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1

OHBUCHI, Yoshifumi, and Haruhiko IIDA. "Creative Activities Using “CREATIVE DESIGN ATELIER”." Journal of JSEE 58, no. 4 (2010): 121–26. http://dx.doi.org/10.4307/jsee.58.4_121.

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Toetenel, Lisette, and Bart Rienties. "Learning Design – creative design to visualise learning activities." Open Learning: The Journal of Open, Distance and e-Learning 31, no. 3 (2016): 233–44. http://dx.doi.org/10.1080/02680513.2016.1213626.

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Siska Pramasdyahsari, Agnita, Julia Puspita Arum, Rizky Esti Utami, and Binod Prasad Pant. "CONSTRUCT ANALYSIS OF STEAM MITIGATION ACTIVITIES TO FOSTER CREATIVITY." Prismatika: Jurnal Pendidikan dan Riset Matematika 7, no. 1 (2024): 1–13. https://doi.org/10.33503/prismatika.v7i1.126.

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The research’s aim to design class VII mathematics activity designs and determine the validity of STEAM mitigation-based activity designs to improve creative thinking skills. The method used in this research was research and development (R&D). The design development process in this activity adopts a 4D development model which consists of 4 stages, namely Define, Design, Develop, and Disseminate. The result is an activity design that can be used as a guide for teachers and students. This design then went through validation stages, namely design validation and practicality test questionnaire
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Park, Se-Hun, and In-Sil Chang. "An Exploratory Design for the National Curriculum for Competency-Based Creative Experiential Activities." Korean Association For Learner-Centered Curriculum And Instruction 22, no. 12 (2022): 53–64. http://dx.doi.org/10.22251/jlcci.2022.22.12.53.

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Objectives This study explores the components of the national-level curriculum and proposes a new national-level curriculum design plan for competency-based creative experiential activities.
 Methods The 2015 revised creative experiential activities were analyzed by investigating contents and through the extraction of competency-based activities goals and academic standards. In addition, Delphi surveys were conducted on experts in creative experiential activities and competency education to understand the feasibility of designing a distinct competency-based curriculum.
 Results The p
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Park, Se-Hun, and In-Sil Chang. "An Exploratory Design for the National Curriculum for Competency-Based Creative Experiential Activities." Korean Association For Learner-Centered Curriculum And Instruction 22, no. 12 (2022): 55–66. http://dx.doi.org/10.22251/jlcci.2022.22.12.55.

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Objectives This study explores the components of the national-level curriculum and proposes a new national-level curriculum design plan for competency-based creative experiential activities.
 Methods The 2015 revised creative experiential activities were analyzed by investigating contents and through the extraction of competency-based activities goals and academic standards. In addition, Delphi surveys were conducted on experts in creative experiential activities and competency education to understand the feasibility of designing a distinct competency-based curriculum.
 Results The p
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Borysova, T., O. Usenko, and M. Ihnatenko. "STUDENTS’ SCIENTIFIC RESEARCH ACTIVITIES ORGANIZATION IN DESIGN AND PLANNING." Ukrainian professional education, no. 13 (October 27, 2023): 16–25. http://dx.doi.org/10.33989/2519-8254.2023.13.289915.

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In our research, the main attention is paid to the peculiarities of scientific research activities organization of students of various creative specialties, both standardized by curricula and educational programs of future specialist professional training, and voluntary during extracurricular time. The characteristic features of students’ mandatory (standardized) scientific research activity, which is related to the performance of coursework and qualification diploma theses, have been determined. We have also revealed a number of methods and means of voluntary, but motivated or interested invo
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Zhu, Lin, and Jiachang Lu. "Development of Artistic and Creative Activities for Design Students." Harmonia: Journal of Arts Research and Education 23, no. 1 (2023): 121–31. http://dx.doi.org/10.15294/harmonia.v23i1.43806.

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The main purpose of this scientific study is to identify key areas for the development of the artistic and creative activity of students studying the basics of design in higher educational institutions, which contributes to improving their creative abilities and developing the ability to create an innovative product design. The basis of the methodological approach in this scientific study is a combination of methods of systematic analysis of the key principles of teaching design in modern higher educational institutions with a comprehensive study of the real prospects for the introduction of i
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Abdelaziz, Hamdy Ahmed. "Creative Design of Interactive eLearning Activities and Materials (IEAM)." International Journal of Technology Diffusion 5, no. 4 (2014): 14–34. http://dx.doi.org/10.4018/ijtd.2014100102.

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The research objective was to develop a psycho-pedagogical model for designing creative Interactive eLearning Activities and Materials (IEAM). To achieve this purpose, the developmental research methodology was implemented through three main stages: systematic design, systematic development, and evaluation. In the systematic design phase, a list of educational and creative design standards of interactive eLearning activities and materials was developed. In the systematic development phase, the main components of the proposed model were created. The main components (domains) of the proposed mod
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조영남. "Differentiated Instructional Design Strategies of the Creative Experiential Activities." SECONDARY EDUCATION RESEARCH 64, no. 1 (2016): 197–217. http://dx.doi.org/10.25152/ser.2016.64.1.197.

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Aninditia, Vianni, and Nurina Vidya Ayuningtyas. "Biophilic Design Approach in Yogyakarta Digital Art Design." International Journal of Built Environment and Scientific Research 6, no. 1 (2022): 55. http://dx.doi.org/10.24853/ijbesr.6.1.55-60.

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The creative industry based on digital technology is the current strength of the creative industry in improving the national economy. In creating a national creative industry, every region in Indonesia is required to create space for creative industry players. The Digital Art Center is a building typology that can accommodate digital creative industry players to carry out all their activities. In the midst of the significant development of the creative industry, a healthy psychological and physical condition is needed to increase the creativity and productivity of industry players. Biophilic D
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Thamrin, Diana, Laksmi Kusuma Wardani, and Ronald Hasudungan Irianto Sitindjak. "Empowering Surabaya Creative Communities and Start-Ups through Human-Centered Design." GATR Global Journal of Business and Social Science Review (GJBSSR) Vol.8(2) Apr-Jun 2020 8, no. 2 (2020): 102–12. http://dx.doi.org/10.35609/gjbssr.2020.8.2(4).

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Objective - Creative communities have the potential to increase a city’s social, economic, and touristic values. Despite their evident existence in Surabaya, these communities lack support in terms of public spaces and exhibition facilities with suitable designs that could accommodate their unique activities and communicate their aspirations to the public. This research-design project aims to prove the social and economic benefits of the human-centered design process by implementing various human-centered design approaches in the interior design of creative community spaces (CCS) so that they
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Miftahus Surur, Muhammad Ridhwan, Achmad Abdul Azis, Irma Noervadila, and Ruski. "Improving Creative Thinking Skills of Early Childhood by Utilizing Robotic Activities in Learning Process." Journal of Childhood Development 3, no. 1 (2023): 79–83. http://dx.doi.org/10.25217/jcd.v3i1.3381.

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This study aims to determine the effect of robotics activities on improving the creative thinking skills of early childhood. This study used quanitative research with the Single Subject Design (SSD) method. The research design used in this study is using the A-B-A reversal design. Data collection was carried out using with a pre-test post-test experimental research design without clear control. The results of this study indicate that robotics activities can improve the creative thinking skills of early childhood. Robotics activities can improve creative thinking skills because the implementati
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Ayunda, Salsabila, Gabriella Chrismaditya Putri Mawarni, Afdhel Haqiqie Zahidin, Anisa Silviana Putri, Faisal Amien Prawira, and Soewardikoen Soewardikoen. "Designing Compact Products for Communal Spaces to Support Communal Activities." Jurnal Indonesia Sosial Teknologi 5, no. 9 (2024): 3447–53. http://dx.doi.org/10.59141/jist.v5i9.1172.

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The city of Bandung is dubbed as a creative city as a result of a process carried out by local communities engaged in the creative industry. One of the areas that is used as a forum by creative people in the city of Bandung is Laswee creative space. Areas and spots in Laswee can be used by various communities on a regular basis for exhibitions, seminars, workshops, event design, and other gathering events. However, from the various facilities and environments that have been provided by Laswee as a creative communal space, there are still some aspects that have not been fulfilled for. Based on
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Zienina-Bilichenko, A. S. "Methodical aspects of innovative and creative design of management activities." BULLETIN OF KHARKIV NATION AGRARIAN UNIVERSITY NAMED AFTER V.V.DOKUCHAYEVA. SERIES "ECONOMIC SCIENCES" 1 (2019): 189–201. http://dx.doi.org/10.31359/2312-3427-2019-1-189.

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Sribna, Yuliia, Tetiana Borysova, Ihor Savenko, Yurii Kaliazin, Valerii Tytarenko, and Nataliia Svyrydiuk. "Labor training in design and technological activities of students." International journal of health sciences 6, no. 1 (2022): 267–76. http://dx.doi.org/10.53730/ijhs.v6n1.4015.

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The aim of the study is analyzing of labor training in the design and technological activities of students in the current educational environment, the pedagogical technologies that can purposefully influence the development of intellectual activity and creative potential of students must be the leading ones. One of these in the educational sphere is design and technological activity, which is one of the priorities in labor training. The relevance of the research is in the discourse of ways and forms of hypothesis is that the introduction of design and technology activities to the labor trainin
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Vasenko, V. "TECHNICAL MODELING IN DESIGN AND TECHNOLOGICAL ACTIVITY OF SCHOOLCHILDREN." East European Scientific Journal 3, no. 5(69) (2021): 17–23. http://dx.doi.org/10.31618/essa.2782-1994.2021.3.69.59.

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The article considers the possibilities of purposeful influence on the development of schoolchildren creative potential, their involvement in various activities, self practical work in the field of education “Technology”. They can be effectively implemented through the use of modern pedagogical and technological systems, which are based on the principles of design and technological activities, which provides simultaneous development, training and education of students by involving them in active creative work.
 It is established that the creative process is characterized by the unity of t
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Сырейщикова, Ольга, Olga Syreyshchikova, Владислав Ковалев, et al. "Scientific and creative components of design and current challenges to professional creativity." Universities for Tourism and Service Association Bulletin 8, no. 3 (2014): 60–69. http://dx.doi.org/10.12737/5552.

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The authors’ research scope includes the professional activities of designers and managers. These activities being a synergy of a creative and an analytic approach, the authors focus on the scientific analysis and the creative process as essential and foundational for professional activities of creative occupations. In the article, the authors analyse the correlation of the scientific and creative components in modern design. The authors raise the issue of technocracy pervading creative activities and link the problem to the active application of computer technologies to creative processes. Th
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Larkin, Teresa L. "The Creative Project: Design, Implementation, and Assessment." International Journal of Engineering Pedagogy (iJEP) 6, no. 1 (2016): 72. http://dx.doi.org/10.3991/ijep.v6i1.5387.

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One of the primary objectives in most STEM classrooms is to provide educational experiences that will build and enhance students’ ability to think critically and to solve a wide set of different types of problems. To be competitive in the increasingly global society of the twenty-first century, scientists and engineers must often be able to innovate and “think outside the box” when solving a problem or designing a new tool or product. Within a typical STEM classroom, however, assignments often focus primarily on solving textbook-type problems that allow little room for innovation and creative
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Javliyevich, Lafasov Bekzod. "A Cluster Approach to Organizing Pedagogical Practice in Improving Students' Professional Training." European International Journal of Pedagogics 5, no. 5 (2025): 35–39. https://doi.org/10.55640/eijp-05-05-08.

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In this article, the content of preparing future technology teachers for creative activities, types of creative activities and stages of development of creative activities, issues of improving modeling and design skills are described scientifically.
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Herman, M., and J. F. Bobby Saragih. "Spatial Acoustic Approach: Sustainable Design Methods in Creative Centre Building." IOP Conference Series: Earth and Environmental Science 1324, no. 1 (2024): 012048. http://dx.doi.org/10.1088/1755-1315/1324/1/012048.

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Abstract The creative center is a place for the creativity of creative economy actors in the form of physical infrastructure, the development of a creative center will be more than just a community gathering place but as an intermediary in one strategic sector, namely the creative and digital economy. In the creative center, of course, every main room has activities that produce sound, basically not only do certain rooms have audio requirements, but even simple rooms require acoustic handling. Noise will occur in every activity; therefore, the acoustic space will answer to support the activiti
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Chan, Sukma sari dewi. "The "Design Thinking" Hadith and its Relevance to Creative Economy Activities in Metro Lampung City." Takwil: Journal of Quran and Hadith Studies 2, no. 2 (2024): 59–73. http://dx.doi.org/10.32939/twl.v2i2.2940.

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One of the problems that exist in society today is the creative economy which is an alternative to strengthening the economy. The results of the Creative Economy Survey in 2020, the largest contributor to Indonesia's GDP is the Fashion Culinary Products and Crafts subsector. In line with the contribution of the creative economy to national economic growth, if traced back to the time of the Prophet SAW when he was in Medina, the efforts he made after political affairs and conditions were completed, he began to pay attention to the economy. community growth, by encouraging people to utilize exis
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Miranda de Farias, Flávio, Damián Keller, Victor Lazzarini, and Maria Helena de Lima. "Bringing Aesthetic Interaction into Creativity-Centered Design." Journal of Cases on Information Technology 17, no. 4 (2015): 53–72. http://dx.doi.org/10.4018/jcit.2015100104.

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The authors discuss a series of experimental studies targeting ubiquitous musical activities. The studies explore the application of time tagging as an aesthetically oriented interaction design metaphor. A new support mechanism is proposed: the stripe. The stripe works as an entry point to the sound data providing a functional unit that features both interaction and audio manipulation. A new prototype based on the stripe metaphor was implemented. Twenty four subjects participated in the assessment of three creative sonic products produced with and without support for time tagging. Results indi
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Lee, Bolim. "A Study on the Design of Secondary School ‘Music Video Making' Based on Backward Design." Korean Society of Music Education Technology 57 (October 16, 2023): 143–60. http://dx.doi.org/10.30832/jmes.2023.57.143.

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The purpose of this study is to design music video making classes in secondary music and creative areas based on backword design. To this end, McTai and Wiggins' backword design techniques were reviewed according to the literature research method, and based on this, a three-step procedure was devised to make music videos in the creative area for secondary learners. The implications of this study are as follows. First, it is possible to secure the essence of important music curriculum content that can be hidden by video production activities. Second, evaluation criteria are clearly set even in
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Hou, Yajing. "Research on the Application of Emotional Design in Cultural Creative Product Design." E3S Web of Conferences 179 (2020): 02119. http://dx.doi.org/10.1051/e3sconf/202017902119.

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In recent years, cultural creative products as an important branch of cultural creative industries, have been widespread concern and promotion. It is not only a cultural heritage, but also the crystallization of the wisdom of designers, and it is one of the important means of cultural heritage and spread. The creative design is the interpretation of cultural heritage and the refinement of cultural spirit, and it needs to combine the characteristics of the present era and the series of cultural re-design activities carried out by the social aesthetic. The product design needs not only to embody
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Hernández-Ramos, José, and Roberto Araya. "Do School Activities Foster Creative Thinking? An Analysis of PISA Results." Education Sciences 15, no. 2 (2025): 133. https://doi.org/10.3390/educsci15020133.

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In 2022, the Programme for International Student Assessment (PISA) assessed the creative thinking skills of 15-year-old students, measuring their ability to generate creative ideas and improve others’ ideas. The present study used a correlational design to explore the relationship between creative thinking test scores and the frequency of participation in school activities. Surprisingly, the results show that countries with higher participation in school activities obtained worse results in the global PISA test for creative thinking and scientific problem-solving. Even after adjusting for PISA
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Svitlana, Davydova. "A COMPARATIVE ANALYSIS OF THE PROFESSIONAL COMPETENCE LEVEL OF FUTURE TEACHERS OF FINE ART OF THE ZAPORIZHZHIA REGION IN THE CONDITIONS OF THE CONCEPT OF A NEW UKRAINIAN SCHOOL." EUREKA: Social and Humanities 6 (November 30, 2019): 43–51. https://doi.org/10.21303/2504-5571.2019.001078.

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The article is devoted to the study of the problem of training future teachers of fine art in the context of the implementation of the Concept of the New Ukrainian School in order to comparatively analyze the existing level of their professional training in accordance with the new requirements and needs of society, where project technology is the basis of training as a condition for the development of a successful person. The author identifies issues related to the training of teachers of fine art in higher education institutions that require scientific research in order to update the process
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Pham, Binh. "Aesthetic factors in geometric modelling." ANZIAM Journal 42, no. 1 (2000): 169–80. http://dx.doi.org/10.1017/s144618110001169x.

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AbstractCAD systems have traditionally catered for architectural and mechanical engineering designs which are somewhat constrained in scope. Problems concerning other types of design such as art design, industrial design or sculpting, where creativity and aesthetic factors play an important role, are not adequately addressed. These types of design require much more flexibility in both geometric modelling capability and user-machine interaction. This paper first gives a brief overview of recent work which deals with creative activities, and analyses important issues that need to be addressed in
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Cavallucci, D., P. Lutz, and F. Thiébaud. "Methodology for bringing the intuitive design method's framework into design activities." Proceedings of the Institution of Mechanical Engineers, Part B: Journal of Engineering Manufacture 216, no. 9 (2002): 1303–7. http://dx.doi.org/10.1243/095440502760291853.

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Today, virtually all designers acknowledge that of the four fundamental activities which make up their daily tasks, the area that remains deficient is creativity, which they cannot systematize. Indeed, while the collection, construction and growth factors can be estimated and scheduled in terms of both deadlines and relevance, designers cannot guarantee the same objectives for creativity. The present investigations into the relevance of the assistance that a method can offer designers have led to the conclusion that TRIZ can provide a definite contribution, since it increases the relevance of
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Flores, Luciano V., Maria Helena De Lima, Marcelo S. Pimenta, Victor Lazzarini, and Damián Keller. "Methods in Creativity-Centered Design for Ubiquitous Musical Activities." ScientiaTec 2, no. 2 (2015): 25–37. http://dx.doi.org/10.35819/scientiatec.v2i2.1468.

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In this paper we describe a set of creativity-centered design methods, including strategies for interaction, signal processing, planning, prototyping and assessment. These were applied in the development of a prototype for mixing in mobile devices, which was assessed in an exploratory field study. We briefly discuss the implications of this experience for future experiments targeting aspects of creative performance in everyday settings.
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Pakhratdinova, Rita Oteulievna. "THE PROBLEM OF TECHNOLOGY OF DESIGNING CREATIVE ACTIVITIES OF STUDENTS IN NATIONAL CRAFTS IN TECHNOLOGICAL EDUCATION." CURRENT RESEARCH JOURNAL OF PEDAGOGICS 02, no. 09 (2021): 159–71. http://dx.doi.org/10.37547/pedagogics-crjp-02-09-34.

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Pakhratdinova, Rita Oteulievna. "THE PROBLEM OF TECHNOLOGY OF DESIGNING CREATIVE ACTIVITIES OF STUDENTS IN NATIONAL CRAFTS IN TECHNOLOGICAL EDUCATION." CURRENT RESEARCH JOURNAL OF PEDAGOGICS 02, no. 09 (2021): 159–71. http://dx.doi.org/10.37547/pedagogics-crjp-02-09-34.

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Walters, Philip. "Creative minds: developing supportive creative opportunities in our communities." Mental Health and Social Inclusion 19, no. 1 (2015): 30–37. http://dx.doi.org/10.1108/mhsi-12-2014-0041.

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Purpose – The purpose of this paper is to describe South West Yorkshire Partnerships Foundation Trust's Creative Minds Strategy designed to build a strong infrastructure of community and voluntary organisations able to work with the Trust providing creative opportunities for all who access services. Design/methodology/approach – A descriptive account of the background, philosophy, benefits, operation and role of Creative Minds in developing more recovery-focused services. Case studies by people who have been involved in Creative Minds are included. Findings – Creative Minds has been successful
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Andreeva, Julia V., Tatiana Sibgatullina, and Faina L. Ratner. "Design of Students' Creative Activity in the Conditions of «Digital Freedom»: Comparative Analysis of Group and Individual Strategies." ARPHA Proceedings 3 (November 25, 2020): 131–45. https://doi.org/10.3897/ap.2.e0131.

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The modern neural network, as a prototype of artificial intelligence, becomes not just an assistant in student learning, but its co-author, co-creator, a partner and a mentor. The ever-increasing and less-controlled capabilities of artificial intelligence in the field of collecting and analyzing information, organizing experiments, modeling and forecasting, generating original content, call into question the very principle of freedom of human creativity. The concept of "digital freedom" is introduced in the article to describe the new conditions of students' creative activity. The information
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Jung, Jung-Hoon, and Jae-seong Jo. "A Qualitative Study for the Effective Design and Practice of Creative Experience Activities of the 2022 Revised Curriculum: A Critical Analysis into Elementary Teachers’ Experiences." Korean Association For Learner-Centered Curriculum And Instruction 22, no. 18 (2022): 911–30. http://dx.doi.org/10.22251/jlcci.2022.22.18.911.

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Objectives This study was to understand how creative experience activities are currently being operated in elementary schools and to find ways of the effective application and improvement of the creative experience activities of 2022 Revised Curriculum. In particular, the purpose of this study was to focus on how the domain and content of creative experience activities are being applied in elementary schools, and whether the creative experience activities are being revised by properly reflecting the opinions and experiences of teachers.
 Methods An qualitative research was used for the st
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Meyer, Anika, and Ina Fourie. "Information behaviour of architecture students in creative design projects." Aslib Journal of Information Management 70, no. 4 (2018): 414–33. http://dx.doi.org/10.1108/ajim-02-2018-0030.

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Purpose The purpose of this paper is to report on an exploratory study of third-year architecture students’ information behaviour. It focusses on information activities, personal experience, resource usage, preferences in working individually or collaboratively, preferences for information resources inspiring creativity and physical spaces to be creative. Design/methodology/approach It was a mixed methods study with a strongly qualitative component and limited descriptive quantitative data. Data were collected in October 2016 at a South African university using individual self-administered que
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Rosen, Yigal, Kristin Stoeffler, and Vanessa Simmering. "Imagine: Design for Creative Thinking, Learning, and Assessment in Schools." Journal of Intelligence 8, no. 2 (2020): 16. http://dx.doi.org/10.3390/jintelligence8020016.

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Although not generally included in classroom activities of the past, cultivating creative thinking is considered one of the core strands in future-focused learning in schools. Learning focused on creative thinking is uncommon in school, mainly due to a lack of consensus on the definition of the creative thinking competency and a lack of effective methods designed for curriculum-embedded implementations of creative thinking learning and assessment in classrooms. This paper describes the development of a framework for formative assessments of creative thinking frameworks and provides considerati
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Rachfa, Adhinda SafiraFaizatur, and Bani Noor Muchammad. "CREATIVE SPACE FOR PEOPLE WITH MENTAL DISORDER IN BANJARBARU." JURNAL TUGAS AKHIR MAHASISWA LANTING 11, no. 2 (2022): 115–26. http://dx.doi.org/10.20527/jtamlanting.v11i2.1428.

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Mental disorders are one of the social phenomena whose number is increasing every year. The increase in people with mental disorders is not accompanied by an increase in mental health facilities in Indonesia, especially in Banjarbaru. Creative Space for People with Mental Disorders in Banjarbaru is designed to be an alternative means of therapy and counseling for people with mental disorders through creative activities, with a behavior setting method that makes behavior the main focus in its design. And the concept of "blank canvas" which has four development points, namely sequence, expressiv
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Lo, Cheng-Hung, Jean-Lon Chen, Kuo-Jung Hsieh, and Wen-Ko Chiou. "An EEG investigation of the brain activities in a creative design task." Neuroscience Letters 500 (July 2011): e48. http://dx.doi.org/10.1016/j.neulet.2011.05.208.

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YANG, Hwang-Kyu. "A Study on the Effect of Capstone Design Class on Creative Activities." JOURNAL OF FISHRIES AND MARINE SCIENCES EDUCATION 31, no. 5 (2019): 1276–84. http://dx.doi.org/10.13000/jfmse.2019.10.31.5.1276.

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40

Lee, Ju Hyun, and Michael J. Ostwald. "Creative Decision-Making Processes in Parametric Design." Buildings 10, no. 12 (2020): 242. http://dx.doi.org/10.3390/buildings10120242.

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Decision-making in design is a cognitive process wherein alternatives are generated and evaluated, potentially enabling a more creative design process. In recent years parametric design’s heightened capacity for automatically generating and evaluating options has been celebrated by researchers and designers, but it has also placed an increased emphasis on decision-making activities which have not previously been studied in this context. This paper conducts the first in-depth protocol analysis of the decision-making process (DMP) in parametric design. Using empirical data, it identifies three p
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Park, Il-Soo. "A study on pre-service teachers’ experiences in creative experience activities programs development." Korean Journal of Teacher Education 38, no. 5 (2022): 107–26. http://dx.doi.org/10.14333/kjte.2022.38.5.05.

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Purpose: The purpose of this study was to analyze the pre-service teachers' experiences while developing creative experience activities programs and to suggest teaching and learning for pre-service teachers' creative activities experience program development competency.
 Methods: Qualitative data were collected from twenty creative experience activities programs results developed by 4th year pre-service teachers who took ‘Understanding of Creative Experience Activities Curriculum’ at “A” University and 63 pre-service teachers' reflective journals. For the analysis and summary of qualitati
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Pierre Johnson, Michael, Lynn-Sayers McHattie, and Katherine Champion. "Design Innovation for creative growth: Modelling relational exchange to support and evaluate creative enterprise in the Scottish Highlands and Islands." Artifact 6, no. 1 (2019): 10.1–10.24. http://dx.doi.org/10.1386/art_00010_1.

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This article examines the development and delivery of a Creative Growth Model as part of a programme of Design Innovation activities with creative micro-enterprises and support organizations in the Highlands and Islands region of Scotland. There is a growing body of critique for how creative enterprise is framed, supported and evaluated in relation to economic notions of value and growth that struggle to incorporate the sociocultural interests and activities of sole traders and micro-enterprises. This article presents a Design Innovation approach for identifying situated conceptions of value,
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Li, Dali. "Research on the application of improvisation in creative design process." Advances in Education, Humanities and Social Science Research 10, no. 1 (2024): 202. http://dx.doi.org/10.56028/aehssr.10.1.202.2024.

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This work explores the evolution of improvisation and its consequences in the design domain, focuses on its applicative value within the design process, dives into the significance of improvisation in design, and presents a team-based creative design framework anchored in improvisation. Utilizing an approach integrating theoretical synthesis and methodological practice, this study comprehensively analyzes team design processes and activities, along with an examination of the challenges encountered by design teams. To investigate how to incorporate improvisation into the design process, this st
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Romanova, V. "Organization of Design and Research Activities of Younger Schoolchildren." Primary Education 11, no. 1 (2023): 45–50. http://dx.doi.org/10.12737/1998-0728-2023-11-1-45-50.

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The article analyzes the conditions for the effective formation of design and research activities in elementary school. As a priority form, it is proposed to conduct classes based on the principle of integrating the theoretical and practical components of extracurricular activities. The subject of classes is given, which allows the teacher to plan the work of schoolchildren on projects in the process of studying the course of the Russian language, its stages are indicated. The important role of involving students in research activities for the formation of their cognitive activity and the deve
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Artobatama, Irman, Woro Sri Hastuti, Enny Zubaidah, and Setiawan Edi Wibowo. "STEM Learning Design with Literation-Based Pop-Up Book Media in Elementary Schools." Jurnal Prima Edukasia 11, no. 2 (2023): 152–60. http://dx.doi.org/10.21831/jpe.v11i2.56628.

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This study aims to examine the stages of developing a STEM learning design with literacy-based Pop-Up Book media. Media-integrated instructional designs can facilitate students' mastery of the studied subject. The implementation of learning designs with creative media has not been widely applied during teaching and learning activities in class, especially in thematic learning with the 2013 curriculum. Pop-Up Book Media is creative media applied to literacy-based STEM learning designs in school. This study used a design-based research method. Data were collected through interviews, expert asses
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Novakovskyi, Anton, and Iryna Yaloveha. "Implementation of generative artificial intelligence technologies in creative activities: development of a structural model of design thinking." INNOVATIVE TECHNOLOGIES AND SCIENTIFIC SOLUTIONS FOR INDUSTRIES, no. 2(28) (June 30, 2024): 108–20. http://dx.doi.org/10.30837/2522-9818.2024.2.108.

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The subject of the study is systemic changes in the methodology of design thinking, taking place under the influence of the development and spread of generative artificial intelligence (AI) technologies in design and other creative industries. The purpose of the work is: analysis of modern research on the impact of generative AI technologies on creative industries, design and on design thinking; development of a structural model of design thinking to further explore the evolution of the methodology. The following tasks are set in the article: to analyze modern scientific publications regarding
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Orshansky, Leonid, and Iryna Kotyk. "PROJECT CULTURE OF FUTURE DESIGNERS AS A KEY FACTOR OF PROFESSIONAL FORMATION." Collection of Scientific Papers of Uman State Pedagogical University, no. 1 (April 27, 2022): 152–59. http://dx.doi.org/10.31499/2307-4906.1.2022.256207.

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The article deals with design as a cultural phenomenon that shapes society in general and man in particular, and as a type of creative professional activity. It highlights several features that determine the role and position of design in the modern socio-cultural space. The phenomenon of “project culture” is considered a special kind of design thinking and a kind of design and transformation activities. Designer culture is defined as a professionally significant quality of personality, which includes a system of values, artistic and design knowledge, skills, competencies, skills, experience a
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Lamekhova, N. V. "Aesthetic aspect of architectural space development for creative activity of children in a modern school." Vestnik Tomskogo gosudarstvennogo arkhitekturno-stroitel'nogo universiteta. JOURNAL of Construction and Architecture 24, no. 3 (2022): 63–77. http://dx.doi.org/10.31675/1607-1859-2022-24-3-63-77.

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Purpose: The aim of this work is to determine the architectural space components for the creative activity of children in a modern school. Design/methodology: The description of modern design and construction of school buildings in Russia and abroad; identification of factors influencing the formation of the aesthetic aspect of the architectural space of a modern school; theoretical modeling of typological layout of individual structural elements of the architectural space for creative activities in a modern school; analysis of the functional zoning and compositional parameters of the architec
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Toshigen and Z. Zhumabayeva. "In the development of creative abilities of preschool children design technology." Pedagogy and Psychology 47, no. 2 (2021): 211–16. http://dx.doi.org/10.51889/2021-2.2077-6861.24.

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The article provides brief information about the creative word. Ways of development of creative abilities of children of preschool age by means of technology of designing are considered. The goals and importance of the development of children’s creative abilities in the child’s life are defined. The definition of design technology was issued. On the effectiveness of the use of design technology in the development of creative abilities. The features of the design technology and the importance of the development of children’s creativity are considered. In the system of preschool education there
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Oktaviana, Eka, Kahfie Nazaruddin, and Heru Prasetyo. "PROSES KREATIF PENGARANG NOVEL THE POWER OF DREAM NINA NURRAHMAH DAN IMPLEMENTASINYA PADA RANCANGAN PEMBELAJARAN SASTRA DI SMA KELAS XII." J-Simbol: Jurnal Magister Pendidikan Bahasa dan Sastra Indonesia 10, no. 1 (2022): 47–55. http://dx.doi.org/10.23960/j-simbol/v10i1.2022.06.

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The purpose of this study is to describe the creative process of Nina Nurrahmah as the author of the novel The Power of A Dream and its implementation in the design of learning literature in high school class XII. This research was conducted to overcome the problems that exist in high school class XII regarding novel design. The results showed that there was a series of creative processes that Nina went through. Nina's creative process starts from the urge to write, activities before writing, activities during writing, to activities after writing. Starting from the reason for writing, conducti
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