• 제목/요약/키워드: creativity test

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′유아용 창의적 행동특성 검사′의 개발을 위한 기초 연구 (A Preliminary Study of Developing the Rating Scale for Creative Characteristics of Preschoolers)

  • 이영;김수연;신혜원
    • 대한가정학회지
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    • 제40권6호
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    • pp.85-97
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    • 2002
  • The purpose of this study were to develop a rating scale for screening preschoolers' creative characteristics and to examine the validity and reliability of this scale. The subjects were 85 4-5 year olds, their mothers, and teachers in Seoul. The preliminary scale of the Rating Scale for Creative Characteristics of Preschoolers(RSCCP)'was developed as a 47-item 5-point rating scale and consisted of 5 factors. 5 factors. 5 factors were 'uniqueness=-curiosity', 'openness-humor', 'sensitivity-many interest', 'imagination-playfulness', and 'independence-perseverance'. The inter-correlations among the 5 factors ranged from .31-.71. For the criterion validity, Wallach & Kogan's Creativity Test(Foster, 1971) and children's drawing were used, and for the convergence validity, the scores rated by mothers and the scores rated by leachers were compared. Test-retest reliability was .69 and Cronbach's ${\alpha}$ ranged from .76-.90. There found no significant correlations between the RSCCP scale and the 2 criterion tests, and the paired t-test for the total scores of the scale rated by the mothers and the teachers showed no differences.

창의 과정과 산물의 구조적 관계에 따른 초등학생의 과학 창의성 유형 탐색 (Exploring the Types of Elementary Students' Scientific Creativity According to the Structural Relationship between Creative Process and Product)

  • 김민주;임채성
    • 한국과학교육학회지
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    • 제42권1호
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    • pp.33-49
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    • 2022
  • 본 연구는 창의 과정과 산물의 구조적 관계를 분석한 정량적 자료와 정성적 자료를 활용하여 초등학생의 과학 창의성 유형을 탐색하였다. 이를 위해 초등학교 5학년 105명의 학생이 창의 과정과 산물을 나타내는 과학 창의성 검사 도구에 응답한 내용과 그중 과학 창의성이 가장 높았던 4명을 대상으로 주로 어떤 과정으로 창의 산물을 냈는지 면담하여 자료를 수집하였다. 검사 결과에 대해 상관관계 및 구조방정식 분석을 하였고 면담 자료와 함께 유형화의 참고자료로 사용하였다. 연구 결과는 다음과 같다. 첫째, 창의 과정과 산물의 구조방정식 모형은 절대적합지수와 증분적합지수 측면에서 적합도가 검증되었다. 둘째, 지식, 탐구기능 중 관찰, 창의적 사고기능의 창의 과정 중 창의적 사고기능만이 창의 산물에 유의한 영향을 미쳤다. 셋째, 창의적 사고기능 중 과학 창의성 산물과의 연관성은 확산적 사고, 수렴적 사고, 연관적 사고 순으로 나타났다. 넷째, 초등학생의 과학 창의성은 산물에 따라 창의형, 유용형, 독창형, 비창의형으로 유형이 나뉜다. 그중 비창의형은 세부적으로 진부형, 반복형, 미응답형, 비타당형, 추상형으로 나뉜다. 다섯째, 초등학생은 창의 과정에서 지식 혹은 관찰 중 하나를 주로 사용하는 양상을 보였는데, 이에 따라 지식 지향형, 관찰 지향형으로 유형화할 수 있다. 또한, 창의적 사고기능을 얼마나 다양하게 사용했는지에 따라 DT형, DT-CT형, DT-CT-AT형 등으로 나눌 수 있다. 이 연구는 교육자와 연구자가 과학 창의성 교육에 실질적으로 고려해야 할 점을 시사하고 있다.

중학교 과학 영재의 과학 창의성 신장을 위한 문제 해결형 탐구 실험에서의 학생 간 대화 분석 (The Analysis of Student-student Verbal Interactions on the Problem-solving Inquiry Which was Developed for Creativity-increment of the Gifted Middle School Students)

  • 김지영;하지희;박국태;강성주
    • 영재교육연구
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    • 제18권1호
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    • pp.1-21
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    • 2008
  • 이 연구에서는 과학 영재의 과학 창의성을 신장시키기 위하여 문제 해결형 탐구 실험을 개발 적용하여 그 효과를 분석하고자 하였다. 이를 위해 먼저, 과학 개념, 과학 탐구 기능, 창의적 사고 영역에서 선정된 요소를 융합하여 문제 해결형 탐구 실험을 개발하였고, 과학 창의성을 측정하기 위해 과학 창의적 문제 해결력 검사(TSCPS)를 개발하였다. 과학 창의성을 신장시키기 위해 개발된 문제 해결형 탐구실험을 대학교 부설 영재 센터에 재학 중인 중학생 과학 영재 21명에게 적용하였다. TSCPS를 사전 사후에 실시하여 결과를 비교하였고, 실험 과정 중에 나타나는 학생 간 대화를 분석하였다. 문제 해결형 탐구 실험의 적용 후 TSCPS 사후 검사결과가 향상되었다. 실험 과정에서 나타난 학생 간 대화를 분석한 결과, 문제 해결을 위해 논리적인 설명과 사고를 많이 요구하는 실험에서는 수렴적 사고에 관한 대화 수가, 문제 해결을 위한 아이디어의 제시가 강조되는 실험에서는 발산적 사고에 관한 대화 수가 많이 나타났다. 이로써 문제 해결형 탐구 실험이 과학 창의성 신장에 긍정적인 영향을 줄 것이라 생각된다. 과학의 영역 특수성을 반영한 창의적 문제 해결형 탐구 실험은 영재 교육을 현장에서 수행하는 데 실질적인 도움이 될 것이라 기대한다.

아동의 창의적 문제해결력과 관련이 있는 인지 및 창의성 요인 : 영재아와 보통아간 비교분석 (Cognitive and Creative Characteristics Related to Creative Problem Solving : A Comparison Between Intellectually Gifted and Average Children)

  • 윤초희
    • 아동학회지
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    • 제26권5호
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    • pp.281-295
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    • 2005
  • The study investigated cognitive and creative characteristics related to creative problem solving of intellectually gifted and average children. Fourth and 6th graders from elementary schools in I and B cities and gifted classes in K and I cities were administered the KEDI group IQ test and categorized into gifted(above IQ 125) and average(IQ 90-109) groups. A total of 371 children were selected through this procedure and were tested on formal operational tasks, general metacognitive knowledge, creativity characteristics scales, and creative problem solving tasks. Gifted children were superior to average children on all cognitive and creativity characteristics. For the gifted, grade and metacognition were significant predictors of creative problem solving in the verbal area, and all cognitive and creativity characteristics were significant predictors in the math area. For the average children, grade and metacognition were significant predictors of creative problem solving in the verbal area, and only grade was a significant predictor in the math area.

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Treffinger의 창의적 문제해결 수업모형을 정보생활수업에 적용하였을 때 아동의 창의성에 미치는 효과 (Effect of Treffinger’s Creative Problem Solving Model on Improvement of Elementary Student’s Creativity in Information Life Education.)

  • 김현배;박영임
    • 정보교육학회논문지
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    • 제10권2호
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    • pp.251-260
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    • 2006
  • 본 연구는 Treffinger의 창의적 문제해결 수업모형에 따라 작성한 CPS 수업 과정안을 정보생활 수업에 적용하였을 때 아동의 창의성에 미치는 효과를 확인하는 것이다. 연구의 실천을 위하여 실험교과로 즐거운 컴퓨터 교과를 선정하여 내용을 재구성하고,Treffinger의 창의적 문제해결 수업모형에 따라 CPS 수업 과정안을 작성하여 1개의 실험집단에 적용하여 10주 간 총 20시간 동안 실험 처치를 한다. 실험처치 후 사전검사와 동일한 창의성 검사를 실시하여 실험집단의 창의성 향상의 차이를 알아본다.

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창의성 증진을 위한 유추의 활용방법 (2) - 주거공간 디자인 과제를 중심으로 한 실험연구 - (A Study on Using Method of Analogy for Creativity Enhancement(2) - Experimental Study Focused on the Design Task of Residential Space -)

  • 최은희
    • 한국실내디자인학회논문집
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    • 제19권6호
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    • pp.38-46
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    • 2010
  • The objective of this study is to find an educational method that is able to increase creativity using both left and right directed thinking with complementary cooperation. The premise of experimental study is that analogical inference is a great help to produce a creative design, and the design tasks of residential space are given to 20 students, voluntary participants in four experimental tests. The first test is conducted with fundamental conditions such as site or location, users and their design requirements. Other three tests make a clear distinction with three cases using verbal analogy from many keywords, using visual analogy from many images and using verbal visual analogy from keywords and visual images. Consequently, when students use both verbal and visual analogy in solving design tasks their creative ability qualitatively as well as quantitatively is higher than in using only verbal analogy or visual analogy. Further study will be progressed with the design tasks of residential space in order to have an effective verification by comparing students' design results classified into two groups. One is a control group that consists of sophomore students in a college and another is a comparison group that consists of sophomore students in an university.

The Direction on Liberal Arts Education of University in the 4th Industrial Revolution Era

  • Hwang, Eui-Chul
    • 한국컴퓨터정보학회논문지
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    • 제22권10호
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    • pp.179-187
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    • 2017
  • In spite of the rapid change of the technology, the university education cannot escape from the traditional form of classroom teaching. University education is assessed through listening the same content of lecture, completing the same assignment and test at the same time, same place. To prepare for the 4th industrial revolution, it is investigated to reorganize the curriculum(32.5%), strengthen the lifelong education(21.4%), expand the compulsory education(17.6%), expand the innovation school(13.7%), expand the educational finance(10.4%) as the field of education which need to be strengthen. The change of the education is essential to prepare for the 4th industrial revolution which creativity, collaboration, fusion, problem solving are the core ability. In this thesis, it is to be compared that the subjects opened in liberal arts of domestic and overseas university in this 4th industrial revolution and Basic Liberal Art Education Curriculum is promoted for the smooth management for preparing the future and taking the action to the change. Stereotyped and inflexible frame should be changed to 'Structure', 'Recognition', 'Attitude' for making the base of 'Diversity', 'Personalization', 'Flexibility' which are needed to uplift 'Imagination', 'Creativity' for education of the future and the new era.

독후활동으로써 북트레일러의 효과 연구 (A Study on the Effect of Book-Trailers As a After Reading Activity)

  • 최용훈;조현양
    • 한국문헌정보학회지
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    • 제49권3호
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    • pp.15-36
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    • 2015
  • 이 연구는 활자와 인쇄매체보다 영상과 음향매체 그리고 다양한 멀티미디어 기기에 익숙한 다매체세대인 청소년을 대상으로 북트레일러를 활용한 독후활동 프로그램을 실행하여 그 효과를 검증하는데 목적이 있다. 효과를 검증하기 위해 중학교 1학년 6학급을 실험집단 3학급(104명)과 비교집단 3학급(100명)으로 설정하여 창의성과 독서태도 측정도구를 활용하여 사전 사후검사를 실시하였다. 공분산분석(ANCOVA)을 통하여 발달정도를 측정하였으며, 선정도서의 독서퀴즈 문제를 활용하여 집단 간 선정도서에 대한 이해도 차이를 분석하였다. 연구 결과 북트레일러를 활용한 독후활동 프로그램을 적용한 실험집단의 창의성과 독서태도, 선정도서에 대한 이해도가 비교집단보다 높은 것으로 나타났다.

Influences of Job Demands, Job Resources, Personal Resources, and Coworkers Support on Work Engagement and Creativity

  • TRUONG, Thuy Van Thi;NGUYEN, Hoang Vinh;PHAN, My Ca Thi
    • The Journal of Asian Finance, Economics and Business
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    • 제8권1호
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    • pp.1041-1050
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    • 2021
  • Employee engagement plays an important role in the development as well as the success of a company. The manner in which employees are committed to their work and be more innovative seems to drive people's curiosity. This study aims to analyze the impacts of job demands-resources, personal resources, and coworker support on work engagement. Also, whether there is a relationship between work engagement and creativity of employees is tested through this research. The data served for the research was collected in the context of Vietnamese small- and medium-sized enterprises (SMEs). The authors used structural equation modeling (SEM) (software Smart PLS), to test the proposed hypotheses by using the data of 602 employees. Results of the study point out that proposed antecedents influence work engagement and creativity. Such findings have shed light on both theory and practice implications. In theory, it supports the social exchange theory and the job demands and resources model. In practice, leaders should assist subordinates in various aspects and build and promote a corporate culture where employees help others with great enthusiasm to increase the level of work engagement and spirit of innovation of employees.

창의적인 UCC 제작에 영향을 미치는 동기 및 보상 체계에 대한 연구: 몰입에 매개 효과를 중심으로 (An Empirical Study on Motivation Factors and Reward Structure for User's Createve Contents Generation: Focusing on the Mediating Effect of Commitment)

  • 김진우;양승화;임성택;이인성
    • Asia pacific journal of information systems
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    • 제20권1호
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    • pp.141-170
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    • 2010
  • User created content (UCC) is created and shared by common users on line. From the user's perspective, the increase of UCCs has led to an expansion of alternative means of communications, while from the business perspective UCCs have formed an environment in which an abundant amount of new contents can be produced. Despite outward quantitative growth, however, many aspects of UCCs do not meet the expectations of general users in terms of quality, and this can be observed through pirated contents and user-copied contents. The purpose of this research is to investigate effective methods for fostering production of creative user-generated content. This study proposes two core elements, namely, reward and motivation, which are believed to enhance content creativity as well as the mediating factor and users' committement, which will be effective for bridging the increasing motivation and content creativity. Based on this perspective, this research takes an in-depth look at issues related to constructing the dimensions of reward and motivation in UCC services for creative content product, which are identified in three phases. First, three dimensions of rewards have been proposed: task dimension, social dimension, and organizational dimention. The task dimension rewards are related to the inherent characteristics of a task such as writing blog articles and pasting photos. Four concrete ways of providing task-related rewards in UCC environments are suggested in this study, which include skill variety, task significance, task identity, and autonomy. The social dimensioni rewards are related to the connected relationships among users. The organizational dimension consists of monetary payoff and recognition from others. Second, the two types of motivations are suggested to be affected by the diverse rewards schemes: intrinsic motivation and extrinsic motivation. Intrinsic motivation occurs when people create new UCC contents for its' own sake, whereas extrinsic motivation occurs when people create new contents for other purposes such as fame and money. Third, commitments are suggested to work as important mediating variables between motivation and content creativity. We believe commitments are especially important in online environments because they have been found to exert stronger impacts on the Internet users than other relevant factors do. Two types of commitments are suggested in this study: emotional commitment and continuity commitment. Finally, content creativity is proposed as the final dependent variable in this study. We provide a systematic method to measure the creativity of UCC content based on the prior studies in creativity measurement. The method includes expert evaluation of blog pages posted by the Internet users. In order to test the theoretical model of our study, 133 active blog users were recruited to participate in a group discussion as well as a survey. They were asked to fill out a questionnaire on their commitment, motivation and rewards of creating UCC contents. At the same time, their creativity was measured by independent experts using Torrance Tests of Creative Thinking. Finally, two independent users visited the study participants' blog pages and evaluated their content creativity using the Creative Products Semantic Scale. All the data were compiled and analyzed through structural equation modeling. We first conducted a confirmatory factor analysis to validate the measurement model of our research. It was found that measures used in our study satisfied the requirement of reliability, convergent validity as well as discriminant validity. Given the fact that our measurement model is valid and reliable, we proceeded to conduct a structural model analysis. The results indicated that all the variables in our model had higher than necessary explanatory powers in terms of R-square values. The study results identified several important reward shemes. First of all, skill variety, task importance, task identity, and automony were all found to have significant influences on the intrinsic motivation of creating UCC contents. Also, the relationship with other users was found to have strong influences upon both intrinsic and extrinsic motivation. Finally, the opportunity to get recognition for their UCC work was found to have a significant impact on the extrinsic motivation of UCC users. However, different from our expectation, monetary compensation was found not to have a significant impact on the extrinsic motivation. It was also found that commitment was an important mediating factor in UCC environment between motivation and content creativity. A more fully mediating model was found to have the highest explanation power compared to no-mediation or partially mediated models. This paper ends with implications of the study results. First, from the theoretical perspective this study proposes and empirically validates the commitment as an important mediating factor between motivation and content creativity. This result reflects the characteristics of online environment in which the UCC creation activities occur voluntarily. Second, from the practical perspective this study proposes several concrete reward factors that are germane to the UCC environment, and their effectiveness to the content creativity is estimated. In addition to the quantitive results of relative importance of the reward factrs, this study also proposes concrete ways to provide the rewards in the UCC environment based on the FGI data that are collected after our participants finish asnwering survey questions. Finally, from the methodological perspective, this study suggests and implements a way to measure the UCC content creativity independently from the content generators' creativity, which can be used later by future research on UCC creativity. In sum, this study proposes and validates important reward features and their relations to the motivation, commitment, and the content creativity in UCC environment, which is believed to be one of the most important factors for the success of UCC and Web 2.0. As such, this study can provide significant theoretical as well as practical bases for fostering creativity in UCC contents.