• 제목/요약/키워드: environment for creativity

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A Modularized Approach to the Development of the Creativity Learning Program

  • Won, Kyung-Ah
    • 디자인학연구
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    • 제20권2호
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    • pp.103-116
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    • 2007
  • Art education in design has repeatedly stressed the importance of developing creativity. In the digital period, however, which shows rapid change in both forms and contents, it needs to be equipped with more flexible and systematic ways of approaching to the creativity development, especially involved with cultural diversity of the digital world. This paper primarily proposes a maximally efficient, productive creativity learning program in which the integration of expressive media and communication generates a comprehensive network of communicative information in the development of digital technologies, which, consequently, brings forth valuable cultural contents of art. The amalgamation of Won (2006)'s Prism Effect, with distinctive three devices, and the facilitator factors, with two different facilitators such as self-controlled and controlled plays, would function as a catalyst for cultural diversity in the digital forms and contents of art. And this will, consequently, result in producing a number of practices that can be classified and assorted for a later performance. This paper thus suggests a roadmap of how to develop the creativity learning program in which two categories of facilitators based on three thinking devices function to classify four activities. In addition, selected activities are shaped as a creativity learning program by generating learning practices with the formalizing instructional strategy that fit into a specialized educational environment and learners. The samples of loaming practice design show guidelines for practice and the results of learning activity. Therefore, the eventual goal of this paper would be to establish a creativity learning program that constitutes a highly systematized and modularized database to maximize the efficiency and productivity of the creativity development.

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간호대학생의 창의성에 미치는 영향요인 (Factors Influencing Creativity in Nursing Students)

  • 박주영;우정희;김두리
    • 한국융합학회논문지
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    • 제8권5호
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    • pp.107-115
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    • 2017
  • 임상현장에서 예측 불가능한 복합적인 문제를 해결해야 하는 간호사들은 다양한 핵심역량 중에서도 창의성을 함양하는 것이 매우 중요하다. 이에 본 연구의 목적은 추후 전문직 간호사로써 역할을 수행해야하는 간호대학생의 창의성에 미치는 영향요인을 알아보기 위해 시도되었다. 본 연구는 서술적 상관관계분석 연구로, 본 연구의 자료수집을 위해 D시의 일개 간호대학 209명을 대상으로 구조화된 설문지를 통해 자료를 수집하여 분석하였다. 본 연구결과 간호대학생의 창의성과 자기효능감(r=.374, p<.001), 사고력(r=347, p<.001), 학교환경 인식(r=.246, p<.001)은 정적상관관계가 있는 것으로 나타났으며, 간호대학생의 창의성에 영향을 미치는 요인으로 자기효능감(${\beta}=0.249$, p=.001), 사고력(${\beta}=0.152$, p=.043), 학교환경인식(${\beta}=0.188$, p=.005)이 유의한 영향을 미치는 것으로 나타났으며, 이 변수들의 창의력에 대한 설명력은 21.2%로 나타났다. 추후, 간호대학생의 창의성 개발을 위한 교육방법 개발이 필요할 것으로 생각된다.

조직의 창의성 수준 평가 모델 개발 (Development of An Evaluation Index of Organizational Creativity Level)

  • 노풍두;조용곤;조근태
    • 기술혁신학회지
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    • 제14권1호
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    • pp.109-138
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    • 2011
  • 최근 급속한 기술 환경의 변화와 글로벌 경쟁 하에서 조직의 핵심역량으로 창의성에 대한 관심이 증가하고 있다. 특히 창의성은 기술혁신의 시작이며 성공으로 이끄는 가장 중요한 동인이다. 복잡한 창의성이 도출되기 위해서는 창의성에 대한 체계적인 이해가 필요하다. 그러나 기존연구는 창의성에 대한 한두 가지 요인들의 관련성만 다루고 있어 전체적인 관련성을 파악하기가 힘들었으며 창의성을 측정할 수 있는 객관적인 도구도 부족한 설정이다. 따라서 본 연구는 창의성을 각 수준에서 분석하고 이를 통합적으로 측정할 수 있는 요소를 규명한다. 구체적으로 첫째, 창의성을 구성하는 3가지 수준을 제시한다. 둘째, 각 수준별 창의성에 영향을 미치는 요인을 규명하고, 이를 측정할 수 있는 지표를 개발한다. 본 연구에서 제시된 조직의 창의성 수준 평가모델은 현재 수준에서 조직의 창의적 역량과 잠재력을 평가하고 이를 증진시키기 위한 가이드라인을 제공할 수 있다.

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창의적 공학설계방법론 교육에 관한 연구 (A Study on the Education of Creative Engineering Design Methodology)

  • 이건상;김강
    • 공학교육연구
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    • 제15권4호
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    • pp.94-100
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    • 2012
  • The needs for enhancing creativity in engineering design education continue to increase. Recent studies about a learning environment and learning support tools provide some new possibilities. The education of creative thinking however must begin from the change of attitude of students to creativity. The experimental results and some lessons for modification of systematic engineering design methodology to creative were reported from the course 'engineering design'.

도시 창조성의 지역별 특성과 도시 경쟁력에 미치는 영향 (The Regional Characteristics and Effects on the Urban Competitiveness of Urban Creativity)

  • 이주형;김용일
    • KIEAE Journal
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    • 제11권5호
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    • pp.19-30
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    • 2011
  • This study analysis effects of creativity character on the nation's urban areas and the competitiveness of the urban. The result is that talent of urban creativity effects on the competitiveness of the urban. However, technique and tolerance had not great effect on the competitiveness between cities. After departmentalizing the arrangement of urban creativity, Advanced services constantly appear to affect the competitiveness. Researchers of talent in 2000 and 2005, a culture artistes of tolerance in 2005 and 2009, appeared to affect the competitiveness of urban. In other words, this is changing that the indicators which is impacted on the competitiveness of the urban and each indicator's power with time. According to the result, the study suggests solutions. First, policy direction has to be setting by appropriate the character creativity in urban. Second, there needs the policy which is more focused on talent and tolerance for improving the creativity of urban. For the specific, there needs suggestion about cultural artist and researchers. Finally, considering about changing the urban creativity with time, policy direction has too be setting by reflecting this change.

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.

국내 창의성 교육 연구 동향분석: 창의성의 범주 및 수준을 중심으로 (An Analytical Study on Studies of Creativity Education in Korea: Focusing on Categories and Levels of Creativity)

  • 조연순;정지은
    • 영재교육연구
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    • 제22권2호
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    • pp.333-352
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    • 2012
  • 창의성 및 창의성 교육에 대해 어떻게 개념화하고 접근하는가는 연구의 내용 및 결과를 결정지을 수 있는 중요한 요소이다. 따라서 본 연구는 최근 10년간의 국내 창의성 교육과 관련된 연구들에서 창의성이 어떻게 개념화되었는지를 범주와 수준에 초점을 맞춰 살펴보았다. 연구결과 전체적으로 창의성을 정의하고 있는 연구들은 비교적 많았지만 점점 줄어들고 있었고, 일반적으로 독창성과 유용성과 관련된 인지적 특성으로 정의한 것이 많았다. 창의성의 범주로는 개인, 과정, 산출물, 환경 중에서 개인적 측면에 관련한 연구들이 가장 많았으며, 이 중 대부분 연구들이 TTCT와 같은 심리측정적 검사를 사용하고 있었다. 한편 창의성 범주가 이론적 배경에서와 평가에서 서로 다른 경우가 있었다. 창의성 수준으로 구분해 볼 때는 대부분 '작은 창의성' 수준에서 연구가 이루어지고 있었으나, 학생들을 대상으로 한 '독창성'과 '유용성'의 의미에 대해 구체적인 정의나 설명을 하는 연구는 적었다.

대학생들의 창의성에 대한 인식 - 창의성에 대한 암묵적 접근을 중심으로 - (An Investigation of the Creativity as Perceived by Undergraduate Students)

  • 정옥분;임정하;정순화;김경은;박연정
    • 한국생활과학회지
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    • 제20권1호
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    • pp.39-55
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    • 2011
  • The purpose of this study was to investigate the implicit knowledge of creativity and education practice of creativity perceived by undergraduate students. Participants were 425 undergraduate students from around the greater metropolitan area of Seoul. The results of this study were as follows: (1) Most undergraduate students considered creativity as creative thinking or creative product rather than creative personality and creative environment. Undergraduate students placed originality as the most important subfactor of creativity. Scientists were ranked as the most creative people, followed by executives, and then artists. Interestingly contemporary Korean undergraduate students recognized and evaluated creativity as positive. (2) Most undergraduate students recognized the needs and importance of creativity-fostered education. These aspects of education have meaningful differences according to gender, as female students viewed creativity-fostered education more important. (3) Undergraduate students considered creative persons to be imaginative, independent, and confident. The most important part of developing undergraduate students' creativity was to make more creative environments. It has been suggested that the benefit of creative environments should be taken into consideration when developing creativity-enhancing programs and education for undergraduate students more generally.

한국적 창의성과 창의적 환경에 대한 대학생들의 암묵적 이론 (College students' implicit theory of Korean creativity and creative environment)

  • 성은현 ;한순미 ;하주현 ;이정규 ;류형선 ;한윤영 ;박병기
    • 한국심리학회지 : 문화 및 사회문제
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    • 제14권1호_spc
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    • pp.367-390
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    • 2008
  • 본 연구에서는 우리나라 대학생들이 생각하는 한국적 창의성 개념과 대학생들이 창의성을 어느 정도 발휘하고 있는지, 그리고 창의성의 저해요인은 무엇이라고 생각하는지 조사하였다. 더불어 한국의 창의적 인물의 가정환경과 학교환경에 대한 대학생들의 암묵적 생각을 탐색하였다. 한국적 창의성은 융통/응용/변환, 독창성, 꾸준한 노력, 탈고정관념, 예술 심미 선호, 온고지신을 포함하였다. 대학생들은 스스로 창의성을 보통 이상(M=3.2)으로 발휘하고 있다고 생각하고 있었으며 전공별로는 예체능계열이, 성별에 있어서는 남학생들이 상대적으로 창의성을 더 많이 발휘하고 있다고 생각하였다. 창의성 저해요인으로는 입시위주의 교육제도와 융통성 없는 사회풍토를 포함하는 사회제도적 요인들을 가장 많이 지적하였다. 대학생들은 한국의 창의적인 인물들이 가난한 가정환경과 부유한 가정환경이라는 극단적인 경제 환경을 가졌을 것이라고 응답하였다. 다음으로 화목하고 민주적이고 자유로우며 지지받는 가정 분위기를 가졌다고 응답하였다. 학교생활 및 환경에 대해서는 창의적 인물들이 학교교육 및 학교생활에 부적응했다고 하는 응답이 가장 많았다. 그리고 교우관계는 긍정적이었다는 응답이 많았다. 본 연구는 한국적 창의성 모형을 제안하기 위한 탐색자료로 활용될 것이다.

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영유아 교사의 전문성, 교수창의성, 놀이신념이 놀이교수효능감에 미치는 영향에 있어 교사-영유아 상호작용과 교실환경의 다중매개효과 (The Effect of Teacher-Infant Interaction and the Multiple Mediation of Classroom Environment on the Effect of Infant Teacher Expertise, Teaching Creativity, and Play Beliefs on Play Teaching Efficacy)

  • 이미선;황혜정
    • Human Ecology Research
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    • 제60권1호
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    • pp.87-98
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    • 2022
  • This study examined the relationships between teacher variables that improve the efficacy of the play teaching of infants and toddlers following a play-oriented curriculum. The participants were 287 infant teachers. The results were as follows. First, the independent variables had a significant effect on the efficacy of play teaching, teacher-infant interaction, and classroom environment. Second, the mediating effects of teacher-infant interaction and classroom environment on the effect of independent variables on the efficacy of play teaching were as follows. The interaction mediating effect between professionalism and play belief was significant, but teaching creativity was found to be significant. In the mediating effect of the classroom environment, expertise, play belief, and teaching creativity were found to be significant. Third, both teacher-infant interaction and the multimedia effect of the classroom environment were statistically significant in mediating the effect of independent variables on the efficacy of play teaching. These results provide basic data on the necessity for teacher education to explore ways to improve teachers' sense of efficacy in teaching play and their teaching skills.