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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
591

The relationship between creativity acumen and visual art creation in Grade 11 learners in Johannesburg, Gauteng / Relationship between creativity acumen and visual art creation in Grade eleven learners in Johannesburg, Gauteng

Lagesse, Daline 07 1900 (has links)
This study explored Visual Art creation by Grade 11 learners in the art classroom and the relationship with attaining creativity acumen. Creativity acumen in this instance is looked upon as the ability to visually conceptualize imaginative ideas and then translate that into an individual rendition of a concept presented. The learners first perceive an idea and then conceive a concept. Visual perception is a function of how the eyes and brain see whole images, but these images are broken down into their visual elements, such as lines and shading during Visual Art creation. The visual elements are then created in forming an art-work, which in turn lends itself to understanding complex concepts and themes. Creativity acumen involves two processes: having ideas (creativity-relevant processes) and then producing a visual exposé of such ideas. A literature review was conducted which provided useful insight into the components of the creative process and the contextual factors influencing creativity acumen within the school environment. An empirical study was conducted with six art learners in Grade 11, selected through purposive sampling. Creativity questionnaires were completed pre- and post-art creation as a self-assessment tool of how effectively individual implementation of the creative process occurred during idea development and artistic expression in attaining creativity acumen during Visual Art production, if at all. The art creations were observed from task presentation through to completion deadline. Photographic records of the art creations were captured as they were produced and completed. Interviews were conducted at the end of the art creative process. The data was descriptively tabulated into photo-sheets and tabulated for qualitative interpretation and description of findings and results. From the empirical study it can be concluded that there is a dialectic relationship between the creativity-relevant processes and art-relevant skills, as set out theoretically by Amabile (1996) when creating Visual Art. The relationship is intertwined and compounded by overlapping factors in acumen to be creative and creating an art-work. Both require openness to new ideas and perspectives and both need perseverance and effort to learn new skills and craftsmanship. The conclusion of this study is that creativity acumen and art creation have variation of outcome and expansion of ideas in common. Creativity acumen is a means of extending one’s outlook and ability to question, look for new information, develop ideas independently while art creation is a means of visual expression in learning to elaborate on a concept through externalised representation which guides further possibilities and understanding of new concepts and perspectives. There is a dialectic relationship between art creation and creativity acumen or ability as one possibly informs and develops the other. / Psychology of Education / M. Ed. (Guidance and Counselling)
592

Rozvoj hudební tvořivosti žáků na základě Karafiátových Broučků / Development of Pupil´s Musical Creativity on the Base of the Book Broučci by J. Karafiát

ŠIMKOVÁ, Klára January 2013 (has links)
This thesis is devoted to musical creativity of children and its development. It is divided into two parts - theoretical and practical. Theoretical part deals with the definition of musical creativity of children, its place in school and the benefits of its development. The practical part is followed by musical project designed primarily for music lessons at the first schools. The project is connected with the storyline Fireflies of Jan Karafiát.
593

Rozvoj výtvarné tvořivosti dětí v rámci PVČ {--} mladší školní věk / Developement to Art Activity of Children of Younger School Age in the Pedagogy of Leisure Time

PLETKOVÁ, Petra January 2010 (has links)
The thesis is focused on development of creativity in younger school-age children within the scope of leisure time education. The thesis is divided into a theoretical and a practical part. The theoretical part describes various terms relating to creativity, various views of creativity, creativity barriers and their overcoming, and the relationship between a family and a creative child. The practical part of the thesis is focused on elaboration and implementation of a project creating the syllabi of sample lessons for younger school-age children. Following the idea of a multi-stage structure of work with children in consecutive cycles, the project is implemented in five consecutive steps allowing utilization of all opportunities offered by the particular facility and gradation of the emphasis on advancement in creative activities of children.
594

Styrningens dilemma : En kvalitativ studie om samspelet mellan kreativitet och kontroll

Värnlund, Matilda, Munira, Ibrahim January 2021 (has links)
Examensarbete (4FE18E) i controller för Civilekonomprogrammet, 30 högskolepoäng, Ekonomihögskolan vid Linneuniversitetet i Växjö, vårterminen 2021.  Bakgrund och problem: Under senare år har förändrade kundbehov och globalisering blivit ett faktum i olika typer av verksamheter och branscher vilket ökat pressen på att organisationer behöver fokusera mer på förnyelse och utveckling. Därför har kreativitet bland organisationernas anställda blivit en viktig prioritet i organisationer samtidigt som de behöver nyttja kontroll för att skapa samordning för att de organisatoriska målsättningarna ska kunna uppnås. Kontroll har dock under lång tid utgjort verktyg för standardisering i verksamheter vilket konstaterats utgöra hinder för kreativitet eftersom medarbetarna är i behov av exempelvis handlingsfrihet och självbestämmande. Begreppet kontroll har därför allt mer blivit omdiskuterat i kreativitetssammanhang där frågan om hur mycket av den som ska förekomma i organisationer belysts. Numera kretsar dock inte diskussionen till lika stor del kring hur man ska minimera förekomsten av kontroll till fördel för ökad kreativitet, utan snarare hur dessa faktorer ska utformas för att kunna främja kreativitet. Eftersom det de anställdas kreativa beteenden som bidrar till utveckling i organisationerna är därför deras uppfattningar ytterligare viktiga att lyfta i diskussionen för att förstå hur ett samspel kan skapas mellan kontroll och kreativitet. Syfte: Syftet med denna studie var att skapa en förståelse för samspelet mellan kontroll och kreativitet och hur dessa faktorer hanteras i olika typer av organisationer genom att utgå från medarbetares och chefers perspektiv och uppfattning. Studien avser därmed inte att konstatera det bästa sättet att styra en verksamhet eller hantera samspelet, utan snarare försöka ge goda exempel på hur ett samspel kan skapas genom styrningen. Metod: För att kunna uppfylla studiens syfte nyttjades en kvalitativ forskningsmetod och en induktiv ansats. Studien har utförts som en flerfallstudie med två fallföretag: en svensk storbanks innovationsavdelning och fordonstillverkaren Scania CV AB. Studien inleds med en litteraturgenomgång där tidigare forskning kring ämnet presenteras. Därefter följer en teoretisk referensram utifrån Adler och Borys (1996) ramverk kring möjliggörande och tvingande kontroll. Den empiriska materialinsamlingen har insamlats genom sexton semistrukturerade intervjuer och därefter har materialet analyserats genom en tematisk analys.  Slutsats: De slutsatser som kan erhållas utifrån studien är att ett samspel mellan kontroll och kreativitet kan skapas genom att organisationer låter medarbetarna vara delaktiga genom hög inkludering, att ständiga dialoger förs regelbundet och att företag vågar tilldela medarbetarna frihet under ansvar. Kontrollen i fallföretagen kan också tänkas ha antagit dubbla roller genom att vara både möjliggörande och tvingande beroende på medarbetare och chefers attityder. Det är därför också viktigt att belysa de anställdas uppfattning av kontrollsystemet eftersom att deras förståelse för kontrollen och för sitt eget värde i organisationen kommer ha betydelse för samspelet.
595

AI – maskinen med guldpennan? : En studie om hur användningen av artificiell intelligens påverkar det kreativa arbetet hos en copywriter / AI – the machine with the golden pen? : A study on how the use of artificial intelligence affects the creative work of a copywriter

Malmqvist, Hanna, Lorentzon, Naima January 2023 (has links)
Through interviews with copywriters, this essay examines how AI technologies may influence the creative process their work. We must also look at whether AI can be creative in order to provide an answer to the study topic. Therefor the paper explores the concept of creativity.The conclusion according to the study, shows that AI can be creative when collaborating with humans. For a copywriter, using AI streamlines and simplifies their process. The study also demonstrates that co-creativity, or human and AI collaboration in the creative process, is advantageous to both copywriters and AI.Furthermore, the study demonstrates that copywriters are not necessarily threatened by AI. Certain simple aspects of the process, such swiftly collecting and compiling data, can be replaced by AI systems. A collaboration primarily shows beneficial consequences for a copywriter. They have more time for creativity in their job process. Although most of the study's interviewees are supportive of a wider use of AI technologies in the media sector, there are concerns regarding AI's limited capacity for critical engagement with its own creations. It is also argued that AI lacks other crucial characteristics like warmth and soul, which are essentials aspects of creativity.
596

Activating and Encouraging Supervisees' Creativity and Intuition through the Clinical Supervisory Relationship

Tolbert, Yvette Roxanne 05 May 2017 (has links)
No description available.
597

Imagining the Future of Creative AI Tools : A Cospeculative Workshop

Eriksson, Emelie January 2022 (has links)
Creative artificial intelligence (AI) is often explored in terms of machine intelligence on a philosophical basis. As a counter-reaction, there have been calls for user-centered creative AI. This thesis aims to make visible creative practitioners’ needs, values, and ethical perspectives that might inform us on the construction of future creative AI tools. It also discusses the need for pragmatic aesthetics as a holistic design approach. Five artists of different backgrounds were invited to a co-speculative workshop where they expressed their thoughts and imaginings regarding creativity, creative tools, and AI. The results suggest that we need to be mindful of virtue ethics, N-creativity, exploration, intuition, trust, and agency when designing creative AI tools. Furthermore, the findings were used to propose design sensitivities aimed at AI researchers and designers. Future research is needed in order to make conclusions about the practical value of the proposed design sensitivities. / Kreativ artificiell intelligens (AI) undersöks ofta i termer av maskinintelligens med filosofiska grunder. Som en motreaktion har det förordnats mer användarcentrerad kreativ AI. Denna avhandling syftar till att synliggöra kreativa utövares behov, värderingar och etiska perspektiv som kan informera oss om hur framtida kreativa AI-verktyg bör konstrueras. Den diskuterar även behovet av pragmatisk estetik som en holistisk designstrategi. Fem konstnärer av olika bakgrund deltog i en samspekulativ workshop där de uttryckte sina tankar och föreställningar om kreativitet, kreativa verktyg och AI. Resultaten pekar på att dessa verktyg bör designas med begrepp som dygdetik, N-kreativitet, utforskande, intuition, tillit och datainverkan i åtanke. Vidare användes resultaten för att föreslå designkänsligheter riktade till AI-forskare och designers. Vidare forskning krävs för att kunna dra slutsatser kring designkänsligheternas praktiska nytta.
598

Le management de la créativité dans les entreprises d'assemblage automobiles en Thaïlande / The creativity management in the car assembly companies in Thailand

Nontakaew, Kanvalai 17 December 2010 (has links)
Le but de cette recherche est de décrire et comprendre le fonctionnement du management de la créativité dans des entreprises d’assemblage automobiles en Thaïlande. La question principale qui est posée est «comment peut-on gérer la créativité dans l’entreprise ? ». La stratégie d'étude de cas, a été privilégiée à d’autres modes de recherche qualitative. Les données provenant de sources multiples ont été rassemblées: les documents, les protocoles des entretiens avec des participants de niveau hiérarchique différent dans l’entreprise. Quatre études de cas sont présentées. La créativité dans les entreprises d'assemblage en Thaïlande est basée essentiellement sur le concept de ‘Kaizen’. L'étude démontre que les valeurs culturelles et sociales thaïes ont une influence déterminante sur la créativité du salarié. L'activité de créativité au niveau de l'individu et au niveau du groupe ainsi que les facteurs qui ont une influence sur la gestion de la créativité ont été présentés dans cette étude. / The purpose of this study is to understand and describe the creativity management in the car assembly companies in Thailand. The main research question is how can manage the creativity. The case study strategies, which is one of the strategies in the qualitative research methodology is used. Data were collected from multiple sources: documentary evidence, guided interviews with the participants from different positions. Four case studies are presented in this study. The creativity’s definition in Thai car assembly companies was defined based on the concept of Kaizen. The study demonstrates Thai cultural and social values have some effects on the employee’s creativity. The creativity activity in individual and group level, and the factors that influence on creativity management were presented in this study.
599

Rozvoj kreativity manažerů / Development of creative skills of managers

Corvinová, Klára January 2011 (has links)
Development of creative skills of managers This graduation thesis deals with the creativity of managers as an essential condition to increase the productivity of a business. The first part of my thesis looks at the concept of creativity, including the concept of creativity as a process and complex of abilities. Apart from the above-stated, it contains a description of a biological-psychosocial model of creativity. The first part concludes that creativity development is possible. The second part of my thesis focuses on the issues of manager creativity and its importance. Attention is paid to internal and external barriers of creativity which can be removed to some degree by using the training methods of a lecturer and individual techniques of a manager. The end of my thesis shows a list of basic conditions of creativity development in an organisation. This knowledge can be used by lecturers training adults, managers or HR staff members.
600

Didactic Situations for the Development of Creative Mathematical Thinking : A study on Functions and Algorithms / Situations didactiques pour le développement de la pensée mathématique créative : étude sur les fonctions et les algorithmes

Lealdino, Pedro 29 November 2018 (has links)
La créativité est considérée comme une compétence cruciale pour le monde contemporain. La recherche décrite dans cette thèse a eu comme contexte principal le projet MC Squared. Réalisé entre octobre 2013 et septembre 2016. L'objectif du projet était de développer une plate-forme numérique pour le développement de C-books destinés à l'enseignement des mathématiques de manière à développer la pensée mathématique créative chez les étudiants et les auteurs. Cette thèse propose une analyse de la conception, du développement, de la mise en oeuvre et du test des activités numériques et non numériques dans le but d'améliorer et d'encourager la pensée mathématique créative ayant des fonctions et des algorithmes comme objets mathématiques à analyser. Les questions de recherche suivantes ont été soulevées à partir du problème: -Comment opérationnaliser et réviser les définitions existantes de la pensée mathématique créative? -Quels sont les composants nécessaires d'une situation ou d'un artefact permettant un processus de pensée mathématique créative? -Comment pouvons-nous évaluer l'avancement d'un processus impliquant la pensée mathématique créative?-Le modèle "Diamant de la créativité" est-il un outil d'analyse utile pour cartographier le cheminement du processus créatif? Pour répondre à ces questions, la recherche a suivi une méthodologie basée sur une recherche agile basée sur le design. Quatre activités ont été développées de manière cyclique. Le premier, appelé Function Hero, est un jeu numérique qui utilise les mouvements du corps du joueur pour évaluer la capacité de reconnaissance des fonctions. Trois autres activités appelées Binary Code, Fake Binary Code et Op'Art, visant au développement de la pensée computationnelle. Le modèle principal de cette thèse est le modèle "Diamond de créativité" pour cartographier le processus de résolution des problèmes rencontrés dans chaque activité, en évaluant le processus et les produits dérivés du travail des étudiants.Pour valider les hypothèses de recherche, nous avons collecté des données pour chaque activité et les avons analysées quantitativement et qualitativement. Les résultats montrent que les activités développées ont éveillé et engagé les étudiants dans la résolution de problèmes et que le modèle "Diamond of Creativity" peut aider à identifier et à identifier des points spécifiques du processus de création / Creativity is considered as a crucial skill for the contemporary world. The research described in this thesis had the Project MC Squared as the main context. Carried out between October 2013 and September 2016. The objective of the project was to develop a digital platform for the development of C-books for teaching mathematics in a way that develops Creative Mathematical Thinking both in the students and the authors. This thesis, entitled: Didactic Situations for the Development of Creative Mathematical Thinking proposes an analysis of the design, development, implementation, and testing of digital and non-digital activities with the aim of improving and fostering Creative Mathematical Thinking having Functions and Algorithms as mathematical objects to analyze. The following research questions raised from the problem: • How to operationalize and revise existing definitions of Creative Mathematical Thinking? • How can we assess the progress of a process involving Creative Mathematical Thinking? • How the "Diamond of Creativity" model is an useful analytic tool to map the Creative Process path? To answer such questions, the research followed a methodology based on an agile Design-Based Research. Four activities were cyclically developed. The first one, called: "Function Hero," is a digital game that uses body movements of the player to evaluate recognizability of functions. Three other activities called "Binary Code," "FakeBinary Code" and "Op’Art", aimed at the development of Computational Thinking. The main constructs of this thesis are: (a) the "Diamond of Creativity" model to map the process of solving problems found in each activity, evaluating the process and the products derived from the students’ work. (b) The digital game: "Function Hero". To validate the research hypotheses, we collected data from each activity and analyzed them quantitatively and qualitatively. The results show that developed activities have awakened and engaged students into problem-solving and that the "Diamond of Creativity" model can help in identifying and labeling specific points in the creative process

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