Study on the Development of a Fundamental course for Overcoming Blocks to Creativity in Design Education
DC Field | Value | Language |
---|---|---|
dc.contributor.author | 인치호 | - |
dc.contributor.author | 권은경 | - |
dc.date.accessioned | 2022-01-03T06:41:22Z | - |
dc.date.available | 2022-01-03T06:41:22Z | - |
dc.date.created | 2021-12-28 | - |
dc.date.issued | 2009 | - |
dc.identifier.issn | 1738-6764 | - |
dc.identifier.uri | https://scholarworks.bwise.kr/hongik/handle/2020.sw.hongik/22043 | - |
dc.description.abstract | In the midst of a continued discourse and development concerning design education and its impact on innovation and creativity, I believe that design education still holds the key to enhancing design methodology while increasing creativity by having students take on several creative roles in an interactive and enjoyable studio course. Clearly, there exist impediments that block the creative process in our standard track in design education; however, a course entitled “The Creative Workshop” can overcome such obstacles. Through this course, a student can learn the essential skills of a designer: inventive thinking, a sense of aesthetics, and a spirit of collaboration. In addressing each of the three essential elements, this course has devised role-plays in the way of projects. Simply put, students will be required to demonstrate and, therefore, express their unique creativity that may have otherwise gone muted. Such creative expression can take form in a low stakes, open forum that heralds the invaluable attribute in design such as creative freedom. As a result, the true spirit of creativity is fostered rather than mere aesthetics and styling. Moreover, through role plays, the focus shifts its center from design, allowing each student to explore the uncharted areas of one’s own creativity which may come naturally to some extend while disconcerting to others. It may prove particularly uncomfortable for Korean students whose ideas about education have been directly connected to the strict and regimented school system that stresses adherence to standardization such as the national college entrance exam. This course, therefore, is aimed stretch the scope and scale of students’ creativity as they learn to collaborate on role plays, utilizing diverse skills from various disciplines | - |
dc.language | 영어 | - |
dc.language.iso | en | - |
dc.publisher | 한국콘텐츠학회 | - |
dc.title | Study on the Development of a Fundamental course for Overcoming Blocks to Creativity in Design Education | - |
dc.title.alternative | Study on the Development of a Fundamental course for Overcoming Blocks to Creativity in Design Education | - |
dc.type | Article | - |
dc.contributor.affiliatedAuthor | 인치호 | - |
dc.identifier.bibliographicCitation | International Journal of Contents, v.5, no.4, pp.81 - 87 | - |
dc.relation.isPartOf | International Journal of Contents | - |
dc.citation.title | International Journal of Contents | - |
dc.citation.volume | 5 | - |
dc.citation.number | 4 | - |
dc.citation.startPage | 81 | - |
dc.citation.endPage | 87 | - |
dc.type.rims | ART | - |
dc.identifier.kciid | ART001401739 | - |
dc.description.journalClass | 2 | - |
dc.description.journalRegisteredClass | kci | - |
dc.description.journalRegisteredClass | other | - |
dc.subject.keywordAuthor | Design Education | - |
dc.subject.keywordAuthor | Fundamental Course | - |
dc.subject.keywordAuthor | Creativity | - |
dc.subject.keywordAuthor | Role Playing | - |
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