• Title/Summary/Keyword: creativity training

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A Study on the Creative Web Design Concept Development (창의적 웹디자인 컨셉 개발에 관한 연구)

  • Seo Mi-Ra;Park Sang-Jin;Kwak Hoon-Sung
    • The Journal of the Korea Contents Association
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    • v.6 no.6
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    • pp.136-143
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    • 2006
  • Contemporary society demands the ability to cope with the change competitively to the designer which is being accelerated of change and various media are emerging. The web design field which is one of the core design industry field of the contemporary society is needing the conversion from manufacturing technology specialization into creative design development composition. Generally, creative design development ability can be learned by studying. So, creativity development education is needed to develop creative design. Creative thought training is perceived as the core condition for competitive design and the education method for this is being proceeded multiply. But the study for design concept is lacking concretely. By this, this paper is to study the model which helps setting the design concept deduction creatively by instigating new ways of thought. The concept development process suggested in the study procedure systemizes the course for creative web design concept deduction and expects it to be utilized in design development to reinforce competitiveness.

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A Demand Survey on the Priority of Agricultural College Students' Core Competencies Required by Agricultural Companies: A case study on G University

  • Park, Yumin;Shin, Yong-Wook
    • Journal of People, Plants, and Environment
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    • v.24 no.4
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    • pp.341-353
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    • 2021
  • Background and objective: As the agricultural industry becomes a more convergent industry, it is believed that the demand for human resources by companies will change. Therefore, a survey was conducted to investigate the human resources required by agriculture companies. Methods: In the survey on 77 agriculture companies, 98.7% of respondents answered that new employees with a college degree needed additional training to adapt to practical affairs. Results: The first priority of education was "community spirit" (22.1%) and the second priority was "convergence capability" (15.6%). The most important educational goal desired by agricultural companies was "cultivating human resources with community spirit and ethical judgment", followed by "cultivating human resources with serious communication and problem-solving skills", and "cultivating human resources with scientific thinking and unique creative imagination." Sub-competencies that companies want agricultural colleges to strengthen were "community spirit" 4.32(SD=0.96), "desirable values" 4.30 (SD = 1.05), "sympathy" 4.28 (SD = 0.95), "convergence capability" 4.16 (SD = 0.88), "creativity" 4.11 (SD = 0.83), "civic spirit" 4.10 (SD = 0.91), and "rational/critical thinking" 3.94 (SD = 1.04). There was a significant difference in sub-competencies that require reinforcement depending on the number of full-time employees. "Creativity" was most necessary in companies with less than 3 employees (4.39), and 4~7 employees (4.33), and "aesthetics"" in companies with less than 3 employees (3.94), and 4-7 employees (3.61) "Civic spirit" was most necessary in companies with 31 employees or more (4.33). Conclusion: The most important educational goal desired by companies was "cultivating human resources with community spirit and ethical judgment".

The Proposition of the Checklist and the Case Study of Art Education Environment for Usability and Safety - Focusing on Domestic and International Public Elementary Schools - (사용성과 안전성을 고려한 초등학교 미술교육환경 체크리스트 제안 및 사례연구 - 국내외 공립 초등학교 중심으로 -)

  • Lee, Na Young;Paik, Jin Kyung
    • Korea Science and Art Forum
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    • v.16
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    • pp.299-310
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    • 2014
  • The purpose of this research propose the improvement of the visual arts educational environment according to the previous studies that is visual arts education have effect on the students' creativity and their Psychological Aspects. In addition, This study provide the preceding material in terms of the future quality of the environment and curriculum for public schools and indicate the advantages and disadvantages of each design space as examining what is needed aspect of the art connectivity. Research method is to investigate the domestic and International public school's visual arts education environment aspects of the facility and space status for safety and activity. As well, method is that it will find out how the program is being conducted in any part of the local culture. Art Education is not the non-intrusive training, but the series of processes going to work together and solve problems through participation of the creative experience based on the art motif. Therefore, it will be a well-supported guideline to establish the art educational environment.

A Preliminary Study on Designing PDS Model for Korean Mathematics Teachers (한국형 수학교사 전문성 개발 체제(PDS) 모델 구축을 위한 기초 연구)

  • Lee, Kyeong Hwa;Na, Gwi Soo;Kwon, Na Young;Kim, Dongwon;Lee, Hwan Chul;Lee, Dong Hwan;Ko, Eun Sung;Park, Min Sun;Park, Mimi;Lee, Eun Jung;Cho, Jin Woo;Park, Jin Hyeong
    • Journal of Educational Research in Mathematics
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    • v.22 no.4
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    • pp.581-602
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    • 2012
  • For developing mathematics teachers' professionalism, it is necessary to construct PDS to provide training programs which are appropriate for Korean context and needed by mathematics teachers. This study is a preliminary study for constructing PDS and aims to design PDS model for Korean mathematics teachers. Firstly, components of model were elicited by theoretical review. Secondary, focus group discussion with 8 teachers and individual interview with 1 educational profession and 3 foreign mathematics education researchers were conducted. Finally, by reflecting FGD and interview results, the final version of PDS model was designed. The final model is constructed by 3 components, which are life cycle, program types, and participants. In addition, professional development topics for each life cycle according to PDS model are presented.

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Effect of Nursing Case-Focused Creative Thinking Training for Registered Nurses (간호사의 간호사례 중심 창의적 사고훈련 효과)

  • Kang, So-Young;Kim, Hyun-Ju
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.6
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    • pp.2898-2907
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    • 2013
  • The purpose of this study was to develop the creative thinking training program(CTTP) focused on a nursing case for registered nurses(RN) working at hospital, and to examine the CTTP's effects on nurses' creative thinking ability and disposition. This quasi-experimental study was conducted on the basis of pre and post-test design with a comparison group for nurses enrolled in registered nurse bachelor science degree program in a University located in Southern area of Korea. The 5 hour-CTTP, including 7 creative activity tasks related to a nursing case, was implemented on 35 RNs of the experimental group from November 21, throughout November 28, 2011. The 39 RNs were participated in this study as a control group. Pre-and post-tests were done with the questionnaire items of the Integrated Creativity Instrument for creative ability and creative disposition. There were significant differences in creative thinking ability(t=3.62, p=001) and creative disposition(t=2.91, p=.01) between the experimental and the control group. The CTTP, developed in this research would contribute to increasing creativity competency for registered nurses.

Pedagogical Conditions for Formation of Design Competence of Qualified Workers with the Use of Information Technologies

  • Slipchyshyn, Lidiia;Honcharuk, Oksana;Anikina, Inessa;Yakymenko, Polina;Breslavska, Hanna;Yakymenko, Svitlana;Opria, Ihor
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.79-88
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    • 2022
  • Modern production requires production staff who have design competence, experience and skills to work in various types of work integrated into professional activities. Possession of digital design methods significantly expands the opportunities for professional activities of qualified workers. The purpose of our study was to study the impact of pedagogical conditions on the formation of design competence of future qualified workers in a group work. We have identified a set of pedagogical conditions that promote the development of professionally oriented artistic and technical creativity of workers in the conditions of curricular and extracurricular activities, which include motivational-target, procedural-semantic, organizational-technological, and subject-oriented. It is shown that the formation of design competence is determined by motivational, informational-active and reflection criteria, which are aimed at motivational-value, cognitive, operational-active, creative, social and emotional components of this competence. The methodology of the research is highlighted, which includes the use of the following methods: determination of the personality's motivational sphere in order to identify strong and weak motives of students activity; multiple intelligence to identify students talents in the direction of practical intelligence, which is important for design competence; determining the level of creative activity to identify manifestations of students creative abilities; identifying the type of students innovative thinking in order to develop motivation for success; factor-criterion model, developed on the basis of a qualimetric approach, which is used to identify the level of design competence formation in accordance with its components. The results of the study showed that the creation of separate pedagogical conditions in the institution of vocational education and training (VET) had a positive impact on the development of design competence, which shows the potential of artistic and technical design in the development of professional creativity of future qualified workers taking into account the environmental approach.

A Study on Space Education Environment Changes due to the Fusion of Creative Education (창의적 융합교육에 의한 교육환경 공간 변화에 관한 연구 - 창의성 촉발의 탈중심적 및 사건적 공간을 중심으로 -)

  • Lee, Yong-Hwan
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.14 no.2
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    • pp.12-25
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    • 2015
  • This study is currently presenting a creative education policy through the new 2015 revised curriculum and the Free semester system of Middle School as part of the education policy reform in the government-led, high freedom grade in each regional school board first, emotional schools, friendly school, campus type schools, etc. with creative thinking and improve students' autonomous judgment with the psychological and political reasons meant to provide amusement and certainty of their career choice. This creates space for creative education through the theoretical understanding of the educational philosophical thinking on creativity was to identify the appropriate means of educational space. The purpose of this study was to extract the linkage to produce creative educational environment that is generated through the philosophical thinking of the historical and psychological analysis of creativity with a human being. Future school construction has a future-oriented task should create a creative learning space in the center of the member schools. This creates space for creative education through the theoretical understanding of the educational philosophical thinking on creativity was to identify the appropriate means of educational space. Therefore Philosophical Thinking Creative School of members through the grounds centric collaboration focused on convergence enemy curriculum and school creative autonomy of operation which is central educational environment, that is diversified assistance as an attribute of the environment, space, space, flexible outdoor space, linking enemy center space, different types and sizes of the space case situation, the open space and spatial fusion can be seen the configuration doeeojim with different training space element.

Case Study on Design Approach Education for Creativity Based Game (창의력 기반 게임을 위한 디자인 접근 교육 사례)

  • Eun, Kwang-Ha;Lee, Wan-Bok;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.229-235
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    • 2012
  • The domestic game industry has constantly developed in a short time by concentrating on online games, and keeps growing as a highly added value industry. Also, in the social aspect, it has been seeking various alternatives to place online games as positive and new play culture in the digital era by avoiding negative criticism on game addictiveness. One of important factors in expanding the infrastructure of the game industry and developing it as a type of culture is not simply to develop the existing core genres (on the basis of profits), but to promote the approach of mixture with various contents and of positive functions and thereby enlarge users through various game genres. That is, it is to design games with positive themes and easy immersion by targeting a variety of game users. Such expansion of game design approach is a starting point to develop the infrastructure of the game industry. In the aspect, training professional human resources on the basis of academic and educational process is of significance. Therefore, this work was intended to suggest examples of design approach education based on creativity subject among various subjects with positive functions, and then propose an education process to which Capstone design education contents were applied.

Recognition and Utility Properties of Menu Development Derived from the Performance of Food Styling for Cooks in a Super Deluxe Hotel (특1급 호텔 조리사의 푸드 스타일링 수행현황에 따른 메뉴개발 인식 및 활용속성)

  • Chun, Dug-Sang;Kim, Byung-Hee;Kang, Kun-Og
    • Journal of the East Asian Society of Dietary Life
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    • v.21 no.5
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    • pp.771-778
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    • 2011
  • This study surveyed the performance of food styling and recognition and utility properties of menu development for cooks in a super deluxe hotel. The questionnaires developed for this study were distributed to 400 males and females aged 20 and over. A total of 375 questionnaires were used for analysis (93.8%), and statistical analysis was completed using SPSS (version 14.0) for descriptive analysis and ${\chi}^2$-test. The most important item in food styling was 'harmony of food shape' (40.2%), and second ranked was 'harmony of food color' (23.4%). The most difficult item in food styling was 'lack of professional knowledge' (38.3%) followed by 'lack of creativity' (27.7%). In recognition of menu development, the importance of menu development and promotion was 3.82, and personal satisfaction after menu development was 3.29. Important items in menu development were 'taste' (41.8%) and 'use of new ingredient' (28.5%). When using newly developed menu, the ratio of selling new menu was '30~50%' at 42.7%, and the average selling period of new menu was '3~6 months' at 40.5%. For the effect of new menu on sales, 94.1% were aware of this effect, and to actively promote menu development, 'providing incentive' (35.7%), 'training in/out of country' (20.8%), 'self motivation' (17.3%), 'financial support' (14.7%), and 'motive' (11.5%) were all necessary requirements. In order to improve cooking performance, continued education on food styling and menu development along with the company's full support are required. Further, thorough training of employees is needed along with a high quality incentive policy needs to be done. In addition, to make the new menu profitable, an active marketing strategy must be employed, which will require further study.

The Effect of Online Entrepreneurship Education on the Global Start-up Entrepreneurship (온라인 창업교육이 글로벌 창업 기업가정신에 미치는 영향 연구)

  • Choi, Ju-Choel
    • International Commerce and Information Review
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    • v.17 no.3
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    • pp.59-70
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    • 2015
  • The recent global economic crisis and intensifying competition among Northeast Asian neighbors, China and Japan are changing in the foreign policy coarse of growth uncertainty, the domestic enterprise's growth power is faced serious limitations, Therefore, it's increasing that making new growth engines for the creative economy in order to achieve sustainable growth and continue to lead the Global Trade and human resources development and training needs for social entrepreneurship through the creation usually related to human resources. However, the creation of institutional entrepreneurship support system based on the fusion construct and cultured creativity through entrepreneurship education, such as mental challenges proactively apply the various ordinary area and several temporal spatial constraints can be utilized. There follows are in this study and time to entrepreneurship education without restrictions in place were the impact of the most important elements are enterpreneurship in the online entrepreneurship education and entrepreneurship. As the result of analysis, online learning environment have a positive impact on entrepreneurship. I hope that a global powerhouse through youth entrepreneurship would like to contribute IT power nation.

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