• Title/Summary/Keyword: creativity personality

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Actor Gang Ho Song's Realistic Character and Acting ; Based on the film (2017) (배우 송강호의 사실적인 캐릭터와 연기 ; 영화 <택시운전사>(2017)를 중심으로)

Development and Students' Perceptions after Application of a Subject Substitute STEAM Program - Focusing on Energy Unit in 6th Grade Curriculum - (교과대체형 STEAM(융합인재교육) 프로그램 개발 및 적용 후 학생들의 인식 분석 - 6학년 에너지 관련 단원을 중심으로 -)

  • Lim, Sung-Man;Chae, Dong-Hyun;Kim, Eun-Jeong;Hyun, Dong-Geul;Kim, O-Beom;Han, Je-Jun
    • Journal of the Korean Society of Earth Science Education
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    • v.7 no.1
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    • pp.119-132
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    • 2014
  • In recent years, Korea encourages teachers to do STEAM education(Science, Technology, Engineering, Arts & Mathematics), which includes Arts to STEM education to train creative science technology talent. Related to this, we developed a subject substitute STEAM program for the 6th grade students in elementary school and applied it in a field. The STEAM program which substitutes contents in curriculum related to Energy unit was developed and it was taught to twenty four sixth grade students during regular classes. During the classes, all activities of students were observed and they were written in recording notes during the observation. After all STEAM program ended, how students recognize the subject substitute STEAM program compared to general class, understand learning contents and think about the program before and after the STEAM classes were analyzed through questionnaire and interviews. The results were as follows. First, some students had difficulty in reconciling different ideas in group, creative thinking and crafts but most students liked the STEAM classes because many activities are fun and it is easy to understand. Second, learners regarded practical use of knowledge, learning different subjects together and interests as the reasons they can understand learning contents easily during STEAM program. Third, learners recognized STEAM classes are good to understand knowledge, think creative ideas and improve social skills after the STEAM classes while they showed anticipation, worry and fear before taking the classes. It is found that a subjective substitute STEAM program is helpful to increase learners' interests in learning, understand learning contents, increase creativity and have a good personality through a qualitative research.

Response to the Metaphorical Expression Method That is Shown in the The Image of Picture Book (그림책화면에서 나타나는 은유적 표현방식에 대한 어린이의 인지반응연구)

  • Yoo, Dong-Kwan
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.198-207
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    • 2010
  • Formation of optical meaning shown in the picture book screen is the original expression method in that it makes you understand properties or characteristics of subjects more easily and faster adding another images to them, exaggerating or reducing them as well as shows the phenomenon that you try to deliver. In this study, I first prepared the framework of classification on metaphorical expression methods of the picture books' illustration through theoretical study on the optical metaphorical characteristics and expression forms to analyze how the metaphorical expression methods shown in the picture books for children works optically and psychologically to them. Also, I divided the expression form into 2 types to derive optical psychological perceptional response of children through the empirical survey and analyzed linguistic psychological response of children by type utilizing it as the survey materials of in-depth interviews. Finally, I think that the result of this study will help screen production based on personality and creativity of illustrators and, in addition, it will be utilized in studies and tests of the effective expression methods for students who learn illustration.

A Propensity of the Players' Preferences of the On-Line Game under Their Thinking Modes of The Cerebral Hemispheric Model (대뇌반구모형의 사고유형별 온라인 게임 선호요소에 관한 연구)

  • Kim, Dea-Yong;Chung, Seung-Ho;Choi, Eun-Suk
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.140-150
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    • 2009
  • Difference of individual character is defined Cerebral Hemispheric Model(CHM) to develop individual intellectual abilities in this paper. Component of preferred online-game is surveyed in accordance with individual character, and investigated for possible applications. An individual is classified with 2 modes of CHM that take charge of intellectual abilities; abilities is character, taste, personality decision-making and behavior patterns; that is closely related to creativity. Difference of game component could be investigated with correlation table of cerebral preference patterns (CPP) that was drawn up with survey. Individual brain preferences (IBP) became clear through preference of individual in the investigation, and suggested concept guide-line to develop other brain preferences. Thus, this study is able to realize from education game to a great variety of contents that base on the development of thinking-faculties as optimization of user preference, can be the basic data of self-development, to improve intellectual faculties as development of individual thinking preference.

Development and Application of Educational Contents for Software Education based on the Integrative Production for Increasing the IT Competence of Elementary Students (초등학생의 미래 IT역량 강화를 위한 융합적 산출물 기반 소프트웨어 교육용 콘텐츠 개발 및 적용)

  • Seo, Jeonghyun;Kim, Yungsik
    • Journal of The Korean Association of Information Education
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    • v.20 no.4
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    • pp.357-366
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    • 2016
  • The ability of computational thinking is a key competence that person of talent in the future should keep. Computational thinking is a serial process in which a problem is defined in context of computing, stages of abstraction are processed in order to find the efficient solution, the most appropriate process and resources for a solution are selected and combined through algorithms which use various concepts, principles and methods for automatic implementation of abstract concepts. It needs appropriate learning content in stage of elementary school. This study has verified the effect it made on improvement of learner's creative personality by developing and applying the educational content for software education based on the integrative production. The result of study confirmed that learning through the educational content for software education based on the integrative production affects improvement on learner's creativity positively and suggested a method of applying it to computing education in elementary school.

A study of the influences of Malevich's "Victory Over the Sun" on contemporary fashion design - Focused on Martin Margiela - (말레비치의 "Victory Over the Sun"이 현대 패션디자인에 미친 영향 - Martin Margiela를 중심으로 -)

  • Park, Yoon Jeong
    • The Research Journal of the Costume Culture
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    • v.24 no.6
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    • pp.839-853
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    • 2016
  • This study proposes that Malevich's 1913 performance "Victory Over the Sun" was not just Cubo Futurism, but that it produced Suprematism in the early 20th century. "Victory Over the Sun" did away with traditional set and costume design and a call to the Russian avant garde. Therefore, this study analyzes the characteristics of set and the costume design in "Victory Over the Sun", and considers how it impacted twenty-first century fashion designers like Margiela. The results of the study are as follows: first, Margiela reinterpreted the characteristics of the costumes featured on "Victory Over the Sun" from a cubist perspective and represented geometric spatial structures and mechanical human images through changes in methods and materials. second, he designed costumes by applying to the set and costumes expressed black & white images on "Victory Over the Sun". and third, Margiela reinterpreted the warrior image using geometric forms and colors in a creative way. Contemporary fashion designers, including Margiela, express their artistic creativity through various representational and materials choices. They want to convey their subjective personality and emotional sensibility to the public by mixing and deforming existing arts like painting, sculpture, and crafts to create new images. Thus, the creative intentions of the latest fashion designers have expanded art of costume design, exemplifying the process by which art is evolves and is made new.

Analysis on Ego State Types of Public Librarians by Ego-gram in Korea (이고그램을 이용한 공공도서관 사서의 자아 상태 유형 분석)

  • Song, Gi-Ho
    • Journal of Korean Library and Information Science Society
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    • v.46 no.2
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    • pp.29-48
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    • 2015
  • The aim of this study is to analyze the functional ego state of public librarians who should take a role of an information intermediary for children and young adults through the ego-gram which is suggested in transactional analysis theory and review their limit and feasibility as instructors. As a result of analysis, the whole ego state type of public librarians is founded to be N-type(Nightingale type) like NP-AC-A-CP-FC. The characteristics of this type can be interpreted as 'to show the tendency of self-denial in spite of their dedication.' So, the public librarians have to do their best to develop A(Adult), CP(Critical Parent) and FC(Free Child) ego state to take the requirements and behaviors of children and young adults in nurturing attitudes and enhance their autonomy and creativity through active mutual interaction. Improving A and FC is also very helpful to decrease their stress and raise their job satisfaction.

A Photomontage Expression and an Effect in Fashion Illustration (패션일러스트레이션에서의 포토몽타주 표현방법과 효과)

  • Kwon Ji-Young;Yoo Young-Sun
    • Journal of the Korean Society of Costume
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    • v.54 no.8
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    • pp.49-58
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    • 2004
  • The purpose of this study is to develop a photomontage expression in order to express a characteristic personality and creativity of artists of effectively in fashion illustration. The results of this study were as follows : 1) Because of a fashion and a human body were the major subjects in fashion illustration, human body transformation and composition between a human body and heterogeneous objects by photomontage appeared with a lot of works. 2) Photomontage appeared with a parody in a truth recurrence differ from a visual art, a parody seemed to be a humor with recurrence image of the original and it appeared with the general public image and it is effective in message delivery. 3) It was a stopped screen. but photomontage was expressed through overlapping and reiteration was characteristic, and it appeared with movement. a direction, a speed and rhythm effectively. 4) One screen of general chapter was only to express limited meaning, but after screen of a lot of chapter, it was able to express that was borrowed and reconstructive with a lot of contents or different contents are more than before. 5) It is changed, and composited images have a multiple point of time, and it extend a space-time limit, visual limit and an expression enabled a multidimensional space-time. Moreover, photomontage neglects unique sincerity and fact of a photo by development and utilization of computer graphic. and it can get a screen effect to spread in the virtual world as abstraction and hyper-reality. Therefore, if various photomontage expression apply to fashion illustration works, it can overcome a limit of a visual expression. and it is able to become an important way for expanding a filed of expression and enhancement of a practical function gradually in fashion illustration

Applications for Self-Regulating Learning Strategy to Quantitative Relationships in Chemical Reaction (탐구실험 수업에 자기조절학습 전략을 적용: 학업성취도 및 과학적 태도에 대한 효과)

  • Kim, Yeon Chul;Park, Jong Keun
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.487-495
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    • 2021
  • Using self-regulation learning strategies that can cultivate the creative and critical thinking required in the era of the Fourth Industrial Revolution, it was applied to the exploration experimental class of the section 'quantitative relationship in chemical reactions' in high school chemistry and the effects on academic performance and scientific attitudes were analyzed. In case of academic achievement, although there was no meaningful difference between the two groups in the pre-test, the average value of the experimental group was significantly higher in the post-test. In the case of scientific attitudes, the difference in average points between the two groups was the greatest in readiness and curiosity. In the post-test of the experimental group, academic achievement showed the highest correlation with meta-cognition and scientific attitude with behavioral regulation, respectively. Considering the effectiveness of metacognition and scientific attitudes, self-regulation learning strategies are the most suitable teaching-learning forms for creativity and personality education in this era.

The Effects of Forest Experience Activities on Promoting Children's Community Spirit (숲 체험 활동이 유아의 공동체 의식함양에 미치는 효과)

  • Kang, Young-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.12
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    • pp.494-501
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    • 2020
  • This study is aimed at exploring the effects of forest experience activities on promoting children's community spirit. To achieve this, a pre-post survey was empirically carried out with 40 children at Kindergarten A in the city of Chungnam. The comprehensive findings showed a significant difference between the experimental group, which had forest experience activities, and the control group, which had outdoor activities based on the existing Nuri curriculum. Based on a pre-test for intimacy, emotion, mutual public awareness, and participation consciousness as sub-factors of community spirit, which adopted all the research hypotheses, the results suggest that the forest kindergarten will become an educational place for children. Consequently, personality education using nature in forest kindergartens can become an excellent goal, helping to boost the development of children's sensitivity and emotional stability through awakening the five senses; building up self-awareness, self-reliance, and trust; learning consideration and respect for others; and developing positive attitudes, sociality, potential, imagination, and creativity through forest activities with their peers.