje
    • Journal of the Korea Convergence Society
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    • v.12 no.7
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    • pp.143-151
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    • 2021
  • Several researchers in the early days have studied the concept of creativity and its definition, but with the emergence of an unprecedented infectious disease, creativity attracts more attention in the academic world these days. It is because the ability to respond to change and create something that did not exist before has become an essential competency for survival. Therefore, we proposes a creativity textbook that can be used for teacher training based on a creative education practical strategy model for the purpose of enhancing the creativity of teachers in the field through analysis of various prior studies on creative education. And also, we developed the textbook to teach the principles of information security using creative storytelling techniques. In the teacher training using the textbook, the survey was conducted with 40 questions consisting of originality, fluency, elaboration, synthesis and organization factors in order to confirm the change in the teacher's creativity, and all factors were significantly improved. The textbooks developed in this study are meaningful in that it has increased the utilization of teachers' field education. We hope that this thesis will provide implications for the development of creative fusion textbooks, and related research will be actively conducted in the future.

The Relationship Between Entrepreneurial Competency and Entrepreneurial Intention of SME Workers: Focusing on the Mediating Effect of Start-Up Efficacy and Start-Up Mentor (중소기업 종사자의 창업역량과 창업의도 간의 영향 관계: 창업효능감과 창업멘토링의 매개효과 중심으로)

  • Oun Ju Lee
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.6
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    • pp.201-214
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    • 2023
  • This study attempted to analyze the impact of individual entrepreneurial capabilities on entrepreneurial intention targeting small and medium-sized business employees, and sought to confirm the mediating effect of entrepreneurial efficacy and entrepreneurial mentoring between entrepreneurial capabilities and entrepreneurial intention. The sub-variables of entrepreneurship competency were analyzed separately into creativity, problem solving, communication, and marketing. 368 questionnaires collected from employees at small and medium-sized manufacturing companies located across the country were used for empirical analysis. A parallel dual mediation model with no causal relationship between parameters was used for empirical analysis using SPSS v26.0 and PROCESS macro v4.2. As a result of the analysis, first, among the start-up competencies, creativity, communication, and marketing were confirmed to have a significant positive (+) effect on start-up efficacy. Second, among the start-up competencies, creativity, communication, and marketing were tested to have a significant positive influence on start-up mentoring. Third, both startup efficacy and startup mentoring were found to have a significant positive influence on startup intention. Fourth, among start-up capabilities, creativity and marketing were confirmed to have a significant positive (+) effect on start-up intention. Fifth, startup efficacy and startup mentoring were found to have a mediating effect on startup intention except for problem solving among startup competencies. As a result, it was confirmed that in order to strengthen the intention to start a business among small and medium-sized business employees, start-up efficacy and start-up mentoring are important factors, and that marketing and creativity have an important influence among individual start-up capabilities, so education and prior preparation for these are necessary. As follow-up research, it will be necessary to apply multivariate models, analyze time series data, research considering external environmental factors, and test the difference between start-up capabilities and performance considering detailed population characteristics.

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Relationship between User's-Oriented Emotional Design and Elements of Creativity (소비자 지향적 감성디자인과 창의성 속성과의 관계)

  • Jin, Yuan;Kwon, Jong-Dae;Hong, Jung-Pyo;Kim, Tai-Ho
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.481-488
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    • 2008
  • This study examined the relationship of what kind of creative thinking has related factors for emotion design products in order to let consumers focusing on the successful cases of emotion products. For the design creativity attribute used in this experiment, the design evaluation creativity tools revealed by Kim Eun-Ju's 2007 design creativity evaluation tool development were used mostly and of the 12 most common emotion products and general product, 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 of all emotional products, vision creation, favorableness, convenience, practicality and being purchasable were relevant, while for MP3, uniqueness, favorableness and convenience were relevant. Accordingly, the common features of design creativeness items for emotional products were identified. When summing up the contents of the two experiments above, for emotional designs, the interest level of uniqueness for the design creativity evaluation items and the functional items for practicality had a high level of relativity. Therefore, there is a need to examine the common features between the design creativity items for general products other than MP3s in the future.

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An Analysis of Creativity-Personality Activiies in High School Science Textbooks according to 2009 Revised Science Curriculum (2009 개정 고등학교 과학 교과서에 제시된 창의·인성 활동 분석)

  • Han, Hwa-Jung;Shim, Kew-Cheol
    • Journal of Science Education
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    • v.38 no.3
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    • pp.599-611
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    • 2014
  • The purpose of this research is to analyze creativity-personality activities given in the high school science textbooks, which developed according to 2009 Revised Science Curriculum, and to examine how goals of new science curriculum were reflected in sceince the textbooks. An analysis shows that the proportion of inquiry is the best high among the types of creativity-personality activities. Also it is organized for a various activities such as reading, writing and debate. As a result of analyzing creativity-personality activities regarding creative thinking and personality element, a variety of creative thinking and personality element was not composed. The creative thinking is primarily divergent thinking, convergent thinking and associative thinking appears in order. In addition, the caring of personality elements is the most, and then honesty, cooperation and responsibility appears in order. Thus, it is necessary to structure a variety of activities for edification of creativity-personality in high school science textbooks. As an analysis of creativity-personality activities regarding elements of the decision-making, the review process do not appear at all, and there are few decision points generally. Therefore, a rational decision making for the sake of edification should be provided with specific decision-making factors.

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Application and Development of Convergence Program for Congruence and Symmetry Teaching (합동과 대칭의 지도를 위한 융합 프로그램 개발 및 적용)

  • Lee, Ji Hae;Sihn, Hang Gyun
    • Journal of Elementary Mathematics Education in Korea
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    • v.22 no.3
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    • pp.267-282
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    • 2018
  • The purpose of this study is to develop and apply a Convergence program for teaching of congruence and symmetry and to investigate the effects of the mathematical creativity and convergence talent. For these purposes, research questions were set up as follows: 1. How is a Convergence program for teaching of congruence and symmetry developed? 2. How does a Convergence program affect the mathematics creativity and convergence talent of fifth grade student in elementary school? The subjects in this study were 16 students in fifth-grade class in elementary school located in Songpa-gu, Seoul. A Convergence program was developed using the integrated unit design process chose the concept of congruence and symmetryas its topic. The developed program consisted of a total 12 class activities plan, lesson plans for 5 activities. Mathematics creativity test, a test on affective domain related with convergence talent measurement were carried out before and after the application of the developed program so as to analyze the its effects. In addition, students' satisfaction for the developed program was investigated by a questionnaire. The results of this study were as follows: First, A convergence program should be developed using the integrated unit design process to avoid focusing on the content of any one subject area. The program for teaching of congruence and symmetry should be considered students' learning style and their preferences for media. Second, the convergence program improved the students' mathematical creativity and convergence talent. Among the sub-factors of mathematical creativity, originality was especially improved by this program. Students thought that the program is good for their creativity. Plus, this program use two subject class, Math and Art, so student do not think about one subject but focus on topic 'congruence and symmetry'. It help students to develop their convergence talent.

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The Effects of Early Childhood Teachers' Empowerment on Play Support Competency: Mediating Effects of Teaching Creativity (유아교사의 임파워먼트가 놀이지원역량에 미치는 영향: 교수창의성의 매개효과)

  • Min Kyoung Lee;Sang Lim Kim
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.53-60
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    • 2024
  • The purpose of the study was to examine the effects of early childhood teachers' empowerment on play support competency, mediated by teaching creativity. The subjects of this study were 173 early childhood teachers working in kindergartens and childcare centers in the metropolitan area, and the main variables were measured through questionnaires. To investigate the research questions, correlation analysis using Pearson's correlation coefficient, regression analysis, and mediation effect verification were conducted using SPSS 28.0 and PROCESS macro 4.2 programs. The results are as follows. First, higher levels of early childhood teachers' empowerment and teaching creativity were associated with higher level of play support competency. Second, it was revealed that early childhood teachers' empowerment influences play support competency through the mediation of teaching creativity. This suggests that when early childhood teachers perceive their level of empowerment to be high, it positively impacts their level of teaching creativity, thereby enhancing their play support competency. Based on the results, we suggest that empowerment and instructional creativity are crucial factors in strengthening early childhood teachers' play support competency, which is essential for implementing a play-based early childhood curriculum.

Analyzing Creativity of Early Childhood Preservice Teacher based on Gender Roles Identity (예비유아교사의 성역할 정체감에 따른 창의성의 차이)

  • Youn, Jeong-Jin;Seo, Hyun-Ah
    • The Korean Journal of Community Living Science
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    • v.21 no.2
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    • pp.191-200
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    • 2010
  • The purpose of this study was to research the differences between gender roles and creativity. This study was done based on 178 pre-service teachers who were from the Department of Early Childhood Education in Universities around the Busan area. The researchers have collected statistical data by questioning pre-service teachers about creative thinking tests, creative personality tests, and gender role identification awareness tests. The data was interpreted by the Paerson's Simple Product-moment Correlation Coefficient method, the one-way ANOVA method, and the $Sch\acute{e}ffe$ Post-hoc comparison method. According to this study, the group perceived of high androgyny type group showed the highest level in important factors of creative thinking, such as fluency, elaborateness, ness, and openness. This result meant that the more a pre-service teacher was aware of the identity of gender roles, the more she or he thought creatively. Additionally, the acceptance of authority, an element of the creative personality factor, showed the highest level in a high feminity type group. On the other hand, self confidence, inquisitiveness, and disciplined imagination showed the highest level in a group which perceived the identity of androgyny type roles.

The Influence of Dominant Design Factors on Intention to Use Smartphone Continuously (지배적 디자인 속성이 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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    • 2018.05a
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    • pp.111-113
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    • 2018
  • 우리나라 스마트폰 이용자는 경제활동 대부분이 사용하고 있으며 초기 형성단계를 지나 포화상태에 도달한 것으로 전문가들은 내다보고 있다. 본 연구는 지배적 디자인 속성이 스마트폰 사용자의 지속사용의도에 미치는 영향을 알아보고자 하였다. 예측변수로는 확장 기술수용모델에서 제시된 인지된 유용성, 인지된 사용 용이성을 선택하였고 지배적 디자인 속성, 인지된 가치를 매개 조절변수, 종속변수는 지속사용의도를 선택하여 개념모델을 완성하였다. 연구대상은 중국 시안과학기술대학교 대학생 및 대학원생을 대상으로 160명이며 설문을 통해 기초 데이터를 수집하였다. 인구통계학적인 분석은 IBM SPSS Statistics 19로 하였고 AMOS (analysis of moment structures)를 사용하여 확인적 요인분석과 변수 간의 인과관계에 대한 경로분석을 실시하였다. 분석결과를 바탕으로 실무적 및 학문적 시사점을 논의하고자 한다.

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