Journal articles on the topic 'Creative ability in technology'

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1

Shi, Linlin. "Application Research of 3D Digital Technology in Sculpture Creation." E3S Web of Conferences 236 (2021): 05101. http://dx.doi.org/10.1051/e3sconf/202123605101.

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This paper analyzes the concept of 3D digital technology first and the characteristics of traditional sculpture creation forms, then expounds the main points that should be paid attention to in the application of 3D digital technology in sculpture creation, and finally makes an in-depth analysis of the advantages of introducing 3D digital technology into sculpture creation, including the improvement of creative thinking and efficiency, unlimited creative space and the ability to convert different creative techniques in the creative process. Based on the development status of sculpture creation in China, this paper explores the application of 3D digital technology in sculpture creation.
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Burch, Gerald F., Jana J. Burch, and John H. Batchelor. "Group Creative Problem Solving: The Role of Creative Personality, Process and Creative Ability." Quality Innovation Prosperity 23, no. 3 (November 30, 2019): 38. http://dx.doi.org/10.12776/qip.v23i3.1286.

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<p><strong>Purpose:</strong> Team creativity is an important factor in developing new ideas for organisations. In spite of years of creativity research, little is known about various team aspects and their affect on team creativity. This study looks at the incremental explanatory value that team creative personality and divergent thinking skill processes have on team creativity.</p><p><strong>Methodology/Approach:</strong> Individual personality, creative personality, and divergent thinking skills were collected from 349 students at a large public university in the southeast US. These students were then randomly assigned to 105 teams where they developed a novel product. Individual attributes were averaged to create team attributes that were used to determine correlations with the product creativity. Hierarchical regression was used to evaluate incremental explanatory values for each of the independent variables.</p><p><strong>Findings:</strong> Group creative personality adds approximately 36 percent more explanatory power than cognitive ability and traditional personality measures in predicting team creativity. Creative processes, like team divergent thinking ability, further increased the R<sup>2</sup> of our model from 0.54 to 0.65 demonstrating that team processes affect team creativity.</p><p><strong>Research Limitation/implication:</strong> The task used in this study was not as complex as problems being considered by organizations. However, the results are expected to be indicative of the process used for more complex problems. It is also difficult to assign causality since correlations were used to verify some of our hypothesis.</p><strong>Originality/Value of paper:</strong> This research expands the findings of team creativity by identifying factors that increase team creativity.
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Світлана Балашова and Наталія Головко. "PROJECT TECHNOLOGY AS A MEANS OF TRAINING FUTURE SPECIALISTS." Social work and social education, no. 5 (December 23, 2020): 126–33. http://dx.doi.org/10.31499/2618-0715.5.2020.220793.

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The pedagogical activity of the teacher in its essence is a scientific search, creative activity, has a pronounced research character. Today the project method is considered as one of the promising teaching methods because it creates conditions for creative self-realization of the participants of the educational process, increases motivation for acquiring knowledge, promotes the development of their intellectual abilities. The project activity is aimed at developing students' creative abilities and abilities, their independence, striving for an ideal perspective transformation of the world through creative actions and operations in the process of creating a specific product - the project of the ideal and the real. The method of projects is the technology of organization of educational situations aimed at solving problems, the technology of support of students' independent activity for solving problems, which involve presentation of results in the form of a specific product of activity. Given the benefits of the project method, we can assume that its use in the learning process will have a positive impact on the formation of professional culture in future professionals. The work on the project has an innovative character, requires students to apply new knowledge, based on previously digested material; develops the ability to act and make decisions and resolve the conflicts; forms the desire and ability to learn independently.
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Utari, Sindyeva Widya Hari, Dwijanto Dwijanto, and Nuriana Rachmani Dewi. "Improving Mathematical Creative Thinking Ability In Creative Problem Solving Model With Scaffolding Strategy." Mathline : Jurnal Matematika dan Pendidikan Matematika 8, no. 1 (February 21, 2023): 137–52. http://dx.doi.org/10.31943/mathline.v8i1.363.

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The mathematical creativity of students in Indonesia is low. Students only imitate what the teacher does; if students are faced with a problem, they find it difficult to solve it. This study aims to determine the increase in students' mathematical creative thinking skills taught using the Creative Problem Solving model with a scaffolding strategy. The method used is pre-experimental, with one class serving as the experimental class for public junior high school 1 Batumarta VI students. The instrument in this study was a description of the test questions with the material on flat sides. The results of the study showed that there was a statistical increase in students' mathematical creative thinking abilities with the Creative Problem Solving model, which obtained an N-Gain value of 0,612 From this average value, 10 students were obtained in the high category and 16 students in the medium category and 3 students in low category
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Sangbong Yi and 배선아. "Instructional Design for Fostering Students' Creative Problem Solving Ability in Technology Education." Journal of Korean Practical Arts Education 13, no. 4 (December 2007): 77–98. http://dx.doi.org/10.17055/jpaer.2007.13.4.77.

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Naza, Kasyifatun, and Syamsuri Syamsuri. "Students Creative Thinking Ability with Reflective Cognitive Style on The Phytagoras Theorem." Journal of Education and Learning Mathematics Research (JELMaR) 3, no. 2 (November 30, 2022): 159–71. http://dx.doi.org/10.37303/jelmar.v3i2.90.

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Mathematics is a universal science that cannot be separated from human life. Mathematics has an important role in supporting the development of science and technology. In learning mathematics, students' creativity is needed because in mathematics students are expected to be able to come up with new creative ideas in analyzing and solving problems. The way students solve problems will be different according to their cognitive style. So that differences in cognitive styles can trigger differences in students' creative thinking. The type of research used in this research is qualitative research with descriptive method. The subjects in this study were students of class VIII K at SMP Negeri 2 Balaraja who had received the Pythagorean theorem material. Subject selection was done by purposive sampling technique. The instruments used in this study were test and non-test instruments. The test instrument used is the Matching Familiar Figures Test (MFFT) test sheet and the creative thinking ability. While the non-test instrument used in this study was an interview guide. The data analysis of this research used the constant comparative method. Data analysis in this study was carried out through three stages, namely: 1) data reduction, (2) data presentation, (3) drawing conclusions.Based on the results of the data analysis and discussion that has been presented, it can be concluded that based on the reflective cognitive style, students' mathematical creative thinking abilities can be grouped into 2 groups in each indicator with different creative thinking abilities.
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Su, Qi, and Jinlei Xu. "Improving Learners’ Design Thinking in Information Technology Course via “4+1” Iterative Model." International Journal of Information and Education Technology 10, no. 10 (2020): 757–62. http://dx.doi.org/10.18178/ijiet.2020.10.10.1454.

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Design thinking as a human-centered and problem-solving method can provide ways for ill-structured and complicated problems. It is also as an ability which can stimulate creative thinking and cultivate creative ability. Based on D.School five-step model, a new instructional framework of design thinking called “4+1” iterative model was constructed. Four-week classroom study was carried out with the experimental and control group to explore the effect of the new model in Information Technology course in a middle school. The result showed there were obvious differences between the two groups on the awareness of creation and design, the ability of understanding and making, and the awareness of cooperation and sharing. From the result of the satisfaction of the classroom, the degree of the satisfaction of the experimental group was higher than those in the control group. There was also obvious difference between the two groups on the satisfaction of the classroom. It showed that it could be widely applied in the classroom and promote the innovation of the traditional instruction.
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Zhan, Dongyang, and Jonas L. Depaynos. "Training Inquiry-Based Learning Ability of Animation Students under Information Technology Conditions." Journal of Education and Educational Research 5, no. 3 (October 1, 2023): 178–81. http://dx.doi.org/10.54097/jeer.v5i3.13693.

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Is study providing a profound insight into the impact of information technology on the inquiry-based learning abilities of animation students. With the continuous advancement of information technology, the evolution of educational methods becomes crucial in nurturing students' inquiry-based learning (IBL) skills, particularly in creative fields such as animation. It underscores information technology's significant role and multifaceted influence on inquiry-based learning. The development of information technology has a positive impact on sparking students' interest in learning, enhancing their learning capabilities, and cultivating innovative thinking among animation majors. Through this study, we better understand how to cultivate inquiry-based learning abilities among animation students in the era of information technology and provide educators with some recommendations to better meet the skills and competencies required for students' future careers. This research holds significant importance in driving innovation and creative thinking in animation.
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Erprabowo, Alfian, and Caswita Caswita. "Students' Creative Thinking Ability Through Open-Ended Problem Learning." Mathline : Jurnal Matematika dan Pendidikan Matematika 8, no. 3 (August 7, 2023): 845–56. http://dx.doi.org/10.31943/mathline.v8i3.456.

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One of the elements affecting students' success rates in the learning process is their capacity for mathematical creativity. According to survey findings, pupils still have a limited capacity for mathematical creativity in their learning, as evidenced by the markers of this capacity. This study sought to ascertain how adopting open-ended problem learning models affected students' mathematical and creative thinking skills. This study employs quantitative research and descriptive methodologies. This study employed a research design was quasi-experimental research. The investigation employed a posttest-only control group design. Students in class VII made up the study's population. Class VIIb and VIIc samples were used in this study. Class VIIc serves as the control class and follows a traditional learning approach while Class VIIb serves as the experimental class. Research strategies for gathering data take the shape of tests. t-test data analysis formula. Based on the one-sided test calculation results, it can be seen that the average mathematical creative thinking ability of students using the Open-Ended Problem learning model is higher than the average mathematical creative thinking ability of students using conventional learning models, meaning that there is an influence using the Open-Ended Problem learning model on students' mathematical creative thinking abilities. The study's overall conclusion is the Open-Ended Problem learning approach has an impact on students' mathematical and creative thinking skills.
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Kurach, Mykola. "The Development of Future Technology Teachers’ Artistic-Projective Abilities: Foreign Experience." Comparative Professional Pedagogy 6, no. 1 (March 1, 2016): 28–35. http://dx.doi.org/10.1515/rpp-2016-0004.

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Abstract The necessity to form and develop future technology teachers’ creative abilities has been stressed in the article. The psychologic-pedagogical researches of the leading specialists from Europe, the USA and Japan in the field of creative work and creativity have been analyzed. The main problems of the creative artistic-projective abilities development have been determined based on the analysis and synthesis of foreign and native philosophic, pedagogical and psychological literature dedicated to characteristics of such notions as “creative work” and “creativity”. Approaches and conceptions providing students – future technology teachers – with creative activities have been singled out. The gist of psychological mechanism for forming teachers’ creative personality has been established and its basic features have been determined as a result of the world experience of the theory and methods of creative abilities development generalization. The main features are as follows: an independence and an inclination towards divergent behavior; flexibility of thinking and readiness for everything new; motivation for self-actualization; striving for self-expressing and ability to creative work; ability to find out how to set and solve the problems. It has been mentioned that the technology teachers’ artistic-projective activity requires their creative abilities development, which, in their turn, are formed on the ground of well-developed general and special (art, projective, technological, pedagogical) potencies. Therefore, the effectiveness of the students’ art-projective knowledge and skills forming depends upon the extent their general, special and creative abilities have been developed. That is why skillful and pedagogically correct organization of future technology teachers’ artistic-projective activities will inevitably provide the higher qualitatively new level of their creative abilities and creativity.
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Khalmuratova, Sh. "Developing creative thinking ability of primary school pupilson the basis of steam technology." ACADEMICIA: An International Multidisciplinary Research Journal 12, no. 5 (2022): 560–64. http://dx.doi.org/10.5958/2249-7137.2022.00420.7.

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Matsumoto, Naoko. "Japan: The Earliest Evidence of Complex Technology for Creating Durable Coloured Goods." Open Archaeology 4, no. 1 (May 1, 2018): 206–16. http://dx.doi.org/10.1515/opar-2018-0013.

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Abstract The invention of lacquer technology is significant in history as the first evidence of the use of an organic substance in creating durable coloured objects. By focusing on the evidence from the Jomon Period, Japan, this article clarifies the nature of complex technology and knowledge required for lacquer production, presents how lacquer technology enhanced our creative ability, and discusses its significance in human history. Lacquer technology was invented in the course of increasing human-plant interaction in the warming climate of the early Holocene. Personal ornaments coated with red lacquer are the most conspicuous throughout the Jomon Period from the beginning of lacquer technology. Strong attention to colour and intensive application on personal ornaments indicate that the creation of symbolic artefacts in social context was at the core of Jomon lacquer technology.
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Lv, Xinwei, Yamin Wu, and Xiuli Cui. "Effects of ATDE Teaching Mode during Online Teaching on Creative Thinking Ability of Learners." International Journal of Emerging Technologies in Learning (iJET) 18, no. 02 (January 24, 2023): 84–96. http://dx.doi.org/10.3991/ijet.v18i02.36707.

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Abstract: Online teaching based on computer and network technology has become a vital teaching mode under the current situation of the overwhelming COVID-19 epidemic. Teachers and students who fully understand and master basic knowledge and skills of various information technologies in online learning can stimulate students’ interest in learning information technology and train their ability in information collection, processing, and use. Given the lack of face-to-face communication and deep emotional exchange, online teaching has poor performance in improving the creative thinking ability of learners. During online teaching, teachers train the innovation consciousness quality of students in online courses successfully and improve the creative thinking ability of learners by using “asking,” “thinking,” “doing,” and “evaluation,” that is, the ATDE teaching mode. In this study, a teaching experiment was carried out on 41 undergraduates admitted in 2018 who majored in civil engineering at Zhengzhou University of Industrial Technology, Henan Province, China. Students were divided into the experimental group and the control group. The experimental group adopted the ATDE teaching mode for the course Design of concrete structure, while the control group applied the traditional teaching mode. A questionnaire survey of students’ creative thinking ability was conducted for both groups. Results showed that university students’ creative, emotional attitude under the ATDE teaching mode was far higher than that under the traditional (F=6.490, p=0.015). The creative thinking performance of university students under the ATDE teaching mode was higher than that under the traditional teaching mode (F=7.468, p=0.009). The Pearson correlation coefficient between creative, emotional attitude and creative thinking performance was 0.985 in the late test stage, which was higher than in the early test stage (0.480), which reveals that the ATDE teaching mode was conducive to improving abstract course learning effect of students majoring in civil engineering. Research conclusions can provide some references to investigate the feasibility of ATDE teaching mode in universities and offer a new choice and feasible path to train students’ creative thinking ability.
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Fadhlilah, Ahmad, Rochmiyati Rochmiyati, and Lilik Sabdaningtyas. "STEAM class-based creative thinking ability instruments for elementary school." International Journal of Educational Studies in Social Sciences (IJESSS) 1, no. 3 (August 16, 2021): 121–23. http://dx.doi.org/10.53402/ijesss.v1i3.23.

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The aim of this study was to analyze the need for developing appropriate science, technology, engineering, arts and mathematics (STEAM) assessment instruments (vaild, practical and effective) to improve students’ creative thinking skills. The instruments that have been used in education units have not been fully able to encourage students to think at a higher level in building conceptual understanding and solving their own problems. This study used qualitative descriptive study based on a literature review of the STEAM-based assessment instrument as an effort to improve students’ creative thinking skills. The research subjects were educators and fourth grade students of SD Negeri 2 Tulusrejo, Pekalongan District, East Lampung. The research object was creative thinking ability, assessment instrument, and STEAM. The data collection instrument used an interview guide. Questionnaire. An assessment instrument needed to support the learning process in the education unit to improve students’ creative thinking skills. The finding indicated that educators had not fully used assessment instruments that could improve students’ creative thinking skills. Besides, educators needed a STEAM-based assessment instrument that was appropriate to the level of the learner. Thus, it can be concluded that STEAM-based instruments to improve students' creative thinking skills in elementary schools must be developed.
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Bakhtiyorovna, Adizova Nigora, and Ozodova Madina. "Technology Of Training, Aimed At Developing Creative Working Skills In The Training Of Primary School Teachers." American Journal of Social Science and Education Innovations 03, no. 03 (March 31, 2021): 546–50. http://dx.doi.org/10.37547/tajssei/volume03issue03-87.

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This article highlights the organization of lesson classes, strict adherence to the printouts and techniques of teaching, taking into account the age, level and ability of Primary School students to accept knowledge.
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Mongdong, Romi J., Harol R. Lumapow, Arie Kawulur, and Hetty J. Tumurang. "The Teacher's Ability To Develop Creatif Dialogue In Learning In Elementary School." Technium Social Sciences Journal 44 (June 9, 2023): 189–95. http://dx.doi.org/10.47577/tssj.v44i1.8976.

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Teaching with a social studies curriculum is perceived as boring and trivial. This public perception requires teachers to make efforts to maximize the learning process with social studies content. The aim of this research is to describe teachers' ability to develop creative dialogue in elementary school learning, as seen from their planning and implementation in the learning process, as well as the factors influencing their ability. This research uses a qualitative descriptive method. The research subjects are students, teachers, and principals from St. Fransiskus Xaverius Catholic Elementary School in Tomohon City, GMIM 6 Elementary School in Tomohon, GMIM 5 Elementary School in Tomohon, and Uluindano Inpres Elementary School in Tomohon. Data collection techniques include observation, interviews, and documentation study, with the researcher as the main instrument. The data analysis technique consists of four stages: categorization and codification, data reduction, data display, and drawing conclusions and verification. The validity of the research data is ensured through triangulation. The level of elementary school teachers' ability in Tomohon City to plan their teaching is not yet in accordance with the characteristics and essence of creative dialogue. Elementary school teachers in Tomohon City are able to initiate creative dialogue but have not been able to sustain and conclude it. The direction and distribution of teacher questions have successfully improved the process of learning creative dialogue, supported by teachers' ability to involve students in determining discussion topics and setting the timing of questions. However, the teachers' response to students' answers does not contribute to the conclusion of the teaching process, as teachers take over the final conclusion from students' answers. The ability of elementary school teachers in Tomohon City to evaluate the process of teaching creative dialogue shows that they are able to control the flow of learning but have not been able to maintain the continuity of the learning process. The influencing factors are academic and non-academic factors
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Duriawati, Ai Dudu, Iim Wasliman, Agus Mulyanto, and Ujang Cepi Barlian. "Implementation of Literation Based Learning Information Technology." International Journal of Nusantara Islam 8, no. 2 (December 15, 2020): 240–53. http://dx.doi.org/10.15575/ijni.v8i2.11338.

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Basic Principles of Digital Literacy Development that digital literacy is a skill that not only involves the ability to use technological devices, information and communication, but also the ability to socialize, the ability to learn, and have the attitude, critical thinking, creative, and inspirational as digital competence. The scope of digital literacy is very broad. Digital literacy can be applied in schools, families and communities. To apply digital literacy in these various areas, different strategies are needed. After getting to know digital literacy, it is hoped that millennials can use technology wisely.
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Liu, Quan, Haiyan Chen, and M. James C. Crabbe. "Interactive Study of Multimedia and Virtual Technology in Art Education." International Journal of Emerging Technologies in Learning (iJET) 16, no. 01 (January 12, 2021): 80. http://dx.doi.org/10.3991/ijet.v16i01.18227.

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Art education an important part of aesthetic education. It is indispensable for the comprehensive and healthy development of human beings. The basic task is to cultivate creative ability, human aesthetics, and apprec iation. Art education is conducive to improving the humanistic cultivation of young students, enhancing the spiritual realm of human beings, and cultivating the creative ability of young people. It has irreplaceable social, cultural, and an-thropological significance for promoting the comprehensive and healthy de-velopment of people. The development of multimedia information technolo-gy provides a new teaching method for art education and teaching in a con-temporary setting. This teaching method can guide students to optimize or change the methods and concepts of traditional art creation and aesthetic value. However, traditional art education multimedia technology has poor teaching effects due to limited teaching conditions. This requires the use of multimedia technology and other technologies for interactive fusion. There-fore, this paper proposes an interactive fusion model of multimedia and vir-tual technology, which is verified by the model. It was found that this inte-grated education method could not only simulate the real environment and expand the cognitive scope of students, but also could promote students' learning motivation as well as situational and authentic learning experiences.
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Ageyev, Valentin. "EDUCATIONAL TECHNOLOGY AS THE PSYCHOLOGICAL PROBLEM." Problems of Education in the 21st Century 51, no. 1 (March 15, 2013): 132–49. http://dx.doi.org/10.33225/pec/13.51.132.

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The social contradiction between creative (generating) essence of the historical man and cognitive (adaptive) essence of the sociocultural man forms the basis of the research. The scientific-psychological aspect of this problem represents the contradiction between the ability to act on the basis of the appropriated norms, samples and rules of the man as a product of traditional education and the modern society necessity of the man capable to make norm, samples and rules self-independently. As means of the problem solution the new type of educational technologies based not on the mecha-nism of assignment but the mechanism of generation is offered. The importance of research consists in the fact that the modern sociohistorical situation differs radically from the previous ones. The difference means, that social development is sharply accelerated now. The new educational systems are of great necessity at present such as systems turned not to the past (that is based on the assignment and reproduction of previous social experience) but to the future (that is based on generation of new social experience). Such reorientation is possible only as a result of education reorganisation from consuming past social experience to generating new social experi-ence. Creative method (method of creative experiment). In its basis there is a structure of creative dialogue, as the result of which the students in a problem situation generate new meanings (knowledge), which reveal new possibilities and present psychological means of new abilities designing. Solution of a traditional education selectivity problem. The technology of new possibilities designing represents the method of all the students without any exception self-development process organization. The result of self-development is designing meanings (new possibilities) as means of new abilities gen-eration. Other results of experimental education are: ability to self-development; positive dynamics of educa-tional motivation and self-determination of students; system knowledge designed by students, their "theoretical" (general) character; essential reduction of time of education as a result of qualitative change of its results. Key words: creative education, cognitive education, development, self-development.
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Meitiyani, Meitiyani, Mega Elvianasti, Maesaroh Maesaroh, Irdalisa Irdalisa, and Gufron Amirullah. "Analysis of Students Creative Thinking Ability in Environmental Problem Solving." AL-ISHLAH: Jurnal Pendidikan 14, no. 2 (June 8, 2022): 1983–94. http://dx.doi.org/10.35445/alishlah.v14i2.1629.

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21st century is a period that requires the transformation of life including education in it. Changes that occur include increased interaction between individuals globally, the flood of open information, computing technology that reaches all types of work that can be done anywhere and anytime and the occurrence of cultural integration across borders and even countries. This situation requires individuals to have the resilience to adapt and survive in this century. The quality of teachers in education plays an important role in building various skills of students to face life's demands. Creative thinking skills are one of the competencies needed in this century. Fostering creativity in learning activities is very important to strengthen student resilience in the future. This study aims to provide an overview of students' creative thinking skills on environmental problems. This research uses quantitative descriptive methods. This article begins with the results of an assessment of the ability to think creatively in early semester students in the Biology Education study program major of Prof. Dr. Hamka University then analyze the factors that affect critical thinking skills through a questionnaire instrument to describe learning activities that build creative thinking skills both from the internal and external aspect.
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Siwen, Wang, and Normaliza Abd. Rahim. "The Impact of Art College Students’ Innovation Learning Ability Under STEAM Education." Malaysian Journal of Social Sciences and Humanities (MJSSH) 9, no. 4 (April 30, 2024): e002777. http://dx.doi.org/10.47405/mjssh.v9i4.2777.

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STEAM education, as an education model to train future comprehensive talents, not only challenges the traditional education, but also puts forward on the new requirements for students’ learning ability. As it empowers people to create and solve issues in their daily lives, the integration of Science, Technology, Engineering, Arts, and Mathematics (STEAM) education has a significant influence on generating creative students. Problem-solving ability, innovation ability, cooperation ability and autonomous learning ability are the popular student’s learning ability to discussed emphatically by educators. Among these abilities, innovation ability is the most topical, and it is more in line with the development of society. Under the theory of Self-efficacy, Learning Engagement, and Creative Performance, this study aims to investigate the impacted elements of the art college students’ innovation learning ability under STEAM education system; and to analyze the art college students’ perspectives of innovation learning ability under STEAM education system at a university in China. It adopts interview method with 6 samples at Shenyang Normal University in Liaoning Province, China. Through the systematic study of STEAM education concept, the findings indicated that creative self-efficacy, learning engagement and creative performance are the related elements with innovation learning ability. The more cognitive, emotional, and behavioral inputs students get and the more demanding efforts they put into creative activities, the greater the influence on students’ creative performance. In addition, the art college students’ perspectives of innovation learning ability under STEAM education system are positive.
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Rybarova, Daniela. "Creative industry as a key creative component of the Slovak economy." SHS Web of Conferences 74 (2020): 03009. http://dx.doi.org/10.1051/shsconf/20207403009.

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The global economy is understood as an economy of information, knowledge, creativity, networks and services. The creation of value in the economy is involved in the economic, social and cognitive mechanisms. The economic mechanism emphasizes the processes of cooperation and production, the social mechanism, in turn, communication and marketing techniques, the cognitive mechanism is based on human imagination and interpretation. Under the cognitive mechanism is meant creativity, the ability to bring new motive, ideas. Cognitive mechanisms are in value creation process complementary to economic and social mechanisms and they are capable of producing value separately. One of the approaches to measuring creativity is to define and analyse creative industries. The creative industries are industries in which “combine and overlap the fields of art, culture, business and technology. They create a cycle of creation, production and distribution, using their intellectual capital as primary capital [1]. The contribution of the creative industry lies in its cross-sectoral dimension with minimal territorial constraints. The article will focus on the definition of creative industries and the analysis of creative industries in the Slovakia. The method used was the analysis of trends in the form of percentage year-on-year change. The creative industry is the sensitive on the state and development of the economy in Slovakia.
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Kim, Su-ran, and Sunkyung Lee. "Exploring the Core Competencies Required for University Education in the With COVID-19 Era." Korean Association For Learner-Centered Curriculum And Instruction 23, no. 2 (January 31, 2023): 85–102. http://dx.doi.org/10.22251/jlcci.2023.23.2.85.

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Objectives This study is to recognize the changes in university education after COVID-19 and to explore core competencies that should be emphasized especially in such changes. Methods For this purpose, the literature review and the FGI and Delphi surveys of 18 university education experts were conducted. Results The main results of this study are as follows: First, non-face-to-face education will continue and expand in the situation of COVID-19 prolonged, and ‘self-educational competence, empathic communication, cooperative attitude, media literacy’ competence is especially important. Second, it is expected that the class using smart technology and edutech will be expanded. In this environmental change, ‘4-IR smart technology utilization, media literacy, creative problem solving ability, challenge practice ability, ethical critical thinking ability’ is required. Third, it is expected that social needs and meanings of the role of university education will be restructured, and the importance of ‘citizen consciousness, creative problem solving ability, career creation competence, and convergence ability’ is highlighted. Fourth, the development and operation of joint curriculum between universities are expected, and in this environment, ‘convergence ability, cooperative attitude, and career creation competence’ are emphasized. Conclusions It is expected to be used as useful basic data for resetting core competencies in future by presenting core competencies that are still important regardless of COVID-19, core competencies that should be emphasized more after COVID-19, and newly highlighted core competencies.
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LOGVINOVA, Ya. "TECHNOLOGY OF COLLECTIVE CREATIVE WORK IN THE FORMATION OF THE ECOLOGICAL COMPETENCE OF THE FUTURE TEACHER." ТHE SOURCES OF PEDAGOGICAL SKILLS, no. 21 (March 9, 2018): 117–21. http://dx.doi.org/10.33989/2075-146x.2018.21.206106.

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The article is devoted to the formation of the ecological competence of the future teacher in the process of collective creative activity. The concepts of "ecological competency", "collective creative work", "creativity" of professional development of university teachers have been analyzed.Ecological competence is the quality of the individual, which includes the ability to solve problems and problems of various levels of complexity, arising in the home and professional activities. The basis for the formation of ecological competence is the value attitude to nature, the availability of knowledge, educational and life experience, individual abilities, needs and motives. To form the ecological competence of the future teacher it is necessary to have strong environmental knowledge, to understand nature as a value, to have the experience of creatively using environmental knowledge to solve environmental problems at the local level.The article deals with the concept of "creativity", "creative activity". The main features of creative activity are the novelty and social significance of its products. The importance of using the technology of collective creative works for forming the ecological competence of the future teacher is emphasized. The main idea of the method of collective creative education is the formation of a person through a single educational group. Collective creative affairs is a manifestation of public concern about environmental improvement, a combination of certain actions to the general good.Collective creative ecological business consists of stages: preparation of a teacher, creation of a council of affairs, collective preparation of a case, carrying out of ecological activity, the results of the case.
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Muntazhimah, Muntazhimah. "Magic Forms and The Mathematical Creative Thinking Ability of Secondary School Students." Mathline : Jurnal Matematika dan Pendidikan Matematika 8, no. 4 (November 29, 2023): 1521–38. http://dx.doi.org/10.31943/mathline.v8i4.550.

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A growing body of literature has shown that mathematics learning is expected to facilitate students to develop creative thinking abilities. In reality, students' creative thinking abilities are not fully accommodated through mathematics learning. Therefore, this research aims to explore middle school students' mathematical creative thinking abilities based on learning experiences with Magic Forms. This qualitative research with an explorative approach focuses on the participation of three class VII students at a state junior high school in Jakarta (MA, LS, and YC). Data collection techniques used in this study were learning outcomes tests and interviews. Data analysis techniques in this study used data reduction, data presentation, and drawing conclusions. Based on the results of the study, it was found that: MA meets the four indicators of mathematical creative thinking ability, MA felt helped by the experience of learning with Magic Forms and challenged by the experience of working on the ability to think creatively. LS met the four indicators of mathematical creative thinking ability, LS also felt helped by the experience of learning with Magic Forms and amazed by the experience of working on the ability to think creatively. YC met the four indicators of mathematical creative thinking ability, for the subject's authenticity indicator reached a percentage of 68.75% (higher indicator). Moreover, YC did not feel helped by the experience of learning with Magic Forms and was confused by the experience of working on the ability to think creatively.
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Kang, Donghyun, Haram Choi, and SangHun Nam. "Learning Cultural Spaces: A Collaborative Creation of a Virtual Art Museum Using Roblox." International Journal of Emerging Technologies in Learning (iJET) 17, no. 22 (November 28, 2022): 232–45. http://dx.doi.org/10.3991/ijet.v17i22.33023.

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This study proposes education on creating virtual art museums using metaverse technology to broaden the understanding of art museums. It investigates the effect of creating a virtual art museum using Roblox Studio, a metaverse platform, on the acquisition of knowledge about art museums, artists, and artworks and the ability to create metaverse content. This study selected the Moonshin Art Museum (MAM), the art museum to be created in the metaverse space, as its local cultural space. Fifteen students participated in a creation workshop to learn to create virtual spatial content using Roblox Studio and also visited an actual art museum. The students were then assigned to architecture, artwork, avatar, and content teams and collaborated with one another. To evaluate the activities, students filled out pre- and post-questionnaires containing items about the MAM, the sculptor Moonshin, and Moonshin’s artwork, as well as the ability to produce metaverse content. Findings showed that creating a virtual art museum through a metaverse platform facilitates the acquisition of spatial knowledge about art museums as well as information about artists and artworks. In addition, collaboration not only helped in the creation task but also identified and solved technical difficulties and improved creative abilities. These results suggest possibilities for using metaverse technology in delivering education regarding virtual art museums.
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Edmonds, David. "The Creative Use of Electronic Charts." Journal of Navigation 44, no. 3 (September 1991): 348–54. http://dx.doi.org/10.1017/s0373463300010158.

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There is a great sense of movement and progress in navigation today. The excitement lies in the ability to do things which were not possible with traditional media or at best were difficult and time-consuming to achieve. So this paper is not about the desirability nor the timescale of the ECDIS (Electronic Chart and Display Information System) replacing paper charts for primary navigation. It is about the flexibility and creative power opened up by new technology.
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Jeong, Cheol-Yeong. "Types of Creative Character and Moral Education: Around Intuitive Creativity." K Association of Education Research 9, no. 2 (June 30, 2024): 79–93. http://dx.doi.org/10.48033/jss.9.2.5.

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Among human abilities, the original thinking given by God led the development ofscience and technology and the change of the times, revealing the reputation of mankind. Creativity, our ability to think about new things and the ability to enable infinite imagination,should be developed in the direction of positivity that can be continuously used in fields suchas civilization, art, culture, and science and technology education. For us living in the era ofthe 4th industrial revolution and the AI era, the direction of positivity and the ability of cognitive development to correspond to the singularity of Chat-GPT (generative pre-trainedtransformer) are required. We should consider human creativity and personality education thatconsiders direction and timeliness. This is because it is necessary to consider the peculiarityof the 4th generation Chat-GPT, which passes deep learning in the evolution of AI technologyand goes beyond some arithmetic ability in the area of human creativity and personality. Therefore, this study classified our creativity into diffuse creativity and convergent creativitybased on a moral psychological perspective, and presented four types of creative personalitybased on the characteristics of the emotional and thinking types of moral preferencedevelopment.
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Hafizah, Nisaul, and Hufri Hufri. "Physical Module Validation Integrating Creative Thinking Ability in Measurement and Movement Materials." Physics Learning and Education 1, no. 3 (September 30, 2023): 173–81. http://dx.doi.org/10.24036/ple.v1i3.66.

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The demands of the world of the future require children to have the creative thinking skills needed to develop science, technology and art. The chosen approach was to create a Physics learning module that incorporates students' creative thinking skills. The research conducted included the type of research and development and the object of the research was the Physics Module which was tested on high school class X students. This demonstrate employments 4 stages, specifically defining, designing, developing, and disseminating. Based on the comes about of the investigate that has been done, it can be concluded that the Physics Module integrates the ability to think creatively in the measurement and motion material that has been developed has a validity value of 71 in the valid category
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Wibisono, Haryo, and Semiarto Purwanto. "AFFECTIVE TECHNOLOGY AND CREATIVE LABOUR IN INDONESIA’S EXTRACTIVE INDUSTRY." International Journal of Management, Innovation & Entrepreneurial Research 6, no. 2 (September 8, 2020): 55–63. http://dx.doi.org/10.18510/ijmier.2020.626.

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Purpose: This article examines affective technology to understand the significance of creative labour in Indonesia multinational oil and gas companies in the city of Balikpapan, East Kalimantan. Methodology: The data is gathered from desk studies by reviewing policies, monographs, and printed documents, and ethnographic observations to understand the social and cultural context. Main findings: We identified two types of affective technologies created by creative labours: the visual simulation to create new subjects and visual efforts to forge corporate reputation. They are important in helping in the production of subjects and the value of corporate branding. Practical Implications: This study shows the need for extractive industries to pay more detail in providing safety instructions for their employees. Creative workers can be the right agents to compose effective messages with their ability to touch the affective side of employees through the works they produce. Social Implications: The creative workers are increasing in number; however, their nature of work which is mainly based on gigs is somewhat vulnerable in developing countries like Indonesia. Closer cooperation with the big industries will be favorable for them with the hope that in return they will come up with some products to strengthen the companies' social responsibility. The novelty of study: While previous studies have rarely underlined the interplay between creative work and extractive industries, this article provides insight into affective technology within the context of extractive industries.
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Yahya Al-Hidabi, Dawood Abdulmalek, and Dr. Eissa mohammed ali saleh. "Extent of Practicing Creative Thinking Skills among Students of Educational Technology at the University of Ibb, Yemen, When Applying Innovative Educational technologies." International Journal for Talent Development 11, no. 1 (October 13, 2020): 75–94. http://dx.doi.org/10.20428/ijtd.v11i1.1671.

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The research aimed to identify the extent of practicing creative thinking skills among students of educational technology at the University of Ibb, Yemen in applying innovative educational technologies. To achieve the objectives of the study and answer its questions, the researchers used the descriptive method. The study population was educational technology students at the University of Ibb. The research sample involved (50) students of the second level in the Department of Educational Technology in the academic year 2018/ 2019. A scale of creative thinking and an open-ended questionnaire were used to assess creative thinking skills and identify the obstacles of creative thinking among students. The results showed a clear decline in the students' ability to practice creative thinking skills with a general average of (34.90) for group A students, and an average of (35.15) for group B students. The study revealed a number of obstacles of developing students' creative thinking. The study concluded with a set of recommendations and suggestions. Keywords: creative thinking skills, educational technology innovations, students of educational technology.
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يحي الحدابي, أ. د. داود عبدالملك, and د. عيسى صالح. "Extent of Practicing Creative Thinking Skills among Students of Educational Technology at the University of Ibb, Yemen, When Applying Innovative Educational technologies." International Journal for Talent Development 11, no. 20 (October 13, 2020): 75–94. http://dx.doi.org/10.20428/ijtd.11.20.4.

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The research aimed to identify the extent of practicing creative thinking skills among students of educational technology at the University of Ibb, Yemen in applying innovative educational technologies. To achieve the objectives of the study and answer its questions, the researchers used the descriptive method. The study population was educational technology students at the University of Ibb. The research sample involved (50) students of the second level in the Department of Educational Technology in the academic year 2018/ 2019. A scale of creative thinking and an open-ended questionnaire were used to assess creative thinking skills and identify the obstacles of creative thinking among students. The results showed a clear decline in the students' ability to practice creative thinking skills with a general average of (34.90) for group A students, and an average of (35.15) for group B students. The study revealed a number of obstacles of developing students' creative thinking. The study concluded with a set of recommendations and suggestions. Keywords: creative thinking skills, educational technology innovations, students of educational technology.
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Praptiwi, Ucca Swasti, Agus Yulianto, and Ellianawati Ellianawati. "Effectiveness of Integrated Comic Electronic Media Islamic Values on Students' Creative Thinking Ability." Jurnal Penelitian Pendidikan IPA 7, SpecialIssue (December 22, 2021): 345–50. http://dx.doi.org/10.29303/jppipa.v7ispecialissue.1033.

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Learning activities that utilize digital technology for online learning are an alternative during the COVID-19 pandemic. This study aims to determine the effectiveness of electronic comic media based on problem-based learning integrated with Islamic values to improve students' creative thinking skills. This study uses a Research and Development approach using the ADDIE model. The subjects in the study were 90 students of class VIII. Data collection techniques using research instruments with quantitative data analysis. The data collection instrument was by giving essay questions in the form of a creative thinking ability test. The study of creative thinking skills by calculating the N-gain and the significance test was carried out using an average difference test through a t-test with the help of SPSS. The results showed that the value of significance (2 tailed) from the two schools, namely 0.00 < 0.05, then H0 is rejected, and Ha is accepted, so it can be concluded that there is a difference in the average creative thinking ability of the pretest and posttest both at SMP N 3 Watumalang and at SMP IT Permata Hati, which means that there is an effect of using E-Comic media in improving students' creative thinking skills
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Maksymovska, N. O. "Management of creative technologies in the socio­cultural field." Culture of Ukraine, no. 75 (March 21, 2022): 30–35. http://dx.doi.org/10.31516/2410-5325.075.04.

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The purpose of the article is to study the theoretical and practical principles of regulating creative practices and defining the conditions for implementation of culture creativity technologies in the socio-cultural field. The methodology. In this study we have applied the scientific analysis and synthesis method in order to define the culture creativity process efficiency conditions through implementation of creative practices, which may include: development of sociocultural process subjects’ ability to be creative, establishing a community-team of like-minded individuals to produce and implement creative ideas, purposeful technologization of creative activities, making up the space to realize newest creative practices and improve traditional ones. By comparing the scientific facts and the method of purposeful goal-setting it was found out that every condition provides for completing a number of tasks, namely use of interactive technologies to stimulate creative thinking of professionals and participants of socio-cultural activities; realization of functioning principles of the creative center, which generates and selects ideas for implementation of a cultural product; carrying out original space functioning for continuous communication and supporting creative atmosphere. The results. In a broad sense, culture management should ensure the dynamics of culture creativity process, in a narrow one — the efficiency of creative technology in the sociocultural field. It ensures technologization of creative practices, creates organizational and management conditions for productive interaction, which must be taken into account while realizing the creative process of culture creation. That is to say, culture management is viewed particularly as managing creativity and innovation in socio-cultural field. The scientific novelty. Culture management ensures culture creation dynamics by implementing effective mechanisms of promoting innovative practices in the socio-cultural field. Taking into account individual (creative personality), group (creative team), environmental (creative space) and activity (creative activities and interaction) aspects we determined the systematic nature of management and its viability. The practical significance. According to the results of the study, the complexity of culture creation determines the choice of non-traditional approaches for stimulation of creative thinking, group decision making and constructing culture centers. Conditions must be provided to realize creative practices as a technology and project that provides for clear planning, search and distribution of necessary resources, monitoring realization and final evaluation of efficiency.
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Afrianti, Indah, Supriyaddin, Enung Nurhasanah, Asmedy, and Nur Wahyuni. "Ecolinguistic-Based English for Computer Learning Tools to Develop Students’ Creative Thinking Ability." Jurnal Pendidikan dan Pengajaran 55, no. 3 (December 12, 2022): 546–61. http://dx.doi.org/10.23887/jpp.v55i3.48349.

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Learning English is one of the important fundamental aspects that students must master from the lexicon/vocabulary learning process. Currently, lecturers only focus on giving assignments on test questions in general English books. This results in students not being confident in speaking English because they do not have a large collection of vocabulary. This study aims to produce an Ecolinguistic-based English for Computer learning tool. This research method is research development using the ADDIE model which consists of several steps, namely analysis, design, development, implementation, and evaluation. The subjects in this study consisted of 3 expert validation and 30 students in the information technology study program STKIP Yapis Dompu. The research instruments used in this research are Learning Device Validation Sheet, Learning Implementation Plan, Worksheet, Response Questionnaire, and Learning Outcome Test. The data analysis techniques in this study were expert validation analysis, test data analysis, and test analysis of learning outcomes. The result of this study shows learning tools of the material are presented well, the language used is easy to understand, and the questions given can be done by students. Textbooks are also effective in increasing the achievement of student learning outcomes because they are actively involved in finding material, finding relationships between materials, and being able to apply their knowledge so that students will be able to construct knowledge gained from their experiences. The resulting product is in the form of English course textbooks for students in the Information Technology Education Study Program.
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Nurita, Tutut, Lia Yuliati, Muhamad Arif Mahdiannur, and Fasih Bintang Ilhami. "The Effectiveness of Case-Based STEM Integrated with Mobile Simulation to Foster Students’ Creative Thinking Skills." International Journal of Interactive Mobile Technologies (iJIM) 18, no. 07 (April 9, 2024): 97–106. http://dx.doi.org/10.3991/ijim.v18i07.48069.

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This study aims to determine the effect of case-based science, technology, engineering, and mathematics (STEM) integrated with mobile simulation on fostering students’ creative thinking skills. This study utilized an experimental design, specifically a pretest-posttest control group design. The research subjects were 40 students from a university in Surabaya City. The research instrument used was a test measuring creative thinking ability. The data was analyzed using the Wilcoxon non-parametric test because it was not normally distributed. The results showed that: (1) there is a statistically significant difference between the initial test and the final test; (2) there is a significant increase in the creative thinking ability of students who participate in oscillation-based STEM Embedded learning with mobile simulation; (3) there is a positive relationship between the use of mobile simulation and students’ STEM Embedded creative thinking ability. The conclusion of this study is that case-based STEM embedded oscillation with mobile simulation is effective in improving students’ creative thinking skills.
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Cock Buning, Madeleine de. "Autonomous Intelligent Systems as Creative Agents under the EU framework for Intellectual Property." European Journal of Risk Regulation 7, no. 2 (June 2016): 310–22. http://dx.doi.org/10.1017/s1867299x00005730.

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Recent advancement in technology in the domain of Autonomous Intelligent Systems (AIS) shall eventually lead to autonomous technology that can perceive, learn, decide and create without any human intervention. Already now there are robots that create better versions of robots and computer programmes that produce other computer programmes. Although the ability to create is a quality that has traditionally been considered a human capacity, the sudden increase in the level of complexity of such systems as well as their learning abilities, shall ultimately render human intervention in the process of creation redundant. This makes the need to address creative agents and the challenges they bring ever more evident. This contribution assesses the output of AIS as Creative Agents and its relation to the EU framework for Intellectual Property.
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Sahara, Ani, Mahsup Mahsup, Abdillah Abdillah, and Syaharuddin Syaharuddin. "The influence of creative thinking ability and interpersonal intelligence on students’ cooperation skills in mathematics learning." Al-Jabar : Jurnal Pendidikan Matematika 14, no. 2 (December 16, 2023): 383. http://dx.doi.org/10.24042/ajpm.v14i2.18019.

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Background:Mathematics education is crucial for developing various skills in students, including logical, analytical, systematic, interpersonal, critical, and creative thinking. These skills are essential due to the role of mathematics in science and technology, as well as its significance in achieving educational goals.Aim:The study aimed to evaluate the impact of creative thinking abilities and interpersonal intelligence on students' cooperation skills.Method:This quantitative research employed multiple linear regression analysis techniques. It involved selecting subjects, developing and validating research instruments, disseminating these instruments, and then tabulating and analyzing the data.Result:The analysis yielded the equation Y=-5.588+0.694X_1+0.366X_2, indicating a relationship between the dependent variable (Y) and the independent variables (X_1, X_2). Creative thinking ability was found to have the most significant impact on cooperation skills, contributing 69.4%. The determination value (R²) was 0.555, suggesting that 55.5% of the variance in cooperation skills could be explained by variations in creative thinking ability and interpersonal intelligence.Conclusion:The study concluded that both creative thinking ability and interpersonal intelligence significantly influence students' cooperation skills. The ANOVA test further confirmed the effect of these independent variables on the dependent variable, leading to the rejection of the null hypothesis (H₀) and the acceptance of the alternative hypothesis (H₁).
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Kim, Jeyeon, Hikaru Sato, Akihiro Enta, Daisuke Sato, Hideto Kimura, and Masato Sato. "Activities of the Creative Robot Contest for Decommissioning at National Institute of Technology (NIT), Tsuruoka College." Journal of Robotics and Mechatronics 34, no. 3 (June 20, 2022): 527–36. http://dx.doi.org/10.20965/jrm.2022.p0527.

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The purpose of the Creative Robot Contest for Decommissioning is to raise students’ interest in decommissioning through robotics, contribute to the cultivation of students’ creativity, and develop not only their problem-solving ability but also their problem-finding ability. The contest assumes fuel debris removal from the lower part of the pedestal at the Fukushima Daiichi Nuclear Power Plant. This paper describes the activities of our college in the Creative Robot Contest for Decommissioning and the robot design to overcome the challenges of the 4th and 5th contests. Whereas the 4th contest was held on site, the 5th contest was held online. To evaluate the robot that we have developed, we prepared a mock-up of the contest field at our school and conducted a demonstration. In the 4th contest, our team was the only one among the participating teams to complete the task and won the award from the Ministry of Education, Culture, Sports, Science and Technology (MEXT). In the 5th contest, we won the award from the Governor of Fukushima prefecture. The educational effects of the Creative Robot Contest for Decommissioning were great. The students who participated in the contest became more interested in decommissioning and were able to develop problem-solving skills, the ability to study independently, schedule management, and so on.
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Smirnova, S. V. "PROJECT TECHNOLOGY AS A TOOL OF MULTIDIMENSIONAL EDUCATION AT UNIVERSITY." Educational Psychology in Polycultural Space 64, no. 4 (2023): 131–45. http://dx.doi.org/10.24888/2073-8439-2023-64-4-131-145.

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In the context of the transformation of modern education and the entry of society into the era of digitalization, the role of universities in the development of universal competencies and flexible skills of students is increasing. The ability to creative activity, creative thinking, the ability to find a common language with representatives of different cultures becomes a condition for the success not only of a specialist in the profession, but also of a person on the scale of the state. And the ability to combine at a professional level special and supra-professional, communicative, project skills allows us to talk about the multidimensionality of the individual and the educational reality corresponding to the needs of the individual. Mastering design technology during training allows students not only to organize their own creative result-oriented activities, but also to develop personal qualities and flexible skills. Therefore, the purpose of this work is to substantiate the project technology as a tool of multidimensional education, which allows us to achieve the planned educational results. To achieve this goal, methods of observation and analysis of theoretical sources and comparison of empirical data were used. A study was also conducted on the dynamics of the level of awareness and application of project technology as a flexible competence among students, and the results obtained were described. At the same time, multidimensionality as one of the qualitative characteristics of higher education is considered in this paper from the standpoint of the analysis of the missions of universities, the prevailing attention to the development of flexible skills and universal competencies of students, as well as digitalization as an objective reality. As a result of the conducted research, it can be concluded that the higher education system in Russia, multidimensional in nature, should be based on project tools in order to be able to meet the current challenges of our time.
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Skaržauskienė, Aelita, and Monika Mačiulienė. "Mapping International Civic Technologies Platforms." Informatics 7, no. 4 (October 21, 2020): 46. http://dx.doi.org/10.3390/informatics7040046.

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The new communication paradigm supported by Information and Communication Technology (ICT) puts end-users at the center of innovation processes, thereby shifting the emphasis from technology to people. Citizen centric approaches such as New Public Governance and Open Government in the public management research suggest that government alone cannot be responsible for creating public value. Traditional approaches to public engagement and governmental reforms remain relevant, however our research is more interested in the ability of a networked society to resolve social problems for itself, i.e., without government intervention. In seeking to gain insights into bottom up co-creation processes, this paper aims to collect and generalize information on the international civic technology platforms by focusing on three dimensions: identification of the objectives (content), classification of main stakeholder groups (actors), and definition of co-creative methods (processes). In view of a paucity of research on Civic Technologies, the content analysis will extend the understanding of this growing field and allow us to identify the patterns in their development.
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Ananda, Winda, Asni Johari, and Nazarudin Nazarudin. "The Effect of the Project-Based Learning (PjBL) Model based on an Integrated STEM Approach with Entrepreneurial Character on Students' Creative Thinking Ability." Berkala Ilmiah Pendidikan Fisika 12, no. 1 (March 18, 2024): 141. http://dx.doi.org/10.20527/bipf.v12i1.17937.

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This research aims to measure students' creative thinking abilities using the Project-Based Learning (PjBL) model based on an integrated STEM approach with entrepreneurial character in dynamic electrical material. This type of research is quasi-experimental with a none-equivalent pre-test and post-test control group design research model. The population in this study was all students in class XII phase F, with a total of 8 classes. The sampling was taken using cluster random sampling. Class F4 is an experimental class with 35 people, and class F3 is a control class with 35 people. The experimental class implemented STEM-based PjBL integrated entrepreneurial character and the control class with conventional learning. The instrument used was a 4 question description test to measure creative thinking. Based on the t-test, it was found that the initial abilities in both classes were the same in terms of creative thinking skills. The average post-test score for the experimental class and control class. Based on the t-test, there is a significant difference, which means there is an influence of STEM-based PjBL integrated with entrepreneurial character on creative thinking skills.
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Wang, Ching‐Wen, Jue‐Ja Wu, and Ruey‐Yun Horng. "Creative Thinking Ability, Cognitive Type and R&D Performance." R&D Management 29, no. 3 (July 1999): 247–54. http://dx.doi.org/10.1111/1467-9310.00134.

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Grigorieva, Elena I., and Lyudmila N. Maksimova. "Project as an effective technology for teaching students of creative specialties." Tambov University Review. Series: Humanities, no. 193 (2021): 141–48. http://dx.doi.org/10.20310/1810-0201-2021-26-193-141-148.

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We discuss the process of using project technologies to develop professional competencies of students studying in creative specialties. The specificity of the organization of the educational process using project technologies is revealed, which allows organizing the activities of students with a focus on obtaining a specific creative product, attracting alternative resources, maintaining partnerships with various organizations and structures. The features of the project-oriented approach in the interaction of traditional and innovative principles in the creative self-realization of students are highlighted. The effectiveness of the process under consideration is based on the ability to build classes with students, taking into account their acquisition of certain skills and abil-ities, among which the most significant are: thought-activity, presentation, communication, search, information. Project technologies at the present stage of student learning are considered as one of the personality-oriented technologies that integrate a problematic approach, group methods, reflexive, presentational, research, search and other methods. It is noted that project activity allows solving the problem of youth readiness for active actions in a social environment, realizing the acquired knowledge and skills. Therefore, the development of project competence is one of the most important guidelines in the system of training students of creative specialties.
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Мамедова, Л. В. "Development of creative thinking of preschoolers through triz technology." Management of Education, no. 10(56) (November 25, 2022): 148–54. http://dx.doi.org/10.25726/m5349-8669-2243-v.

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Помощь технологии теории решения изобретательских задач (ТРИЗ) в развитии творческого мышления детей, является основным вопросом рассмотренным в данной статье. Первой ступенью образовательных систем, является дошкольное образование. На сегодняшний день общество предъявляет новые требования, и главной задачей дошкольного образования, является воспитание нового поколения, а точнее детей с высокими творческими возможностями. Педагоги прекрасно знают, что каждый ребенок рождается творческим и одаренным. Только неправильное воспитание и обучение может погубить этот талант. Чтобы добиться успеха, детям необходимо развивать творческое мышление, способность мыслить нестандартно, смотреть на окружающий мир. Также в статье описываются полученные данные в ходе эмпирического исследования уровня творческого мышления дошкольников по таким критериям как: «гибкость», «беглость» и «оригинальность» на базе МБДОУ «ЦРР – детский сад «Снежинка» г. Алдан. На основании обобщение педагогического и психологического опыта специалистов были подобраны методы и приемы современной технологии ТРИЗ таким образом, чтобы дети могли решать проблемы и подходить к решению более творческим путем. Описана серия занятий с использованием технологии ТРИЗ и картотека коррекционно-развивающих игр. The help of the technology of the theory of solving inventive tasks (TRIZ) in the development of creative thinking of children is the main issue discussed in this article. The first stage of educational systems is preschool education. Today, society is making new demands, and the main task of preschool education is to educate a new generation, or rather children with high creative abilities. Teachers know perfectly well that every child is born creative and gifted. Only improper upbringing and training can ruin this talent. To succeed, children need to develop creative thinking, the ability to think outside the box, to look at the world around them. The article also describes the data obtained during an empirical study of the level of creative thinking of preschoolers according to such criteria as: "flexibility", "fluency" and "originality" on the basis of MBDOU "CRR – kindergarten "Snowflake" in Aldan. Based on the generalization of pedagogical and psychological experience of specialists, methods and techniques of modern TRIZ technology were selected so that children could solve problems and approach the solution in a more creative way. A series of classes using TRIZ technology and a card file of correctional and educational games are described.
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46

Ford, Cameron M. "Interpretive Style, Motivation, Ability and Context as Predictors of Executives' Creative Performance." Creativity and Innovation Management 8, no. 3 (September 1999): 188–96. http://dx.doi.org/10.1111/1467-8691.00136.

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47

Li, Ren, and Chunbin Wang. "Cultural and Creative Product Design and Image Recognition Based on Deep Learning." Computational Intelligence and Neuroscience 2022 (July 12, 2022): 1–9. http://dx.doi.org/10.1155/2022/7256584.

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In today’s technological world, advanced intelligence technologies such as deep learning (DL) techniques are widely applied in various fields. In this study, people are going to research cultural and creative product design and image recognition based on deep learning. Cultural creative products are referred to as products that are designed by taking inspiration from the cultural aspects. The use of cultural and creative products has increased among the people, thus creating a fair market. Artificial intelligence deep learning (DL) is employed for the design of culturally creative objects. Deep learning is referred to as a machine learning technique that is used to teach machines to imitate human behaviour so that computers can learn from examples. The proposed system utilizes image recognition technique which is referred as the ability of computer systems to identify objects from an image. The image recognition technique integrates machine vision technology, which uses cameras and artificial intelligent software for recognising images. This technology is widely used for various functions, such as self-driven cars, image content searches, and machine vision robots. In our proposed system, image recognition based on deep learning is used in the design of cultural and creative products through the utilisation of randomized algorithms. The system is found to deliver more accurate solutions when compared with the existing LDA, HMM, and optimization algorithms.
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Bazazo, Ibrahim Kahlil, Ehab Abdul Raheem Alshatnawi, Ranea Mohammad Qaddhat, and Ihab Ahmad Alomari. "The Effect of Information Technology in Creative Marketing “Case Study- Jordan Tourism Board”." Journal of Management Research 8, no. 3 (July 28, 2016): 158. http://dx.doi.org/10.5296/jmr.v8i3.9315.

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This study aims to assess the effect of information technology on the creative marketing at Jordan Tourism Board in order to provide recommendations and suggestions needed to improve the capacity of Jordan Tourism Board to reach a wider tourism markets worldwide, and market Jordanian tourism products in a high effectiveness through using new technological means. To achieve the study objective, a self-administrated questionnaire developed and then distributed to the employees of Jordan Tourism board to know their perspective toward the effect of information technology on the creative marketing.The results revealed that there is a significant relation between sophisticated information technology and the ability to reach tourism markets, as well as a significant relation between developed technological software and creative marketing. They also showed a significant relation between trained and qualified human resources and creative marketing. Finally, this study emphases on the importance of having qualified and trained human resources and advanced technological means and software so as to increase the Jordanian tourism market share and reach new markets.
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Chehlova, Zoja, Mihail Chehlov, and Ina Gode. "PEDAGOGICAL CONFLICT – THE CONTEMPORARY TECHNOLOGY OF THE COMPETENCY-BASED APPROACH." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 2 (May 21, 2019): 70. http://dx.doi.org/10.17770/sie2019vol2.3722.

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In the 21st century, the creative role of education in the socio-economic development is increasing. Therefore, education is focused not only on the acquisition of certain amount of knowledge by learners, but also on the development of creative abilities and personal qualities, including the ability and desire to study, the ability and desire to act and the ability and desire to create. These key competencies develop in the process of learning on the basis of the technologies of the competency-based approach.The research problem is the development of positive learning motivation for students as the means of transforming inter-personal conflict into pedagogical conflict, which promotes individual’s moral education. The aim of the article is to analyse the characteristics of pedagogical conflict and elaborate the model of pedagogical conflict on this basis as a contemporary technology of the competency-based approach. The methodology of the research include: the competency-based approach and the activity-based approach;the research methods include: theoretical analysis, interpretation and mathematical statistics.The results of the study – there have been elaborated the theoretical basis of the pedagogical conflict as a technology of the competency-based approach:the nature of the has been analysed, and the content model of pedagogical conflict has been elaborated; there has been determined the organization of the process of learning based on the humanitarian inter-action of teachers and learners, which facilitates the transformation of inter-personal conflict into pedagogical conflict and promotes the moral education of an individual.
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Ashari, Novica, Zulyusri Zulyusri, Relsas Yogica, and Heffi Alberida. "Implementasi Pendekatan Science, Technology, Engineering, Mathematics (STEM) dalam Pembelajaran dan Hubungannya dengan Kemampuan Berpikir Kreatif Siswa." AS-SABIQUN 4, no. 4 (September 1, 2022): 763–74. http://dx.doi.org/10.36088/assabiqun.v4i4.2056.

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STEM is a learning approach that integrates 4 disciplines in learning, namely science, technology, engineering and mathematics. This approach aims to form the next generation that meets the abilities of the 21st century, one of which is the ability to think creatively. It is important for students to develop creative thinking skills to make students think rationally in solving a problem. The average level of creative thinking of students has various percentages. The purpose of this study was to examine the results of implementing the STEM approach in biology learning from 10 relevant articles and their relationship to students' creative thinking abilities. The type of research used is a meta-analysis with a literature review research method using several data sources such as articles in electronic journals and books. The results showed that the application of the STEM approach in learning had an effect on increasing students' creative thinking skills.
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