• Title/Summary/Keyword: creativity personality

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Instructional Design Model Development for Continuous Creativity-Personality Education (지속적인 창의·인성 교육을 위한 수업설계모형 구안)

  • Kim, Hoon-hee
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.193-194
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    • 2013
  • 본 연구는 지속적인 창의 인성교육을 위한 수업설계모형을 구안하기 위하여 NFTM-TRIZ를 활용하는데 그 목적을 두었다. NFTM-TRIZ는 TRIZ에 기반하여 유아에서 성인에 이르기까지 '지속적인 창의성 교육'을 할 수 있도록 개발된 교육프로그램이다. TRIZ는 주어진 문제의 모순을 찾아내고 이를 극복함으로써 혁신적인 해결안을 얻도록 하는 창의적 문제해결방법론으로 알려져 있다. 본 연구의 과정은 G 대학교의 교직과목으로 개설된 "교육과정 및 교육평가"를 수강한 3, 4학년 남, 여 학생들을 대상으로 매주 10분씩 창의성 수업을 하고 이에 대한 산출물로 창의적 수업안을 만들고 창의성 수업에 대한 후기를 작성토록 하여 연구결과를 모색했다.

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Factors associated with the person-centered care competence of nursing students (간호대학생의 인간중심간호 역량에 미치는 영향요인)

  • Park, Ju Young;Woo, Chung Hee
    • The Journal of Korean Academic Society of Nursing Education
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    • v.28 no.1
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    • pp.48-56
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    • 2022
  • Purpose: The main purpose of this study was to identify factors influencing person-centered care competence in nursing students. Methods: The study was conducted in two universities located in the D and J cities of South Korea. Participants were 130 senior nursing students who had experienced clinical practice for at least 3 months. Data were collected from September 7-10, 2019, using a structured questionnaire and analyzed using a hierarchical multiple regression with SPSS/WIN 23.0. Results: The Factor influencing person-centered care competence was compassion competence (β=.49, p<.001) and the explanatory power of this variable was 30% (F=10.98, p<.001). Conclusion: According to the results of this study, nursing faculties need to develop programs and learning content to enhance learners' compassion competence for promotion of person-centered care competence.

A Re-analysis of the Effects of Individual Personality and Idea Stimulation on Idea Generation Performance (외향성·내향성 성격 차이가 그룹 아이디어 생산에 미치는 영향에 관한 연구의 재해석)

  • Jung, Joung-Ho
    • The Journal of Information Systems
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    • v.24 no.3
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    • pp.133-154
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    • 2015
  • Purpose This study re-analyzes Jung 2012's data using the time interval based analysis to examine if the process of idea generation is in good currency throughout the ideation sessions. In this way, the relationship between extraversion-introversion personality trait and ideation performance in the context of computer-mediated idea generation can be better understood. Design/methodology/approach A $2{\times}4$ factorial design was used, crossing personality differences (extraversion and introversion) with the degree of stimuli (0, 20, 40, and 80 high-quality ideas). Participants were randomly assigned to one of eight treatment conditions. The group simulator is used to measure individual level performance. The number of unique ideas generated by individuals and the exact time stamp when each idea was submitted were analyzed to compare performances. Findings The results show that introverts' performances significantly drops after about the middle stage of the ideation session, whereas extraverts do not seem to feel time constraints throughout the ideation session, resulting in superior divergent thinking, which is a major key to understand creative productivity in the problem-solving process. Since extraverts tend to yield a larger pool of ideas, another interpretation is that group composition with extraverts compared with introverts may create a logically larger group, which is important to improve the performance of idea generation group.

Application of Art Therapy with Usage of Distance Education in the Process of Specialists Professional Training

  • Klepar, Maria;Khomyak, Hryhoriy;Kurkina, Snizhana;Ishchenko, Liudmyla;Bai, Ihor;Lashkul, Valerii;Bida, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.251-257
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    • 2022
  • Nowadays, the issues of comprehensive formation of a person capable of self-education, self-development and creative self-realization in the conditions of distance education are relevant. There is a need to solve this problem, which is due to social, cultural, and pedagogical factors. This makes it necessary to find effective means of personality formation. In this matter, great importance is attached to the modern method of forming a creative personality - art therapy. Various approaches to the definition of art therapy have been clarified. They consider various forms of art therapy when working with children, adolescents and adults in the context of distance education. The most relevant are the two main forms of work - individual and group art therapy. Art therapy develops the individual's creativity. Therefore, during art therapy, attention is focused on the inner world, experiences, and feelings. Therefore, we believe that in the context of distance education, art therapy has everything for the powerful potential of personality formation. Scientists consider this therapy as therapy by means of art, which is based on experiences, conflicts that can be expressed in the visual arts and music. Art therapy helps to get rid of conflicts and experiences. This happens in the context of distance education through the development of attention to feelings, strengthening one's own personal value and increasing artistic competence. The article describes the signs that characterize art therapy. Art-therapeutic technologies in the context of distance education, which are now actively used by psychologists, teachers and art therapists themselves, are highlighted. The advantages of distance learning are considered. The characteristic features of distance learning and features of the use of art therapy by means of distance education in the process of professional training of specialists are determined.

The Effects of Leader's Attitude and Job Characteristics on Subordinate's Creative Performance (상사의 태도와 직무 특성이 창의적 성과를 일으키는 과정에 관한 연구)

  • Ryu, Jeong-Ran
    • Management & Information Systems Review
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    • v.33 no.3
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    • pp.129-154
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    • 2014
  • We are making products and services that we didn't easily think or even imagine when young and living using them. Consumer needs become more diversified, markets and technologies are being constantly changed, and corporate global competitiveness is getting intensified. Now, companies that don't change nor create new values cannot survive. The cycle of new products is faster, and therefore corporations should improve previous products continuously or create new values according to such a trend. This era requires 'creativity' for companies to overcome uncertainty and survive. Corporate creativity is not easily activated as financial and physical compensation unlike the work ability or performance. When there is an environment that people with various abilities, experiences and backgrounds can express their opinions freely, it becomes possible. Despite the importance, the studies have focused on creativity education so far instead of the viewpoint of corporate business administration. In addition, most studies have dealt with job characteristics and employees' personality factors rather than the process that is connected to actual performance. In other words, the studies on environmental factors that can lead motivation as situational characteristics of the employee's company in a current non-monetary and non-physical way are very insufficient. Therefore, this study aims to comprehensively examine the process of creating creative performance in the environment inside the company that the employee could approach most closely from the corporate deinstitutional perspective. As the major variables, job characteristics and supervisor's ethical leadership were selected, and the process that is connected to the creative performance was explained by means of motivation necessary to understand creativity of the organization and creative process engagement(CPE). The summary of the verification results is following. First, job characteristics and supervisor's attitude(ethical leadership) had positive effects on intrinsic motivation and creativity process engagement. Second, intrinsic motivation and creativity process engagement had positive effects on creative performance. Third, intrinsic motivation and creativity process engagement had mediated the relationship between job characteristics, supervisor's attitude and intrinsic motivation, creativity process engagement

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A Study on the Effects of Reading Education Using Book-Coding (북코딩의 독서교육 효과에 관한 연구)

  • Ji, Hyoun-Ah;Cho, Miah
    • Journal of Korean Library and Information Science Society
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    • v.52 no.2
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    • pp.145-166
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    • 2021
  • The study was aimed at verifying the effectiveness of Book-Coding reading education as a reader activity of older elementary school children at a time when high-dimensional thinking abilities were formed. To this end, 30 fifth-grade children of N Elementary School in N-si, Gyeonggi-do, comprised of 15 students from a reading education program using Book-Coding, and 15 students from a reading comprehension program, and applied the reading education program over a total of 12 sessions. The main results of the study are summarized as follows. First, when the effects of the convergence reading education program using Book-Coding on the logical thinking ability of the students in the upper grades in the elementary school were analyzed, all the six sub-factors of logical thinking ability, that is, conservation logic, proportional logic, variable controlling logic, probabilistic logic, correlational inference logic, and combinational logic, were proved to have statistically more meaningful difference than the group writing a book report. Second, the analysis result of the influence of the convergence reading education program using Book-Coding on the creativity of the students in the upper grades of the elementary school showed that all the 13 elements of curiosity, persistence, effectiveness, independence, adventurousness, openness, knowledge, imagination, originality, sensitivity, fluency, flexibility, and accuracy were statistically meaningfully different compared to the book report group. Third, when it was analyzed how the convergence reading education program using Book-Coding affected the creative personality of the elementary school students, all the six factors of curiosity, task commitment, independence, awareness of risk, and openness of thinking, and aesthetics were found out to have a statistically more meaningful difference than the group that wrote a book report.

Accessing motivations of DIY(Do-It-Yourself) clothes through online community (온라인 커뮤니티에 나타난 의복 DIY(Do-It-Yourself)의 동기)

  • Kim, Ji-Yeon;Lee, Kyu-Hye
    • Journal of the Korean Society of Costume
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    • v.64 no.4
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    • pp.176-187
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    • 2014
  • Although DIY(Do-It-Yourself) clothes are not popular in Korea, they continually reflect emerging DIY trends. Previous studies have approached the technical aspect of DIY clothes or have considered them only as an aspect of consumption tendencies. The purpose of this study is to look into online communities to investigate distinctive elements, which form the DIY clothing culture. Participant observation of texts and pictures from the online community's postings about DIY was conducted and used for the analysis. Research results showed that personal and social factors motivated DIY clothes. Personal motivations are comprised of factors such as practical creativity and personal enjoyment. Practical creativity occurred when someone wished to express aesthetics and personality in DIY clothes; personal enjoyment refers to the pleasure and utility that one feels when one makes DIY clothes. The social motivations were comprised of factors such as a desire to show off and to expand social exchanges. The desire to show off involved wearing DIY clothes and then finding satisfaction from reactions of people who notice it. The "expansion of exchanges" was not only about sharing information about DIY clothes in an online community but also about distributing or giving real goods (materials or tools for DIY clothes and finished goods) as gifts. Furthermore, some "DIYers" made DIY clothes sustainable by pursuing economic feasibility as an additional motivational factor. When they had expertise and commercial traits, they established businesses in the form of independent creative firms, transforming themselves from productive consumers to producers.

Educaction program development applying capstone design for convergence talent development in the fashion field (패션분야 융합인재 육성을 위한 캡스톤 디자인 교육프로그램 학습 모형 개발 - NCS 패션분야 중심으로 -)

  • Kim, Shin Woo;Kim, Young In
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.4
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    • pp.195-211
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    • 2019
  • In this paper, Capstone Design Education Program Learning Model was developed and recommended in order to foster convergent talents armed with practical competences and real cooperative capabilities. In this era of convergence and creativity, the fashion world needs human resources with cooperative skills and true professional abilities. A case analysis, an in-depth interview, and 1,2 test method were used for data acquisition and analysis. The summary of this study is described below. First, this program needs to complement the NCS fashion design learning module. Second, material changes to creativity and practical competencies - knowledge, skills, and attitudes - of the students are assessed after applying Capstone Design to the NCS fashion design learning model. Third, the process of converging fashion curriculum with IT and electronic technology, developing a fashion design learning program, and applying the Capstone Design was tested to prove the effectiveness of convergent fashion design education. Among the changes observed between the trial and control groups, it was confirmed that sub-factors of creative personality, i.e. self-assurance and openness, were increased along with knowledge, core competences including communication capability, and self-directed learning capability. The greatest improvement on the technological side was observed in IT literacy while ability to respond to changes was also increased. Besides, effects were demonstrated in behavioral factors such as initiative, spirit of challenge, experience, and openness. Lastly, the Capstone Design Education Program Learning Model was proposed in order to foster convergent talents in the fashion world.

A Study of High School Teachers' Perceptions on the Admissions Officer Interview System for College Admission: Focusing on the interview screening (대학입학사정관제에 대한 고등학교 교사의 인식에 대한 연구: 면접전형을 중심으로)

  • Han, Woo-Sok;Kang, Kyung-Hee;Kim, Jin-Kyung;Lee, Hye-Kyung
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.391-398
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    • 2012
  • This study is to investigate the perceptions of high school teachers on the evaluation criteria of the college admission officer interview system and to suggest approaches to improve the interview system. The survey results of teachers' perceptions are the following. First, for 'potential' criteria, teachers consider challenging spirit and students' initiatives are important evaluation criteria. For 'personality' criteria, they contemplate that responsibility, community spirit and flexibility to resolve conflicts are important values. Further, views of life and creativity also need to be seriously considered in the screening process. Second, their satisfaction with the college admission officer system was relatively high (9.34 points). Last, in order to improve the interview screening system, teachers assert that the process to secure fairness is required. Based on the results, suggestions were made for ensuring expertise of college admission officer and improving the alternative policy of the admission officer interview system.

Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.