Abstract: Creative design requires new approaches to assessment
in vocational and technological education. To date, there has been little
discussion on instruments used to evaluate dies produced by students
in vocational and technological education. Developing a generic
instrument has been very difficult due to the diversity of creative
domains, the specificity of content, and the subjectivity involved in
judgment. This paper presents an instrument for measuring the
creativity in the design of products by expanding the Consensual
Assessment Technique (CAT). The content-based scale was evaluated
for content validity by 5 experts. The scale comprises 5 criteria:
originality; practicability; precision; aesthetics; and exchangeability.
Nine experts were invited to evaluate the dies produced by 38 college
students who enrolled in a Product Design and Development course.
To further explore the degree of rater agreement, inter-rater reliability
was calculated for each dimension using Kendall's coefficient of
concordance test. The inter-judge reliability scores achieved
significance, with coefficients ranging from 0.53 to 0.71.
Abstract: This qualitative, quantitative mixed-method study explores how students- motivation and interest in creative hands-on activities affected their conceptual understanding of science. The objectives of this research include developing a greater understanding about how creative activities, incorporated into the classroom as instructional strategies, increase student motivation and their learning or mastery of science concepts. The creative activities are viewed as a motivational tool, a specific type of task, which have an impact on student goals. Pre-and-post tests, pre-and-post interviews, and student responses measure motivational-goal theory variables, interest in the activity, and conceptual change. Implications for education and future research will be discussed.
Abstract: Problem-based learning (PBL) is one of the student
centered approaches and has been considered by a number of higher
educational institutions in many parts of the world as a method of
delivery. This paper presents a creative thinking approach for
implementing Problem-based Learning in Mechanics of Structure
within a Malaysian Polytechnics environment. In the learning
process, students learn how to analyze the problem given among the
students and sharing classroom knowledge into practice. Further,
through this course-s emphasis on problem-based learning, students
acquire creative thinking skills and professional skills as they tackle
complex, interdisciplinary and real-situation problems. Once the
creative ideas are generated, there are useful additional techniques
for tender ideas that will grow into a productive concept or solution.
The combination of creative skills and technical abilities will enable
the students to be ready to “hit-the-ground-running" and produce in
industry when they graduate.
Abstract: Today-s children, who are born into a more colorful,
more creative, more abstract and more accessible communication
environment than their ancestors as a result of dizzying advances in
technology, have an interesting capacity to perceive and make sense
of the world. Millennium children, who live in an environment where
all kinds of efforts by marketing communication are more intensive
than ever are, from their early childhood on, subject to all kinds of
persuasive messages. As regards advertising communication, it
outperforms all the other marketing communication efforts in
creating little consumer individuals and, as a result of processing of
codes and signs, plays a significant part in building a world of seeing,
thinking and understanding for children. Children who are raised with
metaphorical expressions such as tales and riddles also meet that fast
and effective meaning communication in advertisements.
Children-s perception of metaphors, which help grasp the “product
and its promise" both verbally and visually and facilitate association
between them is the subject of this study. Stimulating and activating
imagination, metaphors have unique advantages in promoting the
product and its promise especially in regard to print advertisements,
which have certain limitations. This study deals comparatively with
both literal and metaphoric versions of print advertisements
belonging to various product groups and attempts to discover to what
extent advertisements are liked, recalled, perceived and are
persuasive. The sample group of the study, which was conducted in
two elementary schools situated in areas that had different socioeconomic
features, consisted of children aged 12.
Abstract: This study examines the use of the persuasive strategy
of deixis and personalization in advertising slogans. This rhetorical/
stylistic and linguistic strategy has been found to be widely used in
advertising slogans for over a century. A total of five hundred
advertising slogans of multinational companies in both product and
service sectors were obtained. The analysis reveals the 3 main
components of this strategy as being deictic words, absolute
uniqueness and personal pronouns. The percentage and mean of the
use of the 3 components are tabulated. The findings show that
advertisers have used this persuasive strategy in creative ways to
persuade consumers to buy their products and services.
Abstract: The purposes of this paper are to (1) promote
excellence in computer science by suggesting a cohesive innovative
approach to fill well documented deficiencies in current computer
science education, (2) justify (using the authors- and others anecdotal
evidence from both the classroom and the real world) why this
approach holds great potential to successfully eliminate the
deficiencies, (3) invite other professionals to join the authors in proof
of concept research. The authors- experiences, though anecdotal,
strongly suggest that a new approach involving visual modeling
technologies should allow computer science programs to retain a
greater percentage of prospective and declared majors as students
become more engaged learners, more successful problem-solvers,
and better prepared as programmers. In addition, the graduates of
such computer science programs will make greater contributions to
the profession as skilled problem-solvers. Instead of wearily
rememorizing code as they move to the next course, students will
have the problem-solving skills to think and work in more
sophisticated and creative ways.
Abstract: Innovational development of regions in Russia is generally faced with the essential influence from federal and local authorities. The organization of effective mechanism of innovation development (and self-development) is impossible without establishment of defined institutional conditions in the analyzed field. Creative utilization of scientific concepts and information should merge, giving rise to continuing innovation and advanced production. The paper presents an analysis of institutional conditions in the field of creation and development of innovation activity infrastructure and transferring of knowledge and skills between different economic agents in Russia. Knowledge is mainly privately owned, developed through R&D investments and incorporated into technology or a product. Innovation infrastructure is a strong concentration mechanism of advanced facilities, which are mainly located inside large agglomerations or city-regions in order to benefit from scale effects in both input markets (human capital, private financial capital) and output markets (higher education services, research services). The empirical results of the paper show that in the presence of more efficient innovation and knowledge transfer and transcoding system and of a more open attitude of economic agents towards innovation, the innovation and knowledge capacity of regional economy is much higher.
Abstract: Studying literature theme in the fields of tourism and
sustainable development and its importance in today world and their
criteria in architecture, here in this article we will also study the area
where the selected site is located; beside the Aab-Ask Village located
in Larijan region in Mazandaran province on the way to Haraz – one
of the tourism routes of Iran. After these studies by analyzing the
site, its strong potentials – such as mineral water springs (hot
springs), geothermal, landscapes and ideal climate - as a tourist
attraction spot in the region, and considering sustainable
development criteria – with regard to limits and available facilities –
a plan was offered that could change the region to provide the needs
of local people and in addition change it to a place where tourism
services is offered to the visitors and make it an acceptable sample of
stable building in Iran. Finally the reason to make design for this
complex is recovery of natural and historical values of Aab-Ask area
regarding development and sustainable architecture criteria in the
form of a functional sample which can be a suitable place to fulfill
this goal for having lots of strong points in attracting cultural and
sustainable tourist.
Abstract: This paper investigates the indices of a creative city in
Isfahan. Its main aim is to evaluate quantitative status of the creative
city indices in Isfahan city, analyze the dispersion and distribution of
these indices in Isfahan city. Concerning these, this study tries to
analyze the creative city indices in fifteen area of Isfahan through
secondary data, questionnaire, TOPSIS model, Shannon entropy and
SPSS. Based on this, the fifteen areas of Isfahan city have been
ranked with 12 factors of creative city indices. The results of studies
show that fifteen areas of Isfahan city are not equally benefiting from
creative indices and there is much difference between the areas of
Isfahan city.
Abstract: In this article, some methods are mentioned for developing the theatrical language by giving information of “theatrical language" since the arising of the language in obsolete terms, and today, and also by examining the problems. Being able to talk meaningfully in the theater stage is a skillful art. Maybe, to be able to convey the idea of the poet, his/her world outlook and his/her feelings from the bottom of the heart as such, also conveying the speech norms without breaking them to the ear of audience in a fascinating way in adverse of a repellent way is the most difficult one. Because of this, “the word is the mirror of the idea". The importance of the theatrical language should not be perceived as only a post, it is “as the yarn that the culture carpet is weaved from". Thereby, it is a tool which transposes our culture and our life style from generation to generation. At the time of creativeness, the “word" comes out from the poet, “the word and feeling" art comes out from the actor. If it was not so, the audience could read the texts of the work himself/herself instead of going to the theater in order to see the performance. The fundamental works by the Turkish, Kazakh and English scientists have been taken as a basis for the research done.
Abstract: Creative drama which interconnects with the concepts of play, theatre, animation and role playing is a field which can only be learnt and expressed through experiencing. This study about assessment of the drama teaching in preschools by children was conducted in 3 preschools in Ankara with participation of 12 children of 6 ages who had taken drama learning courses. Qualitative research approach and semi-structured interviewing technique were employed. The results of the study indicated that all of 12 children defined drama as a game and entertainment.
Abstract: Australia, while being a large and eager consumer of
innovative and cutting edge Information and Communication
Technologies (ICT), continues to struggle to remain a leader in
Technological Innovation. This paper has two main contributions to
address certain aspects of this complex issue. The first being the
current findings of an ongoing research project on Information and
Innovation Management in the Australian Information and
Communication Technologies (ICT) sector. The major issues being
considered by the project include: investigation of the possible
inherent entrepreneurial nature of ICT; how to foster ICT innovation;
and examination of the inherent difficulties currently found within
the ICT industry of Australia in regards to supporting the
development of innovative and creative ideas. The second major
contribution is details of the I.-C.A.N. (Innovation by Collaborative
Anonymous Networking) software application information
management tool created and evolving in our research group. I-CAN,
besides having a positive reinforcement acronym, is aimed at
facilitating productive collaborative innovation in an Australian
workplace. Such a work environment is frequently subjected to
cultural influences such as the 'tall poppy syndrome' and 'negative'
or 'unconstructive' peer-pressure. There influences are frequently
seen as inhibitors to employee participation, entrepreneurship and
innovation.
Abstract: The Post colonial society in India has witnessed the turmoil to come out from the widespread control and influence of colonialism. The socio-cultural life of a society with all its dynamics is reflected in realistic forms of literature. The social events and human experience are drawn into a new creative form and are given to the reader as a new understanding and perspective of life. It enables the reader to understand the essence of life and motivates him to prepare for a positive change. After India becoming free from the colonial rule in 1947, systematic efforts were made by central and state governments and institutions to limit the role of English and simultaneously enlarge the function of Indian languages by planning in a strategic manner. The eighteen languages recognized as national languages are having very rich literatures. Telugu language is one among the Dravidian language family and is widely spoken by a majority of people. The post colonial socio-cultural factors were very well reflected in Telugu literature. The anti-colonial, reform oriented, progressive, post modernistic trends in Telugu literature are nothing but creative reflections of the post colonial society. This paper examines the major socio-cultural reflections in Telugu literature of the post colonial period.
Abstract: Universities have an important role in social education in many aspects. In terms of creating awareness and convincing public about social issues, universities take a leading position for public. The best way to provide public support for social education is to develop public communication campaigns. The aim of this study is to present a public communication model which will be guided in social education practices. The study titled “Importance of public communication campaigns and art activities in Social Education “is based on the following topics: Effects of public communication campaigns on social education, Public relations techniques for education, communication strategies, Steps of public relations campaigns in social education, making persuasive messages for public communication campaigns, developing artistic messages and organizing art activities in social education. In addition to these topics, media planning for social education, forming a team as campaign managers, dialogues with opinion leaders in education and preparing creative communication models for social education will be taken into consideration. This study also aims to criticize social education Case studies in Turkey. At the same time, some communicative methods and principles will be given in the light of communication campaigns within the context of this notice.
Abstract: This paper describes a proposed support system which
enables applications designers to effectively create VR applications
using multiple haptic APIs. When the VR designers create
applications, it is often difficult to handle and understand many
parameters and functions that have to be set in the application program
using documentation manuals only. This complication may disrupt
creative imagination and result in inefficient coding. So, we proposed
the support application which improved the efficiency of VR
applications development and provided the interactive components of
confirmation of operations with haptic sense previously.
In this paper, we describe improvements of our former proposed
support application, which was applicable to multiple APIs and haptic
devices, and evaluate the new application by having participants
complete VR program. Results from a preliminary experiment suggest
that our application facilitates creation of VR applications.
Abstract: Despite the internet, which is one of the mass media
that has become quite common in recent years, the relationship of
Advertisement with Television and Cinema, which have always
drawn attention of researchers as basic media and where visual use is
in the foreground, have also become the subject of various studies.
Based on the assumption that the known fundamental effects of
advertisements on consumers are closely related to the creative
process of advertisements as well as the nature and characteristics of
the medium where they are used, these basic mass media (Television
and Cinema) and the consumer motivations of the advertisements
they broadcast have become a focus of study.
Given that the viewers of the mass media in question have shifted
from a passive position to a more active one especially in recent years
and approach contents of advertisements, as they do all contents, in a
more critical and “pitiless" manner, it is possible to say that
individuals make more use of advertisements than in the past and
combine their individual goals with the goals of the advertisements.
This study, which aims at finding out what the goals of these new
individual advertisement use are, how they are shaped by the distinct
characteristics of Television and Cinema, where visuality takes
precedence as basic mass media, and what kind of places they occupy
in the minds of consumers, has determined consumers- motivations
as: “Entertainment", “Escapism", “Play", “Monitoring/Discovery",
“Opposite Sex" and “Aspirations and Role Models".
This study intends to reveal the differences or similarities among
the needs and hence the gratifications of viewers who consume
advertisements on Television or at the Cinema, which are two basic
media where visuality is prioritized.
Abstract: In the time of globalisation, growing uncertainty, ambiguity and change, traditional way of doing business are no longer sufficient and it is important to consider non-conventional methods and approaches to release creativity and facilitate innovation and growth. Thus, creative industries, as a natural source of creativity and innovation, draw particular attention. This paper explores feasibility of building creative partnerships between creative industries and business and brings attention to mutual benefits derived from such partnerships. Design/approach - This paper is a theoretical exploration of projects, practices and research findings addressing collaboration between creative industries and business. Thus, it concerns creative industries, arts, business and its representatives in order to define requirements for creative partnerships to work and succeed. Findings – Current practices in engaging into arts-business partnerships are still very few, although most of creative partnerships proved to be highly valuable and mutually beneficial. Certain conditions shall be provided in order to benefit from arts-business creative synergy. Originality/value- By integrating different sources of literature, this article provides a base for conducting empirical research in several dimensions within arts-business partnerships.
Abstract: With the approaching of digital era, various interactive
service platforms and systems support human beings- needs in lives by
different contents and measures. Design strategies have gradually
turned from function-based to user-oriented, and are often customized.
In other words, how designers include users- value reaction in creation
becomes the goal. Creative design service of interior design requires
positive interaction and communication to allow users to obtain full
design information, recognize the style and process of personal needs,
develop creative service design, lower communication time and cost
and satisfy users- sense of achievement. Thus, by constructing a
co-design method, based on the communication between interior
designers and users, this study recognizes users- real needs and
provides the measure of co-design for designers and users.
Abstract: Organizations face challenges supporting knowledge
workers due to their particular requirements for an environment
supportive of their self-guided learning activities which are important
to increase their productivity and to develop creative solutions to
non-routine problems. Face-to-face knowledge sharing remains
crucial in spite of a large number of knowledge management
instruments that aim at supporting a more impersonal transfer of
knowledge. This paper first describes the main criteria for a
conceptual and technical solution targeted at flexible management of
office space that aims at assigning those knowledge workers to the
same room that are most likely to thrive when being brought together
thus enhancing their knowledge work productivity. The paper
reflects on lessons learned from the implementation and operation of
such a solution in a project-focused organization and derives several
implications for future extensions that target to foster problem
solving, informal learning and personal development.
Abstract: At present time, competition, unpredictable fluctuations have made communication engineering education in the global sphere really difficult. Confront with new situation in the engineering education sector. Communication engineering education has to be reformed and ready to use more advanced technologies. We realized that one of the general problems of student`s education is that after graduating from their universities, they are not prepared to face the real life challenges and full skilled to work in industry. They are prepared only to think like engineers and professionals but they also need to possess some others non-technical skills. In today-s environment, technical competence alone is not sufficient for career success. Employers want employees (graduate engineers) who have good oral and written communication (soft) skills. It does require for team work, business awareness, organization, management skills, responsibility, initiative, problem solving and IT competency. This proposed curriculum brings interactive, creative, interesting, effective learning methods, which includes online education, virtual labs, practical work, problem-based learning (PBL), and lectures given by industry experts. Giving short assignments, presentations, reports, research papers and projects students can significantly improve their non-technical skills. Also, we noticed the importance of using ICT technologies in engineering education which used by students and teachers, and included that into proposed teaching and learning methods. We added collaborative learning between students through team work which builds theirs skills besides course materials. The prospective on this research that we intent to update communication engineering curriculum in order to get fully constructed engineer students to ready for real industry work.