Search results for "creativity"

showing 10 items of 391 documents

Developing a Pedagogical Framework and Design Principles for STEM Learning Environment Design

2020

The need for effective and attractive learning environments (LEs) for science, technology, engineering, and mathematics (STEM) has been internationally recognized. Additionally, the connection between STEM learning and cross-curricular skills such as creativity, innovation, and entrepreneurship has garnered attention. A deep theoretical and empirical understanding is required when designing STEM LEs. In this study, a pedagogical framework for STEM LEs has been developed based on feedback from students, aged 10–18 years old, teachers, school directors, parents, and STEM professionals, and supported by the literature. First, representatives of key stakeholder groups in Belarus, Finland, Germa…

Entrepreneurshipoppimisympäristömedia_common.quotation_subjectReflective practiceDesign elements and principles050109 social psychologyLevel designpedagogical frameworkpedagogical design principlesStem learningtekniikka (tieteet)Mathematics educationComputingMilieux_COMPUTERSANDEDUCATION0501 psychology and cognitive sciencesmedia_commonco-design learning environmentmatematiikka4. Education05 social sciencesStakeholder050301 educationtiedeSTEMCreativityFocus grouppedagoginen suunnittelufocus group0503 education
researchProduct

WORDY: a Semi-automatic Methodology aimed at the Creation of Neologisms based on a Semantic Network and Blending Devices

2017

In this paper, we propose a semi-automatic tool, named WORDY, that implements a methodology aimed at speeding-up the pro- cess of creation of neologisms. The approach exploits a semantic network, which is explored through the spreading activation methodology and ex- ploits three blending linguistic techniques together with a proper ranking function in order to support companies in the creation of neologisms ca- pable of evoking semantic meaningful associations to customers.

ExploitNeologismsComputer scienceProcess (engineering)media_common.quotation_subject02 engineering and technologySemantic networkscomputer.software_genre050105 experimental psychologySemantic networkRanking (information retrieval)Creativity0202 electrical engineering electronic engineering information engineering0501 psychology and cognitive sciencesFunction (engineering)Neologismmedia_commonbusiness.industry05 social sciencesCreativityBlending020201 artificial intelligence & image processingArtificial intelligenceSemi automaticbusinesscomputerNatural language processing
researchProduct

What happens when software developers are (un)happy

2017

The growing literature on affect among software developers mostly reports on the linkage between happiness, software quality, and developer productivity. Understanding happiness and unhappiness in all its components -- positive and negative emotions and moods -- is an attractive and important endeavor. Scholars in industrial and organizational psychology have suggested that understanding happiness and unhappiness could lead to cost-effective ways of enhancing working conditions, job performance, and to limiting the occurrence of psychological disorders. Our comprehension of the consequences of (un)happiness among developers is still too shallow, being mainly expressed in terms of developmen…

FOS: Computer and information scienceshuman aspectsohjelmistokehittäjätdeveloper experiencemedia_common.quotation_subjectohjelmistotuotantoCREATIVITYemotion02 engineering and technologySoftware development processComputer Science - Software EngineeringComputer Science - Computers and SocietyComputers and Society (cs.CY)0502 economics and business0202 electrical engineering electronic engineering information engineeringhappinessMETAANALYSISmedia_commonta11305 social sciences020207 software engineeringPERFORMANCECreativity113 Computer and information sciencesSoftware qualitySoftware Engineering (cs.SE)ComprehensionEMOTIONSHardware and ArchitectureJob performanceaffect8. Economic growthMOODtunne-elämäHappinessIndustrial and organizational psychologytyöpsykologiabehavioral software engineeringPsychologyonnellisuusSocial psychology050203 business & managementSoftwareInformation SystemsQualitative researchJournal of Systems and Software
researchProduct

Creativity, Culture and Urban Strategies: A Fallacy in Cultural Urban Strategies

2012

Two fields of knowledge have been of special importance for the emergence of culture-led urban planning in Norwegian cities: one concerns the understanding of the potential of culture as an economic driving force in urban regeneration, while the other focuses on the emergence of the concept of the “creative class” and has drawn attention to the importance of competence and creativity in urban development. Despite clear connections between the two fields, it may appear that false connections have been made in regeneration strategies in a number of cities. Based on analyses of the culture-led urban strategy of Kristiansand, a small Norwegian city, these knowledge fields are discussed and it i…

Fallacymedia_common.quotation_subjectGeography Planning and DevelopmentUrban densityNorwegianCreativityCulture industryCreative classlanguage.human_languageUrban planninglanguageSociologySocial scienceCompetence (human resources)media_commonEuropean Planning Studies
researchProduct

Baltic Journal of Psychology; Volume 3, Number 1

2002

Contents Editorial REPORTS OF EMPIRICAL STUDIES Psiholoģiskā separācija mātes meitas attiecībās pieaugušo vecumā / Anika Miltuze ...6 Adult Attachment Styles, Childhood Abuse Experience and Violence in Intimate Relationships / leva Bite ...19 The psychological Adjustment of Children with Phenylketonuria / Roma Jusiene, Rasa Bieliauskaite, Loreta Cimbalistiene,Vaidutis Kucinskas .. 34 Psychosocial Factors and Smoking Behaviour in a Latvian Adolescent Population / Sandra Sagrati, Hester Dunlap, Solveiga Miezitis, Ieva Ranka... 41 The Attribution Style Questionnaire (Lithuanian version): Adaptation Study Comparing Depressed with Nondepressed Participants / Viktoras Keturakis ...55 Dimensionali…

Family psychologyPsychopathology:SOCIAL SCIENCES::Social sciences::Psychology [Research Subject Categories]Sociālā psiholoģijaChild psychologySocial psychologyAdolescent psychologyCreativityBērnu psiholoģijaEducational psychologyĢimeņu psiholoģijaIzglītības psiholoģijaPusaudžu psiholoģijaPsiholoģijaPsihopatoloģija
researchProduct

Dynamic Multimodal Language Practices in Multilingual Indigenous Sámi Classrooms in Finland

2013

Starting from the premise that dynamic language practices are an emerging property of interaction, and that languages are learnt by participating in language practices, we focus in this chapter on the tensions and creativity that arise from complex, changing, and interconnected multilingual discourses, practices, and experiences in indigenous Sami classrooms. Drawing on longitudinal ethnographic and discourse-analytic research on a multilingual indigenous Sami community in Finland, we will examine the strategies and practices that a group of Sami children develop, use, and modify while navigating this complex terrain. We illustrate the various ways in which the children adopt and play with …

Geographymedia_common.quotation_subjectPedagogyEthnographyPremiseLanguage revitalizationContext (language use)MultilingualismCreativityIndigenousLiteracyLinguisticsmedia_common
researchProduct

Caricature as a creative work for its creator and viewer / Karikatūra kaip kūrybinis darbas jo kūrėjui ir suvokėjui

2012

Nowadays we can witness a tendency where the visual replaces the verbal. Humour experiences the same: its visual expression – caricature – is a visual metaphor that already has taken its remarkable place in the field of humour. Caricatures have become a distorting mirror that show deformed but still fairly presented reality. Humour is important part of our everyday life's communication and it covers many spheres of people's life, even including marketing, politics, work relationships, etc. That is why caricatures became a remarkable tool, for example, in political contentions. This article will show what it takes to create this distorting mirror from one side and to see a reflection in it a…

H1-99Cultural StudiesLiteratureknowledgeSociology and Political ScienceironyVisual expressionMetaphorbusiness.industrymedia_common.quotation_subjectField (Bourdieu)humourWitnessSocial sciences (General)Creative workPoliticscaricatureAestheticsPolitical Science and International RelationsPsychologyReflection (computer graphics)businessEveryday lifecreativitymedia_commonCreativity Studies
researchProduct

Creativity in Amateur Multimedia : Popular Culture, Critical Theory, and HCI

2007

The last decade has witnessed the emergence and aesthetic maturation of amateur multimedia on an unprecedented scale, from video podcasts to machinima, and Flash animations to user-created metaverses. Today, especially in academic circles, this pop culture phenomenon is little recognized and even less understood. This paper explores creativity in amateur multimedia using three theorizations of creativity—those of HCI, postructuralism, and technological determinism. These theorizations frame a semiotic analysis of numerous commonly used multimedia authoring platforms, which demonstrates a deep convergence of multimedia authoring tool strategies that collectively project a conceptualization a…

HCImachinimaamateur multimediaYouTubeaestheticscreativity
researchProduct

A Corpus Study of Ideology-Driven Discourse Practice: The University Language Learner as Researcher. The Case of Prepositions

2016

It is widely acknowledged that both language learners and teachers have benefitted in many ways from the implementation of ICTs in and outside the classroom, and continue to do so. The range of skills that students, as future professionals, are required to master has risen exponentially in recent times, partly as a result of these technological developments. The implementation of ICTs has been coupled with a focus in higher education on exploring new ways of encouraging creativity in teaching and learner autonomy, both areas having gained ground recently in teaching practices (Weimer 2002). In this context, open-minded instructors should accept ICTs not just as simple gadgets, blindly adapt…

Higher educationComputer sciencebusiness.industrymedia_common.quotation_subjectContext (language use)CreativityCritical discourse analysisCorpus linguisticsPedagogyFunction wordComputingMilieux_COMPUTERSANDEDUCATIONLearner autonomyIdeologybusinessmedia_common
researchProduct

Incorporating TikTok in higher education: Pedagogical perspectives from a corporal expression sport sciences course

2021

Abstract Social media have revolutionised the way humans communicate and socialise. Education is also changing; social media are transforming educational environments, and online or blended learning are increasingly used. The COVID-19 pandemic has further accelerated this change. In this paper, we present an educational innovation where TikTok (a social media that is based on creating and sharing 15–60-s video, which has experienced a significant breakthrough during the COVID-19 pandemic) is used as a pedagogical tool. 65 Spanish sport science students participated in this study. A mixed research method was designed to analyse the effect of TikTok use on students. The SPSS 23.0 and NVivo12 …

Higher educationbusiness.industrySports sciencemedia_common.quotation_subjectLearning environmentMusic and movementCreativityEducationBlended learningTourism Leisure and Hospitality ManagementComputingMilieux_COMPUTERSANDEDUCATIONMathematics educationCuriositySocial mediaPsychologybusinessmedia_commonJournal of Hospitality, Leisure, Sport & Tourism Education
researchProduct