Search results for "creativity"
showing 10 items of 391 documents
Exploring dark creativity: the role of power in an unethical marketing task
2020
Creativity is seen as a significant driver for successful marketing activities. However, little attention is paid to its shady side and little research on the prerequisites for unethical behaviour of marketing experts and executives is on hand. In our experimental study, we examine the mutual influence of power, honesty-humility, and benevolent creativity as predictors for ‘dark creativity’ (the use of creative ideas for malevolent actions). Participants (N = 387) were randomly assigned to a high vs. low power condition (role of marketing director vs. marketing intern). Dark creativity was correlated to benevolent creativity, power motive, and honesty-humility, but did not depend on the pow…
Sofie's World : Resistance toward the Thin Ideal in Sofie Hagen's Fat Activist Online Content
2021
Transforming an In-prior Conference into a Massive Online Event to Celebrate the United Nation's World Creativity and Innovation Day amidst the COVID…
2022
The University of Jyväskylä’s UNESCO Chairs and the Council for Creative Education-Finland decided to celebrate the United Nation’s World Creativity and Innovation Day in the form of a traditional, physical conference on 21 April 2020. During the last phases of preparations for the event, the COVID-19 pandemic unexpectedly hit the world and the organisers needed to transform the traditional conference program into an online event with several innovative solutions. In this chapter, the conference organisers describe the theoretical and technical background of the online conference, which has started a new conference series at the University of Jyväskylä. When it became clear that the confere…
Tiešsaistes spēles (ne)produktivitāte: gadījuma pētījums par radošumu
2022
Bakalaura pētījums “Tiešsaistes spēles (ne)produktivitāte: gadījuma pētījums par radošumu” fokusējās uz radošajiem procesiem, ko piedzīvo galda spēles Dungeons and Dragons spēlētāji veidojot virtuālās pasaules un veidiem kā radošums izpaužas, kad spēle ir situēta tiešsaistes vidē. Iesaistoties Dungeons and Dragons kopienā, izmantojot līdzdalīgu novērojumu, neformālas diskusijas un daļēji strukturētas intervijas, es pētu dažādus artefaktu veidošanās procesus un digitālo tehnoloģiju ietekmi uz mūsu socializāciju tiešsaistē. Radošums ir improvizēts un ir mūsu sociālās un kultūras dzīves neatņemama sastāvdaļa, kas veido gan mūs pašus, gan esošās struktūras.
The Concept of the Oceanic Feeling in Artistic Creativity and in the Analysis of Visual Artworks
2015
For several decades now, psychoanalytically oriented writers on art have used the concept of the oceanic feeling to designate feelings of oneness, limitlessness, and mania in artistic creativity and aesthetic experiencing. In this article, I examine critically the most influential account of the oceanic feeling in aesthetics, provided by art pedagogue and art critic Anton Ehrenzweig. Following his points of emphasis, I elaborate on the structural, perceptual, and affective aspects of oceanic states of mind. To illuminate further some of the central premises and problems of Ehrenzweig’s account, I assess two separate analyses of visual artworks that have incorporated his ideas. To conclude, …
5-6 gadīgu bērnu radošuma attīstības sekmēšanas iespējas vizuālajā mākslā
2019
Darba autors – Agnese Hunčaka. Bakalaura darbs “5-6 gadīgu bērnu radošuma attīstības sekmēšanas iespējas vizuālajā mākslā” rakstīts ar konkrētu mērķi teorētiski izpētīt un pamatot 5-6 gadus vecu bērnu radošās darbības sekmēšanas iespējas vizuālajā mākslā. Bakalaura darba pētījums veikts izmantojot dažādas teorētiskās empīriskās pētījuma metodes – dažādu autoru grāmatu analīze, pedagoģiskais novērojums un vecāku aptauja. Pētnieciskā darba pirmajā nodaļā analīzētas pedagogu un psihologu atziņas par radošumu, tā sekmēšanu vizuālajā mākslā, 5-6 gadus vecu bērnu likumsakarību raksturojums vizuālajā mākslā. Otrajā nodaļā ir aprakstīts pētījuma metodoloģiskais raksturojums, bērnu raksturojums, iet…
Hothousing: Utilising industry collaborative problem-solving practices for STEAM in schools
2022
Collaborative problem solving (CPS) has been widely used in both industry and in schools over at least the last twenty years. The Industry Hothousing variant of CPS in its adult format is an intensive, time-constrained workshop based process designed to build mutual trust between customers and industry experts in order to synergically develop creative solutions together. Its potential use in schools raises two important questions: Firstly, what degree of structure and support is required to unleash student creativity and enhance learning - as in industry or does the student need more structured methods including explicitly being taught collaborative problem solving skills? Secondly, is CPS …
Formare educatori e insegnanti ludici
2020
Che cosa significa “formare insegnanti ed educatori ludici”? Partendo dal significato del termine “Ludico”, il saggio approfondisce in cosa consista la “capacità di giocare” con i bambini e di promuovere il loro gioco libero. Propone quindi una riflessione riguardo ad ambiti, percorsi e metodologie per la formazione sottolineando come questa debba essere caratterizzata: da un apprendimento centrato sull’esperienza, sull’osservazione e sull’auto-osservazione; dalla dimensione di gruppo; dalla interazione tra pari, da attività focalizzate sui linguaggi artistico-espressivi; da un’attenzione alla dimensione psico-corporea ed emotiva. Nella parte conclusiva viene presentato un possibile modello…
The relationship of collective creativity with managerial work and workplace climate in hierarchical and less hierarchical organizations
2023
Collective creativity, managerial work, and workplace climate can influence innovation, organizational learning, and productivity at work. However, little empirical research has examined these factors in everyday work, especially in relation to organizational hierarchies. This study explores the relationships among collective creativity, managerial work, and workplace climate in hierarchical and less hierarchical organizations. A quantitative empirical analysis was conducted using data from a survey of 265 respondents from six Finnish organizations. The findings show that managerial work and workplace climate that focus on building and maintaining trust and highlight empathy, fairness and e…
Skolēnu radošuma veicināšana ārpus stundu darbā sākumskolas 3. klasē
2022
Annas Mednes bakalaura darbs “Skolēnu radošuma veicināšana ārpus stundu darbā sākumskolas 3. klasē” ir izstrādāts Latvijas Universitātes Pedagoģijas, psiholoģijas un mākslas fakultātes Pedagoģijas nodaļā. Bakalaura darbs sastāv no ievada, 2 nodaļām, 6 apakšnodaļām, izmantoto avotu un literatūras sarakstu (29 vienības), 3 tabulām. Bakalaura darba mērķis ir teorētiski noskaidrot un praktiski pārbaudīt kā notiek skolēnu radošuma veicināšana ārpus stundu darbā sākumskolas 3. klasē. Darba teorētiskajā daļā tika izpētīts teorētiskais jēdziens „radošums” un tā būtība, radošuma veicināšanas process, aplūkota radošā darbība mācību procesā, izanalizētas radošuma attīstīšanas iespējas. Empīriskajā daļ…