• Title/Summary/Keyword: general creativity

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The Effects of Integrated Activities Using Wordless Picture Books on Increase in Preschool Children's Creativity (글 없는 그림책을 활용한 통합 활동이 유아의 창의성 신장에 미치는 효과)

  • Son, Jeong-Hwa;Kim, Young-Joo
    • Journal of Families and Better Life
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    • v.25 no.4
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    • pp.57-66
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    • 2007
  • This study purposed to examine the effects of integrated activities based on wordless picture books on increase in children's creativity. As for the subject of this study, 20 five-year old children(9 boys and 11 girls), who go to D Kindergarten in Ulsan-si, were selected as a experimental group and 20 five-year old children(8 boys and 12 girls) as comparative group, who attend B Kindergarten in Ulsan-si. For this study, all children of the groups were taken pre-test. After this experiment, difference in creativity of two groups was examined through post-test. The total of 42 sessions were conducted for 14 weeks from the first week of April to the second week of July, 2005. The test tool for this study was Creativity Scale developed by Kim Sang-yun (2003). To verify study questions, the mean of the two groups and the standard deviation were calculated and independent-sample t-test was carried out using SPSS WIN 11.5. The results of this study were as the following: First, integrated activities based on wordless picture books showed statistically significant difference in children's creativity between the experimental group and the comparative one(p<.001), which suggested that the activities affected increase in children's creativity in general. Second, integrated activities centering around wordless picture books indicated statistically significant difference in fluency(p<.05), flexibility(p<.01) and originality(p<.001), sub-factors of children's creativity, between the experimental group and the comparative one. This result revealed that these activities were effective. Third, integrated activities based on wordless picture books did not show significant difference in elaboration, a sub-factor of children's creativity, between the two groups. As the result of this study, integrated activities based on wordless picture books had positive effects on increase in children's creativity.

A Comparison Analysis of Intellectual Characteristics Between Science-Gifted Education Students and General Students (초등과학 영재학급 학생들과 일반 학생의 인지적 특성 비교 분석)

  • Cho, Eun-Boo;Paik, Seong-Hey
    • Journal of The Korean Association For Science Education
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    • v.26 no.3
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    • pp.307-316
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    • 2006
  • The purpose of this study was to analyze intellectual characteristics of elementary students in science-gifted education. For this, 72 science-gifted students were selected. Multiple intelligences, creativity, and the science process skills of these students were tested. To compare these traits with those of general students, 78 general students were also tested. The results of this study indicated that science-gifted students significantly surpassed general students in the areas of logical-mathematics, intra-person, and naturalist. Especially, the intelligences of logical-mathematics and intra-person were strong point of the science-gifted students. But music intelligence among the 8 intelligence was weak point. Creativity and the science process skills of the students in science-gifted education excelled those of general students. Therefore, to enhance the efficiency of the science-gifted education program in elementary school, it is necessary to consider the intellectual characteristics of the students.

Solutions for Design Creativity Barriers (디자인 창의성 저해요소의 해결방안)

  • Kim, Dong-Ha
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.15-27
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    • 2020
  • In the design process that focuses on problem solving, in general, two or three barriers to design creativity appear at the same time and are linked to increase difficulty. Because the design problem always arises in unusual, unique, weird, and difficult to define, it is not possible to extract the correct answer through the formula and the answer is always plural. This study aims to present solutions and prove their effectiveness as a follow-up study that seeks to overcome the representative obstacles to design creativity discussed in the previous study. To this end, a qualitative study was conducted to find solutions to the obstacles suggested in the previous study and to devise key solutions(creativity development cards). At the same time, a quantitative research methodology using experiments and statistical analysis was adopted. After grasping the core characteristics of an object using the creativity development card, it was able to approach the creative solution by utilizing the reductive analysis of the original such as transformation of the core characteristics, reconsideration of essential problems and intentional differentiation. As a result, it was confirmed that the proposed solutions were effective not only as a method of overcoming the barriers to design creativity, but also in improving creativity.

Are Boys More Creative than Girls? -Based on the Scientific Creativity of Gifted Students- (남학생은 여학생보다 창의적인가? - 영재들의 과학 창의성을 중심으로 -)

  • Shin, Ji-Eun;Jung, Hyun-Chul;Choe, Seung-Urn;Han, Ki-Soon
    • Journal of the Korean earth science society
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    • v.23 no.4
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    • pp.324-333
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    • 2002
  • Recent studies have indicated that boys show better scientific achievements compared to those of girls. It is also a general conception that boys would be better than girls in terms of scientific creative performances and potential, although there have been few studies to support the general opinion. As the gifted education in Korea is progressing very rapidly, the importance of understanding the creative characteristics of gifted boys and girls has been increased. In the present study, we have compared and analyzed three different measures of creativity utilizing 135 gifted students (77 boys and 58 girls) to provide an empirical evidence for the different degrees of creative performances between gifted boys and girls. The instruments used to measure diverse aspects of creativity include the Torrance Test of Creativity (TTCT), the Test of Creative Problem-solving and Finding in Science (CPFS), and the Creative Behavioral Checklist in Science(CBCS). The results of the study indicate that girls, rather than boys, showed better creative performances, demonstrating moderately higher average scores on the three creative measures used in the study. The results are in contrast to people's general conception that boys would be more creative than girls. Implications of the study in connection with identification and educational practices for gifted education program have been discussed.

Study for the advanced education of creativity improvement (창의성 증진 교육방법의 개선방안)

  • Lim, Hyo-Hee;Kim, Oh-Yoen;Shin, Kyoung-Hun;Yoo, Hye-Won;Baek, Yoon-Su
    • Journal of Engineering Education Research
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    • v.12 no.4
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    • pp.135-141
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    • 2009
  • This study aimed to investigate the perception of students for the general creativity education in order to suggest the practical education for the improvement of their creativity. Most students chose 'discussion and projects' which indicates students preferred the class where they can mainly participate with a help of professors.

Exploration of the Evaluation Criteria and Index by Applied CIPP Model in Creativity·Character Education (CIPP 모형을 적용한 창의·인성교육 평가준거 및 지표의 탐색)

  • Won, Hyo-Heon;Jeon, Eun-Sun
    • Journal of Fisheries and Marine Sciences Education
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    • v.26 no.5
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    • pp.1108-1118
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    • 2014
  • The purpose of this study was to spread the education of human creativity program and its possibility of consistency, and its application to school system by exploring the evaluation system that determines the valuable and useful decisions. This study was based on the evaluation system according to CIPP model regarding the program's general ideas and its role. The interest of the education of human creativity was increasing as well as its progress of program, and we searched 13 figures and 55 evaluation index according to increase the program's effectiveness and nation-wise situation of evaluation model. The conclusion of this study was that the human creativity program's evaluation was composed of six compartments. And the context evaluation was composed of three evaluation models and eleven index, and input evaluation was composed of three evaluation model and 15 index, while process evaluation is composed of three evaluation models and thirteen evaluation index. Lastly, output evaluation had four evaluation model and sixteen index.

Moderating Effects of 'Irrelevance Processing' (IRP) on the Relationship between Decision-maker's Openness and Business Problem Solving Creativity ('문제해결과 무관한 정보처리 과정'(IRP)이 의사결정자의 개방성과 비즈니스 문제 해결 창의성 관계에 대해서 갖는 조절효과에 관한 실증연구)

  • Won, Jong Yoon;Lee, Kun Chang
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.137-146
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    • 2020
  • The purpose of this study is to confirm the moderating effect of the 'IRrelevance Processing'(IRP) on the relationship between decision maker's openness and business problem solving creativity (BPSC). In order to confirm the psychological mechanism of BPSC and openness, we developed the irrelevance processing. In particular, the creativity in this study is different from the general creativity studied in psychology. BPSC is a study with practical value applied in the management environment. The results showed that openness of the decision maker was correlated with the BPSC, and that the irrelevance processing was a psychological mechanism to moderating effects relationship between openness of decision makers and BPSC. This paper proved the correlation between the propensity of decision makers and BPSC, and contributed to the study of corporate creativity by identifying the psychological mechanisms.

Relationship between User's-Oriented Emotional Design and Elements of Creativity (소비자 지향적 감성디자인과 창의성 속성과의 관계)

  • Jin, Yuan;Kwon, Jong-Dae;Hong, Jung-Pyo;Kim, Tai-Ho
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.481-488
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    • 2008
  • This study examined the relationship of what kind of creative thinking has related factors for emotion design products in order to let consumers focusing on the successful cases of emotion products. For the design creativity attribute used in this experiment, the design evaluation creativity tools revealed by Kim Eun-Ju's 2007 design creativity evaluation tool development were used mostly and of the 12 most common emotion products and general product, MP3s, which have various forms, functions and sizes were selected as the target for experiment. Results of the experiment showed that for design creativeness items of all emotional products, vision creation, favorableness, convenience, practicality and being purchasable were relevant, while for MP3, uniqueness, favorableness and convenience were relevant. Accordingly, the common features of design creativeness items for emotional products were identified. When summing up the contents of the two experiments above, for emotional designs, the interest level of uniqueness for the design creativity evaluation items and the functional items for practicality had a high level of relativity. Therefore, there is a need to examine the common features between the design creativity items for general products other than MP3s in the future.

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Comparing Types and Creativity Level of Scientific Humors Made by General and Scientifically-Gifted Elementary Students and Their Perceptions for Educational Benefits of Making Scientific Humor (초등 일반 및 과학영재 학생의 과학 유머 유형과 창의성 수준, 과학 유머 만들기의 교육적 효과에 대한 인식 비교)

  • Kwon, Jinhee;Kang, Hunsik
    • Journal of The Korean Association For Science Education
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    • v.39 no.3
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    • pp.415-426
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    • 2019
  • This study compared the types and creativity level of scientific humors made by general and scientifically-gifted elementary students and their perceptions for educational benefits of making scientific humor. To do this, fifth graders (n=42) at an elementary school and fifth graders (n=38) at a gifted science education institutes in Seoul were selected. Scientific humors made by the students were analyzed and compared according to their types and creativity levels in scientific humor. The students' perceptions for educational benefits of making scientific humor were also analyzed and compared through a questionnaire. Analysis of the results reveal that there were some differences in the incidence rates in 'form' aspects (e.g., generative and descriptive forms) and 'content' aspects (e.g., inclusion of curriculum, scientific discipline, type in use of scientific knowledge, and nature of the situation) between the scientifically-gifted and general elementary students. The scientifically-gifted students also made more fluent, flexible, and original, but similarly useful scientific humors than the general students. Most of general and scientifically-gifted elementary students perceived positively the educational benefits of making scientific humor based on various cognitive and affective aspects.

Protocol Analysis of Product Design Assignment based on Design Information and Design Process : A Case Study (제품디자인과제에 대한 디자인 정보와 프로세스에 기반한 프로토콜분석 사례연구)

  • Jin, Sun-Tai;Kim, Yong-Se
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.109-118
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    • 2006
  • A case study bas been conducted to explore design activities of four expert designers through protocol analysis, We examined relations among design information, process patterns and solution qualities with two complementary coding schemes based on design contents and design process, Relation between personal creativity modes and design activities has been examined as well. Regarding design process, an adequate distribution of activities in process may be necessary to bring out a good solution. It seemed that the more design contents about context, external knowledge, and general feature are used, the more unique design concepts are made. Regarding personal creativity modes, not much of differences in that design activity were observed while only a few relations between designer's personality and design activity were observed. The fact that the designers participated are all experienced designers could explain this. Investigation on the differences between novice designers and expert designer reflected in protocol data based on design information and design process coding scheme is to be done. Also, how personal process patterns observed through this protocol analysis can be utilized in composing design team.

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