Journal articles on the topic 'Electronic creativity'

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1

Imran, Naveed. "Electronic media, creativity and plagiarism." ACM SIGCAS Computers and Society 40, no. 4 (December 2010): 25–44. http://dx.doi.org/10.1145/1929609.1929613.

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2

SIAU, KENG L. "Electronic Creativity Techniques for Organizational Innovation." Journal of Creative Behavior 30, no. 4 (December 1996): 283–93. http://dx.doi.org/10.1002/j.2162-6057.1996.tb00774.x.

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3

Shaw, Duncan. "Creativity and learning through electronic group causal mapping." International Journal of Innovation and Learning 1, no. 4 (2004): 364. http://dx.doi.org/10.1504/ijil.2004.005497.

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4

Suprayitno, Suprayitno. "Creativity and Impact of Advertising Electronic Led Billboards in Jakarta." Humaniora 7, no. 2 (April 30, 2016): 167. http://dx.doi.org/10.21512/humaniora.v7i2.3513.

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The creativity and the impact of advertising electronic LED billboards in Jakarta was an approach to see, to know and to understand in a deeper way. Creativity decisions affect all advertising, art, and knowledge combined with the phrase creative strategy. Creative advertising ideas must be original, unique, different, new, unexpected and right on target. The approach used was qualitative research methods, including data collection in the form of literature review, interviews with the actors and the surrounding communities, as well as documenting the billboard directly outside the media was located. The results of this research are the analysis report the creativity and impact of LED electronic billboard advertising effectiveness, is expected to produce a more detailed picture. So that students and practitioners can use the visual communication design, process, and maximize the advertising rules in designing a design to reach the stage of design creativity and better application.
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Yagolkovskiy, Sergey R. "Stimulation of Individual Creativity in Electronic Brainstorming: Cognitive and Social Aspects." Social Behavior and Personality: an international journal 44, no. 5 (June 4, 2016): 761–66. http://dx.doi.org/10.2224/sbp.2016.44.5.761.

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I examined the extent to which idea exchange in an electronic brainstorming session stimulates individual creativity. The influence of idea exchange on particular parameters of creativity was assessed in an idea exposure paradigm. Characteristics of stimuli were manipulated by presenting common, rare, and absurd ideas to 144 high school undergraduate participants. I assessed fluency, flexibility, and originality parameters of creativity using the Russian version of the Alternate Uses test. The results revealed a significant effect of stimulus type on originality, and showed that rare stimulus ideas had a positive influence on originality.
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Hikmawan, T., N. Sutarni, and A. Hufad. "The role of electronic learning media in creativity learning." Journal of Physics: Conference Series 1375 (November 2019): 012030. http://dx.doi.org/10.1088/1742-6596/1375/1/012030.

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Dennis, Alan R., Randall K. Minas, and Akshay P. Bhagwatwar. "Sparking Creativity: Improving Electronic Brainstorming with Individual Cognitive Priming." Journal of Management Information Systems 29, no. 4 (April 2013): 195–216. http://dx.doi.org/10.2753/mis0742-1222290407.

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8

Schwarz, K. K. "Methodical creativity." Manufacturing Engineer 77, no. 1 (February 1, 1998): 17–20. http://dx.doi.org/10.1049/me:19980105.

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Dempsey, P. "The science of creativity." Engineering & Technology 4, no. 19 (November 7, 2009): 78–79. http://dx.doi.org/10.1049/et.2009.1919.

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Lau, Sing, and Ping Chung Cheung. "Creativity assessment: Comparability of the electronic and paper-and-pencil versions of the Wallach–Kogan Creativity Tests." Thinking Skills and Creativity 5, no. 3 (December 2010): 101–7. http://dx.doi.org/10.1016/j.tsc.2010.09.004.

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Gollomp, B. "Creativity dependent on instrumentation." IEEE Instrumentation & Measurement Magazine 8, no. 4 (October 2005): 72–73. http://dx.doi.org/10.1109/mim.2005.1518627.

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12

Lesk, M. "Copyright and creativity." IEEE Security & Privacy Magazine 2, no. 3 (May 2004): 76–78. http://dx.doi.org/10.1109/msp.2004.6.

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13

Sulek, Eugene. "A Virtual Design STUDIO: Today's Opportunity for Effective Electronic Creativity." Design Management Journal (Former Series) 5, no. 3 (June 10, 2010): 15–20. http://dx.doi.org/10.1111/j.1948-7169.1994.tb00395.x.

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14

Kocan, Kristin F. "Areas of innovation and creativity." Bell Labs Technical Journal 9, no. 1 (May 11, 2004): 1–3. http://dx.doi.org/10.1002/bltj.20000.

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15

Florida, R. "America's looming creativity crisis." IEEE Engineering Management Review 33, no. 1 (2005): 105. http://dx.doi.org/10.1109/emr.2005.25181.

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Womack, J. "Problems with creativity." Manufacturing Engineer 84, no. 3 (June 1, 2005): 5. http://dx.doi.org/10.1049/me:20050310.

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17

Krassilo, T. A. "The relationship between the frequency of use of electronic gadgets, inclusion in game interaction and creativity among preschoolers." Social Psychology and Society 11, no. 1 (2020): 144–58. http://dx.doi.org/10.17759/sps.2020110109.

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Objectives. The study of the relationship between the frequency of use of electronic gadgets, the level of involvement in the interaction in the game and creativity among preschoolers, as well as the identification of gender specificity in the severity of the studied phenomena. Background. In connection with the active inclusion in the life of a modern person of technical means and digital technologies, the sociocultural situation of the development of the child and the process of his socialization have substantially changed. This, of course, leads to changes in the mental and personal development of children, therefore, it is very important to study the psychological characteristics of the modern child and their relationship with new characteristics of the situation of the development. Study design. The study examined the level of creativity of preschoolers, the frequency of their use of electronic gadgets and the level of their involvement in game interaction. The presence of a relationship between these parameters was established by calculating the Pearson correlation coefficient. Participants. 48 children aged 6—7 years: 24 boys and 24 girls, as well as their parents (48 people). Measurements. The method “Map for observing a spontaneous role-playing game” — a modification of the method “Normative development maps” (authors: Korotkova N.A. and Nezhnov P.G.); author’s questionnaire for parents “Interaction of children with electronic gadgets”; the Torrance Creativity Test. Results. An inverse relationship has been established between the frequency of use of electronic gadgets and the level of involvement in game interaction among preschoolers. A direct relationship between the level of creativity of the child and his level of involvement in the interaction in the game is revealed. The gender specificity in the severity of the studied phenomena is described. Conclusions. There is a correlation between the frequency of use of gadgets, inclusion in interaction in the game, and creativity among preschoolers. There is a gender specificity in the manifestation of the studied phenomena.
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18

Strachan, Robert. "The Spectacular Suburb: Creativity and affordance in Contemporary Electronic Music and Sound Art." SoundEffects - An Interdisciplinary Journal of Sound and Sound Experience 3, no. 3 (December 19, 2013): 5–24. http://dx.doi.org/10.7146/se.v3i3.15732.

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This article examines the relationship between sound, creative practice and the representation of landscape and environment. It uses an analysis of a single sound art/electronic music event, the Spectacular Suburb, a collaboration between sound recordist Chris Watson and the electronic producer/musician Matthew Herbert, as a central case study. Drawing upon interview material and the author’s own experiences as a curator of the event the article explores how individual sound objects are utilized subject to differing creative strategies. The article proposes a theoretical model of creativity influenced by ecological approaches to human perception. In particular, it suggests that for electronic musicians and sound artists creativity takes place according to complex affordance structures characterized by the relationship between the physical properties of sound, a highly nuanced set of socially constructed contexts, and specific technological and musical conventions.
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Setyowati, Erna. "KEEFEKTIFAN MODUL ELEKTRONIK BERBASIS KONSERVASI UNTUK MENINGKATKAN KREATIFITAS PEMBELAJARAN MATA KULIAH PANGKAS DISAIN." Jurnal Ilmiah Pendidikan Teknik dan Kejuruan 11, no. 1 (November 23, 2019): 1. http://dx.doi.org/10.20961/jiptek.v11i1.21088.

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<em>The conventional methods still used in practical learning of hairdressing subject and its gave the less optimal learning results. Its requires some creativity, extensive innovation and an electronic module containing materials, images and video tutorials, therefore self-learning stimulus could be provided optimally. Paperless method is one implementation of conservation policy of environmental efficiency and prevention of environmental pollution, beside that it could optimizing the information technology based system on the learning process. Conservation-based electronic module using C56 adobe flash software and flipbook application. The objective of this research is to know the effectiveness of electronic module based on conservation and improvement of learning creativity of hairdressing. The research used the pre-experiment design, observation data collection method, questionnaire, test and documentation with descriptive percentage analysis and validity module test. The result of module validity test is declared a feasible and effective equaled to 84,20 %, while the result of learning using electronic module was increasing student creativity equaled to 22,85 % which obtained from pre-test, post test and process based on aspect of science, affective, and skills assessment.</em>
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20

Banks, Joe. "Rorschach Audio: Ghost Voices and Perceptual Creativity." Leonardo Music Journal 11 (December 2001): 77–83. http://dx.doi.org/10.1162/09611210152780728.

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The author considers research into allegedly supernatural “Electronic Voice Phenomena” (EVP) in light of both anecdotal reports and formal experimental studies of related aspects of human auditory perception. He offers the primary hypothesis that an understanding of the relevant aspects of psychoacoustics provides a complete explanation for most EVP recordings, and a secondary hypothesis that an informed understanding of these processes is as relevant to the emergent field of sound art as studies of optical illusions have been to the study of visual art.
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21

Lesk, M. "Shedding light on creativity." IEEE Security & Privacy Magazine 2, no. 2 (March 2004): 62–64. http://dx.doi.org/10.1109/msecp.2004.1281249.

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22

Marquis, Elizabeth, and Jeremy A. Henderson. "Teaching Creativity Across Disciplines at Ontario Universities." Canadian Journal of Higher Education 45, no. 1 (April 30, 2015): 148–66. http://dx.doi.org/10.47678/cjhe.v45i1.184340.

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While a wide variety of publications have suggested that the development of student creativity should be an important objective for contemporary universities, information about how best to achieve this goal across a range of disciplinary contexts is nonetheless scant. The present study aimed to begin to fill this gap by gathering data (via an electronic survey instrument) about how the teaching and learning of creativity are perceived and enacted by instructors in different disciplines at Ontario universities. Results indicated points of both convergence and divergence between respondents from different fields in terms of their understandings of the place of creativity within courses and programs, and in terms of strategies they reported using to enable creativity in their students. We discuss the implications of these findings, including the ways in which the data speak to ongoing debates about the role of disciplines within teaching, learning, and creativity more broadly.
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Coffin, K., and B. Allen. "Creativity or process? [new product development]." Engineering & Technology 3, no. 16 (September 20, 2008): 76–77. http://dx.doi.org/10.1049/et:20081616.

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Cheung, Ping Chung, and Sing Lau. "Gender Differences in the Creativity of Hong Kong School Children: Comparison by Using the New Electronic Wallach–Kogan Creativity Tests." Creativity Research Journal 22, no. 2 (May 24, 2010): 194–99. http://dx.doi.org/10.1080/10400419.2010.481522.

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Ferràs-Hernández, Xavier. "The Future of Management in a World of Electronic Brains." Journal of Management Inquiry 27, no. 2 (August 30, 2017): 260–63. http://dx.doi.org/10.1177/1056492617724973.

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Artificial Intelligence (AI) is surpassing humans in data processing and computational power. But it also progresses in strategic thinking, creativity, and social interaction skills, bearing almost human cognitive abilities. How long does it take to see digital CEOs running corporations? Will management become a commodity developed by electronic brains?
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Sutton, R. I. "The weird rules of creativity." IEEE Engineering Management Review 30, no. 2 (2002): 36. http://dx.doi.org/10.1109/emr.2002.1022420.

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27

Ogawa, Emiko. "Art, Technology, Society; Concepts of creativity in Ars Electronica." Journal of The Institute of Image Information and Television Engineers 65, no. 2 (2011): 171–75. http://dx.doi.org/10.3169/itej.65.171.

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Michalík, Petr. "How to Increase Students’ Activity When Performing Simulations of Electronic Systems." International Journal of Information and Communication Technologies in Education 4, no. 3 (October 1, 2015): 4–13. http://dx.doi.org/10.1515/ijicte-2015-0010.

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Abstract When creating educational simulation models, and in classes where computer simulation experiments are used, what frequently happens is that some students meet the targets and achieve the intended educational objectives earlier than the teaching time planned for this activity expires. The teacher can resolve such a situation in an appropriate manner, by encouraging the creativity of the “fast” students. This article is concerned with the possibilities of increasing students’ activity in classes where computer simulation of electronic circuits is used. Using a particular example of a simulation experiment, it shows one possible option for how to engage students in the classwork. To achieve this, the function of “fault”, available in the majority of electronic virtual computing labs, is used. This feature allows a teacher to assign one of three possible errors to a selected component; students have no direct way to find out which component is faulty. To resolve the problem, they must use their own creativity and effort, their own ideas, knowledge, and skills, and the tools that they have available in the electronic laboratory.
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Chambers, Paul. "The Studio as Contemporary Autonomous Zone: Crisis and Creativity in Electronic Music." Dancecult 12, no. 1 (November 16, 2020): 48–65. http://dx.doi.org/10.12801/1947-5403.2020.12.01.10.

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30

Michinov, Nicolas, Eric Jamet, Natacha Métayer, and Benjamin Le Hénaff. "The eyes of creativity: Impact of social comparison and individual creativity on performance and attention to others’ ideas during electronic brainstorming." Computers in Human Behavior 42 (January 2015): 57–67. http://dx.doi.org/10.1016/j.chb.2014.04.037.

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Li, Jingli, Min Zhao, Guanjun Xia, and Chao Liu. "The Relationship between Team Hometown Diversity and Team Creativity: From the Chinese Perspective." Sustainability 10, no. 10 (September 28, 2018): 3458. http://dx.doi.org/10.3390/su10103458.

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Since no specialized work has researched the relationship between team members’ hometown diversity (team hometown diversity) and team creativity, we investigated their underlying relationship by conducting a two-wave survey from 304 employees in 54 teams and 54 team leaders from 17 companies. The results proved that team hometown diversity was negatively related to both team information exchange and team creativity, while team information exchange was significantly positively associated with team creativity and the mediation effect of team information exchange between team hometown diversity and team creativity was verified. The moderation role of team identification in the relationship between team hometown diversity and team information exchange as well as the moderation function of team conformity on the relationship between team information exchange and team creativity were both verified. This work made at least four contributions. Firstly, it was among the first to research the impact of team hometown diversity on team creativity, which supplemented the gap and provided a new perspective for exploration of team creativity in future. Secondly, we adopted a two-wave design to check the dynamic impact of earlier team information exchange and team conformity on team creativity afterwards, which can be replicated for future studies. Thirdly, by using supervisor and subordinate ratings together and conducting electronic and paper surveys together, the results were more persuasive. Finally, we included a large dataset from a broad range of companies, which maximized the variables and generated our results. The implications and limitations were also illustrated.
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BORN, GEORGINA. "On Musical Mediation: Ontology, Technology and Creativity." Twentieth-Century Music 2, no. 1 (March 2005): 7–36. http://dx.doi.org/10.1017/s147857220500023x.

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This article develops a theoretical analysis of music and mediation, building on the work of Theodor Adorno, Tia DeNora and Antoine Hennion. It begins by suggesting that Lydia Goehr’s account of the work concept requires such a perspective. Drawing on Alfred Gell’s anthropology of art, the article outlines an approach to mediation that incorporates understandings of music’s social, technological and temporal dimensions. It suggests that music’s mediations have taken a number of historical forms, which cohere into assemblages, and that we should be alert to shifts in the dominant forms of musical assemblage. In the latter part of the article, these tools are used to conceptualize changing forms of musical creativity that emerged over the twentieth century. A comparison is made between the work concept and jazz and improvised electronic musics. Three contemporary digital music experiments are discussed in detail, demonstrating the concepts of the provisional work and of social, distributed and relayed creativity. Throughout, key motifs are mediation, creativity, and the negotiation of difference.
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Kulichenko, Alla K., Tetiana V. Sotnik, and Kira V. Stadnychenko. "ЕЛЕКТРОННЕ ПОРТФОЛІО ЯК ЗАСІБ РОЗВИТКУ КРЕАТИВНОСТІ ВИКЛАДАЧА ІНОЗЕМНОЇ МОВИ." Information Technologies and Learning Tools 66, no. 4 (September 30, 2018): 286. http://dx.doi.org/10.33407/itlt.v66i4.2178.

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The development of education is inextricably linked with high paced technological progress and its multitude of products. Such advancement requires foreign language teachers to not only learn about and utilize such new technological products in their classrooms, but also to discover creative ways they can be applied in enhancing their personal career development. As a result, during the last decade (2008  2018) the number of electronic portfolios on the Internet has increased significantly. They include materials for the educational process and teacher achievements by means of PowerPoint presentations, Wiki-pages, blogs, and sites. Thus, the purpose of this article is to cover the basics of constructing a professional electronic portfolio as a technique of developing creativity of a foreign language teacher aimed to maximize professional skills; meeting professional needs; deepening; expanding and updating corresponding general and specialized knowledge. To facilitate the presentation of the example the article briefly introduces the concepts of «teacher portfolio», «electronic portfolio», «creativity», as they relate to the process of creating an electronic portfolio. The research also presents and describes an electronic portfolio structure taking into account the «can-do» descriptors, which characterize knowledge and skills (e.g., creativity) that a foreign language teacher should demonstrate and develop. Besides, there is a recommendation to use such Google services as Google Drive, YouTube, Google Photos, Google Maps, Google Calendar, Google Play, Google Hangouts, Google Classroom, Blogger, and Google Sites for creating an electronic portfolio. The authors offer an example of the electronic portfolio that consists of three main parts: «Personal Statement», «Self-Assessment», and «Dossier». The «can-do» descriptors are divided into seven categories there: «Context», «Methodology», «Resources», «Lesson Planning», «Conducting a Lesson», «Independent Learning», and «Assessment of Learning».
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GIERAS, Jacek. "Creativity and innovations in the 21st Century." PRZEGLĄD ELEKTROTECHNICZNY 1, no. 2 (February 5, 2019): 3–8. http://dx.doi.org/10.15199/48.2019.02.01.

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Whalley, J. "Creativity and discipline quality management in software." IEE Review 39, no. 6 (1993): 263. http://dx.doi.org/10.1049/ir:19930114.

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36

Temes, Gabor. "Thoughts on Engineering Creativity [Point of View]." Proceedings of the IEEE 107, no. 7 (July 2019): 1223–26. http://dx.doi.org/10.1109/jproc.2019.2923523.

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37

James, Brennig. "The Nature of Creativity." Kybernetes 21, no. 2 (February 1992): 62. http://dx.doi.org/10.1108/eb005923.

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38

Rahim, Ramita Abdul, Noor Azrin Mohammad Nasir, Marlita Mat Yusof, and Nor Lela Ahmad. "Reward and Employee's Creativity: Case of Manufacturing Organization." Global Journal of Business and Social Science Review (GJBSSR) Vol. 1(4) 2013 1, no. 4 (October 15, 2013): 10–17. http://dx.doi.org/10.35609/gjbssr.2013.1.4(2).

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Objective - The main objective of this study is to investigatestrategic reward systems that are intrinsic and extrinsic reward for employees. The rewards address four areas that consist of compensation, benefits, recognition and appreciation. This study discussed whether the reward system gives more benefit to the organization and employees such as improving the employee level of creativity or vice versa. Methodology/Technique - This study is a correlational study where the researchers examined the relationship between reward system and employee's creativity among administrative support personnel in the manufacturing industries. This study focused on five (5) selected manufacturing organization involved in electronic field located in Shah Alam Selangor. The total population is one hundred and sixty (160) staff. Findings - The research findings show that rewards are contributing factors to the employees' creativity or ideas among administrative support personnel in the manufacturing industries in Shah Alam. By providing employees with extrinsic rewards is relatively straightforward and usually built into performance and particularly useful in the short-term for creativity and motivating employees to work towards one specific organizational goal. Novelty - The finding of this study would enhance understanding of the issues of reward system among employers in manufacturing organizations which can influence the effectiveness of employee creativity. It also will be beneficial to the management in puttingsuch efforts to increase employees' creativity. Type of Paper - Empirical Paper Keywords : Extrinsic Reward; Intrinsic Reward; Employee Creativity; Manufacturing Organization.
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Hall, Peter. "Creativity in Antenna Research [Guest Editorial]." IEEE Antennas and Propagation Magazine 55, no. 2 (April 2013): 138–41. http://dx.doi.org/10.1109/map.2013.6529323.

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Zak, Michail. "Irreversibility and creativity in neurodynamics." Computers & Electrical Engineering 19, no. 6 (November 1993): 401–18. http://dx.doi.org/10.1016/0045-7906(93)90017-l.

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Camerilova, G. S., M. A. Kartavykh, and E. L. Ageeva. "Development of professional creativity in the system of higher pedagogical education on the basis of independent activity." SHS Web of Conferences 87 (2020): 00050. http://dx.doi.org/10.1051/shsconf/20208700050.

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The article considers the need to develop professional pedagogical creativity of future teachers as a leading trend in the modernization of higher education. The importance of creativity in the training of teachers is justified by modern humanistic tendencies of social development, which determine significant changes in the organization of the pedagogical process in schools. Innovations in the school education space impose special requirements on the personality of the teacher, updating his creative potential. The study defines the essence of the general category “creativity,” based on which the idea of professional and pedagogical creativity is formed. As an important resource for its development, the independent activities of students are justified, which takes the form of leading activities in the system of higher pedagogical education. The work proposes a model for the development of vocational and pedagogical creativity based on creative independence on the example of the training direction “Pedagogical Education,” the profile “Life Safety,” the theoretical and methodological justification of which is presented by the highlighted principles. In their logic, targeted, meaningful, procedural, reflexive-evaluation components are built. A system of independent activities of students has been designed, uniting the algorithmic, reconstructive-heuristic, creative species that are used in the electronic educational environment of Minin University (MOODLE). The process of development of professional-pedagogical creativity is carried out sequentially and includes motivational-targeted, research, and reflection-evaluation stages. The diagnosis showed the effectiveness of the developed model in the conditions of its implementation in training practice.
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Johnstone, Justine. "Towards a creativity research agenda in information ethics." International Review of Information Ethics 7 (September 1, 2007): 316–25. http://dx.doi.org/10.29173/irie34.

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The value for human wellbeing and social development of information and its associated tools and technolo-gies is no longer controversial. While still less well-endowed than other regions, Africa has growing numbers of print and electronic journals, funding programmes, and researcher and practitioner networks concerned with the generation and use of information in multiple domains. Most of this activity focuses on information as a knowledge resource, providing the factual basis for policy and intervention. By contrast more creative applications of information – as the basis for new ideas whether or not they turn out to be factual – has been almost entirely ignored. Being able to generate and develop new ideas is, however, an equally important and arguably a prior capability, but until recently one that has been little understood. Recent advances in cogni-tive science and creativity research are changing this, however, and it is now possible to see how a rich research agenda can be developed concerned with the role of information and information and communica-tion technology (ICT) as creative resources.
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Petrova, Natalia N. "Digital Musical Performance as the Refl ection of the Axiosphere of Culture and the Educational Space of the Digital Age." ICONI, no. 3 (2020): 87–97. http://dx.doi.org/10.33779/2658-4824.2020.3.087-097.

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The article examines performance on contemporary digital musical instruments, such as the keyboard synthesizer, the digital piano, the digital button and keyboard accordion and others, as a direction of artistic creativity in the contemporary sociocultural space on demand by numerous music lovers and professional performers. Evaluation is given to the possibilities of functioning for electronic musical creativity in the culturalcreative, communicative and educational angles. A phenomenological analysis of performance on electronic musical instruments is carried out and data is provided about the peculiarities of the sociocultural perception among various target auditoriums. The heuristic potential of electronic music-making for the young generation is highlighted in the refl ection of the demands of generation Z on poly-timbre and multi-genres in the artistic process. Examples are brought of successful attempts of realizing of individual and ensemble digital performance which has made it possible to manifest the fundamental functions of artistic culture, to create a system of moral and aesthetic values which would be relevant for society, and to form an aesthetically organized, highly technological sociocultural milieu.
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Jantz, Alfred H. "The Encouragement of Employee Creativity and Initiative." IEEE Engineering Management Review 14, no. 4 (December 1986): 46–48. http://dx.doi.org/10.1109/emr.1986.4306243.

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45

Blank, Tali Hadasa, and Eitan Naveh. "Managing Creativity and Process Tensions in Innovation." IEEE Engineering Management Review 47, no. 4 (December 1, 2019): 15–17. http://dx.doi.org/10.1109/emr.2019.2950305.

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46

Jeffery, Sarah. "The News: a video-opera by Jacob ter Veldhuis; Nederlands Blazers Ensemble, two singers and film UrWald: new music-theatre by Arnoud Noordegraaf; Niewe Amsterdams Peil Ensemble, actor and film Muziekgebow aan 't IJ, Amsterdam (October 2013)." Tempo 68, no. 268 (March 20, 2014): 89–91. http://dx.doi.org/10.1017/s0040298213001800.

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The Amsterdam contemporary music scene has long been known for its open-mindedness and willingness to explore, and any given evening can be a toss-up between electronic clog dance (served with soup) or piano-playing dogs. A petri dish of creativity, this is given a podium and a voice by the Muziekgebouw aan 't IJ. This edifice of concrete and glass, moored like an industrial spaceship on the banks of the river IJ, is branded in English as the ‘Concert Hall of the twenty-first century’, and indeed their flavourful mix of programming celebrates the more unusual sides of classical music, from the very old to the very new, from Gesualdo consorts to dirty electronics.
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47

Murray, Janet. "When Stories Come Alive: Janet H. Murray Sees an Exciting Future for Electronic Creativity." Women's Review of Books 18, no. 5 (February 2001): 11. http://dx.doi.org/10.2307/4023601.

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48

Suparmi, Suparmi, Siti Partini Suardiman, and C. Asri Budiningsih. "The Pupil’s Creativity is inspired by Experience through Electronic Media: Empirical Study in Yogyakarta." International Journal of Instruction 13, no. 2 (April 1, 2020): 637–48. http://dx.doi.org/10.29333/iji.2020.13243a.

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49

Doboli, Alex, and Anurag Umbarkar. "The role of precedents in increasing creativity during iterative design of electronic embedded systems." Design Studies 35, no. 3 (May 2014): 298–326. http://dx.doi.org/10.1016/j.destud.2014.01.001.

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50

Piryazeva, Elena N. "SOUNDSCAPE IN THE PROJECT ACTIVITY OF SCHOOLCHILDREN IN THE CONTEXT OF ELECTRONIC MUSIC CREATIVITY." Musical Art and Education 9, no. 2 (2021): 167–78. http://dx.doi.org/10.31862/2309-1428-2021-9-2-167-178.

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