Search results for: creativity skill
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 220

Search results for: creativity skill

190 The Design Process of an Interactive Seat for Improving Workplace Productivity

Authors: Carlos Ferreira, Paulo Freitas, Valentim Freitas

Abstract:

Creative industries’ workers are becoming more prominent as countries move towards intellectual-based economies. Consequently, the nature and essence of the workplace needs to be reconfigured so that creativity and productivity can be better promoted at these spaces. Using a multidisciplinary approach and a user-centered methodology, combining product design, electronic engineering, software and human-computer interaction, we have designed and developed a new seat that uses embedded sensors and actuators to increase the overall well-being of its users, their productivity and their creativity. Our contribution focuses on the parameters that most affect the user’s work on these kinds of spaces, which are, according to our study, noise and temperature. We describe the design process for a new interactive seat targeted at improving workspace productivity.

Keywords: Human-computer interaction, usability, user interface, creativity, ergonomics.

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189 Using Information Theory to Observe Natural Intelligence and Artificial Intelligence

Authors: Lipeng Zhang, Limei Li, Yanming Pearl Zhang

Abstract:

This paper takes a philosophical view as axiom, and reveals the relationship between information theory and Natural Intelligence and Artificial Intelligence under real world conditions. This paper also derives the relationship between natural intelligence and nature. According to communication principle of information theory, Natural Intelligence can be divided into real part and virtual part. Based on information theory principle that Information does not increase, the restriction mechanism of Natural Intelligence creativity is conducted. The restriction mechanism of creativity reveals the limit of natural intelligence and artificial intelligence. The paper provides a new angle to observe natural intelligence and artificial intelligence.

Keywords: Natural intelligence, artificial intelligence, creativity, information theory.

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188 Leadership Styles in the Hotel Sector and Its Effect on Employees’ Creativity and Organizational Commitment

Authors: Hatem Radwan Ibrahim Radwan

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Leadership is crucial for hotel survival and success. It enables hotels to develop and compete effectively. This research intends to explore the implementation of six leadership styles by frontline hotel managers in four star hotels in Cairo and assess its impact on employees’ creativity and organizational commitment. The leadership patterns considered in this study includes: democratic, autocratic, laissez-faire, transformational, transactional, and ethical leaderships. Questionnaire was used as a research method to gather data. A structured survey was established and distributed on employees in Cairo’s four star hotels. A total of 284 questionnaire forms were returned and usable for statistical analysis. The results of this study identified that transactional and autocratic leadership were the prevalent styles used in four star hotels in Cairo. Two leadership styles proved to have significant high correlation and impact on employees’ creativity and organizational commitment including: transformational and democratic leadership. Besides, laissez-faire leadership was found had a smaller effect on employees’ creativity and ethical leadership had a lesser influence on employees’ commitment. The autocratic leadership had strong negative correlation and significant impact on both dependent variables. This research concludes that frontline hotel managers should adopt transformational and/or democratic leadership style in managing their subordinates.

Keywords: Creativity, hotels, leadership styles, organizational commitment.

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187 Effects of Knowledge of Results on Specified Skill Acquisition among Fresh Cricket Players

Authors: Rasheed O. Oloyede, Joseph O. Adelusi, Peter O. Akinbile

Abstract:

This study was conducted to investigate the extent with which knowledge of results influences the performance of cricket players. A sample of 160 fresh students in the Department of Physical and Health Education who are novice in the game were randomly assigned into two groups. The first group of eighty (80) subjects was classified as experimental group while the second group of eighty (80) subjects was the control group. Subjects in both groups were asked to bowl and bat ten times each for a period of six weeks. After the first round, the subjects in the experimental group were allowed feedback on their performance in the first trial while those in the control group were denied feedback. Two null hypotheses generated for the study were tested using percentages and chi-square statistical analysis at 0.05 level of significance. Analysis of data showed that knowledge of results influenced the performance of cricket players. It was concluded that knowledge of results is pertinent for effective skill acquisition and could enhance better performance among unskilled cricket players. Hence, it is suggested that immediate feedback on the level of skill acquisition by the prospective and unskilled cricket players would inspire them for better performance in cricket tournaments.

Keywords: Batting, Bowling, Knowledge of Results, Performance, Skill Acquisition.

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186 Effects of Retaining Skillful Employees on the Career Management: A Field Study

Authors: Mehmet Altinoz

Abstract:

Enterprises need a strategic plan to retain their skillful employees and provide their career management, sustain their existence, to have growth and leadership qualities, to reach the objectives to increase the value of the enterprise and to not to be affected from changing demographic structure. In the cases when the long term career expectations of skillful employees are in integrity with the enterprise’s interests, skill management process is directly related to the career management. With a long term plan, the enterprises should cover the labor force need that may arise in the future by using systematic career development programs and be prepared against developments for all times. Skill management is considered as a practice with which career mobility is planned for the skillful employee to be prepared for high level positions. Career planning is the planning of an employee’s progress or promotion within an organization for which he works by developing his knowledge, skills, abilities and motives. Career planning is considered as an individual’s planning his future and the position which he wants to have, the area which he want to work in, the objectives which he want to reach. With the aim of contributing the abovementioned discussion process, career management concept and its perception manner are examined in this study in a comparative manner.

Keywords: Skill management, career management, skill, back up, human resources management.

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185 Evaluating Psychologist Practice Competencies through Multisource Feedback: An International Research Design

Authors: Jac W. Andrews, J. B. Hale

Abstract:

Effective practicing psychologists require ongoing skill development that is constructivist and recursive in nature, with mentor, colleague, co-worker, and patient feedback critical to successful acquisition and maintenance of professional competencies. This paper will provide an overview of the nature and scope of psychologist skill development through multisource feedback (MSF) or 360 degree evaluation, present a rationale for its use for assessing practicing psychologist performance, and advocate its use in psychology given the demonstrated model utility in other health professions. The paper will conclude that an international research design is needed to assess the feasibility, reliability, and validity of MSF system ratings intended to solicit feedback from mentors, colleagues, coworkers, and patients about psychologist competencies. If adopted, the MSF model could lead to enhanced skill development that fosters patient satisfaction within and across countries.

 

Keywords: Psychologist, multisource feedback, psychologist competency, professionalism.

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184 To Know the Way to the Unknown: A Semi-Experimental Study on the Implication of Skills and Knowledge for Creative Processes in Higher Education

Authors: Mikkel Snorre Wilms Boysen

Abstract:

From a theoretical perspective, expertise is generally considered a precondition for creativity. The assumption is that an individual needs to master the common and accepted rules and techniques within a certain knowledge-domain in order to create something new and valuable. However, real life cases, and a limited amount of empirical studies, demonstrate that this assumption may be overly simple. In this article, this question is explored through a number of semi-experimental case studies conducted within the fields of music, technology, and youth culture. The studies indicate that, in various ways, expertise plays an important part in creative processes. However, the case studies also indicate that expertise sometimes leads to an entrenched perspective, in the sense that knowledge and experience may work as a path into the well-known rather than into the unknown. In this article, these issues are explored with reference to different theoretical approaches to creativity and learning, including actor-network theory, the theory of blind variation and selective retention, and Csikszentmihalyi’s system model. Finally, some educational aspects and implications of this are discussed.

Keywords: Creativity, education, expertise, technology.

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183 Machine Learning-Enabled Classification of Climbing Using Small Data

Authors: Nicholas Milburn, Yu Liang, Dalei Wu

Abstract:

Athlete performance scoring within the climbing domain presents interesting challenges as the sport does not have an objective way to assign skill. Assessing skill levels within any sport is valuable as it can be used to mark progress while training, and it can help an athlete choose appropriate climbs to attempt. Machine learning-based methods are popular for complex problems like this. The dataset available was composed of dynamic force data recorded during climbing; however, this dataset came with challenges such as data scarcity, imbalance, and it was temporally heterogeneous. Investigated solutions to these challenges include data augmentation, temporal normalization, conversion of time series to the spectral domain, and cross validation strategies. The investigated solutions to the classification problem included light weight machine classifiers KNN and SVM as well as the deep learning with CNN. The best performing model had an 80% accuracy. In conclusion, there seems to be enough information within climbing force data to accurately categorize climbers by skill.

Keywords: Classification, climbing, data imbalance, data scarcity, machine learning, time sequence.

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182 A Cognitive Robot Collaborative Reinforcement Learning Algorithm

Authors: Amit Gil, Helman Stern, Yael Edan

Abstract:

A cognitive collaborative reinforcement learning algorithm (CCRL) that incorporates an advisor into the learning process is developed to improve supervised learning. An autonomous learner is enabled with a self awareness cognitive skill to decide when to solicit instructions from the advisor. The learner can also assess the value of advice, and accept or reject it. The method is evaluated for robotic motion planning using simulation. Tests are conducted for advisors with skill levels from expert to novice. The CCRL algorithm and a combined method integrating its logic with Clouse-s Introspection Approach, outperformed a base-line fully autonomous learner, and demonstrated robust performance when dealing with various advisor skill levels, learning to accept advice received from an expert, while rejecting that of less skilled collaborators. Although the CCRL algorithm is based on RL, it fits other machine learning methods, since advisor-s actions are only added to the outer layer.

Keywords: Robot learning, human-robot collaboration, motion planning, reinforcement learning.

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181 A Framework to Support the Design of Mobile Applications

Authors: E. Platzer

Abstract:

This paper introduces a framework that aims to support the design and development of mobile services. The traditional innovation process and its supporting instruments in form of creativity tools, acceptance research and user-generated content analysis are screened for potentials for improvement. The result is a reshaped innovation process where acceptance research and usergenerated content analysis are fully integrated within a creativity tool. Advantages of this method are the enhancement of design relevant information for developers and designers and the possibility to forecast market success.

Keywords: design support, innovation support, technology acceptance, user-generated content analysis.

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180 Efficacy of Selected Mobility Exercises and Participation in Special Games on Psychomotor Abilities, Functional Abilities and Game Performance among Intellectually Disabled Children of Under 14 Age

Authors: J. Samuel Jesudoss

Abstract:

The purpose of the study was to find out the efficacy of selected mobility exercises and participation in special games on psychomotor abilities, functional abilities and skill performance among intellectually disabled children of age group under 14. Thirty male students who were studying in Balar Kalvi Nilayam and YMCA College Special School, Chennai, acted as subjects for the study. They were only mild and moderate in intellectual disability. These students did not undergo any special training or coaching programme apart from their regular routine physical activity classes as a part of the curriculum in the school. They were attached at random, based on age in which 30 belonged to under 14 age group, which was divided into three equal group of ten for each experimental treatment. 10 students (Treatment group I) underwent calisthenics and special games participation, 10 students (Treatment group II) underwent aquatics and special games participation, 10 students (Treatment group III) underwent yoga and special games participation. The subjects were tested on selected criterion variables prior (pre test) and after twelve weeks of training (post test). The pre and post test data collected from three groups on functional abilities(self care, learning, capacity for independent living), psychomotor variables(static balance, eye hand coordination, simple reaction time test) and skill performance (bocce skill, badminton skill, table tennis skill) were statistically examined for significant difference, by applying the analysis ANACOVA. Whenever an 'F' ratio for adjusted test was found to be significant for adjusted post test means, Scheffe-s test was followed as a post-hoc test to determine which of the paired mean differences was significant. The result of the study showed that among under 14 age groups there was a significant improvement on selected criterion variables such as, Balance, Coordination, self-care and learning and also in Bocce, Badminton & Table Tennis skill performance, due to mobility exercises and participation in special games. However there were no significant differences among the groups.

Keywords: Functional ability, intellectually disabled, Mobility exercises, Psychomotor ability.

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179 Fingers Exergames to Improve Fine Motor Skill in Autistic Children

Authors: Zulhisyam Salleh, Fizatul Aini Patakor, Rosilah Wahab, Awangku Khairul Ridzwan Awangku Jaya

Abstract:

Autism is a lifelong developmental disability that affects how people perceive the world and interact with others. Most of these children have difficulty with fine motor skills which typically struggle with handwriting and fine activities in their routine life such as getting dressed and controlled use of the everyday tool. Because fine motor activities encompass so many routine functions, a fine motor delay can have a measurable negative impact on a person's ability to handle daily practical tasks. This project proposed a simple fine motor exercise aid plus the game (exergame) for autistic children who discover from fine motor difficulties. The proposed exergame will be blinking randomly and user needs to bend their finger accordingly. It will notify the user, whether they bend the right finger or not. The system is realized using Arduino, which is programmed to control all the operated circuit. The feasibility studies with six autistic children were conducted and found the child interested in using exergame and could quickly get used to it. This study provides important guidance for future investigations of the exergame potential for accessing and improving fine motor skill among autistic children.

Keywords: Autism children, Arduino project, fine motor skill, finger exergame.

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178 Motor Skill Adaptation Depends On the Level of Learning

Authors: Herbert Ugrinowitsch, Suziane Peixoto dos Santos-Naves, Michele Viviene Carbinatto, Rodolfo NovellinoBenda, Go Tani

Abstract:

An experiment was conducted to examine the effect of the level of performance stabilization on the human adaptability to perceptual-motor perturbation in a complex coincident timing task. Three levels of performance stabilization were established operationally: pre-stabilization, stabilization, and super-stabilization groups. Each group practiced the task until reached its level of stabilization in a constant sequence of movements and under a constant time constraint before exposure to perturbation. The results clearly showed that performance stabilization is a pre-condition for adaptation. Moreover, variability before reaching stabilization is harmful to adaptation and persistent variability after stabilization is beneficial. Moreover, the behavior of variability is specific to each measure.

Keywords: Adaptation, motor skill, perturbation, stabilization.

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177 Meta-Analysis of the Impact of Positive Psychological Capital on Employees Outcomes: The Moderating Role of Tenure

Authors: Hyeondal Jeong, Yoonjung Baek

Abstract:

This research examines the effects of positive psychological capital (or PsyCap) on employee’s outcomes (satisfaction, commitment, organizational citizenship behavior, innovation behavior and individual creativity). This study conducted a meta-analysis of articles published in the Republic of Korea. As a result, positive psychological capital has a positive effect on the behavior of employees. Heterogeneity was identified among the studies included in the analysis and the context factors were analyzed; the study proposes contextual factors such as team tenure. The moderating effect of team tenure was not statistically significant. The implications were discussed based on the analysis results.

Keywords: Positive psychological capital, satisfaction, commitment, OCB, creativity, meta-analysis.

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176 Communicative and Artistic Machines: A Survey of Models and Experiments on Artificial Agents

Authors: Artur Matuck, Guilherme F. Nobre

Abstract:

Machines can be either tool, media, or social agents. Advances in technology have been delivering machines capable of autonomous expression, both through communication and art. This paper deals with models (theoretical approach) and experiments (applied approach) related to artificial agents. On one hand it traces how social sciences' scholars have worked with topics such as text automatization, man-machine writing cooperation, and communication. On the other hand it covers how computer sciences' scholars have built communicative and artistic machines, including the programming of creativity. The aim is to present a brief survey on artificially intelligent communicators and artificially creative writers, and provide the basis to understand the meta-authorship and also to new and further man-machine co-authorship.

Keywords: Artificial communication, artificial creativity, artificial writers, meta-authorship, robotic art.

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175 The Role of Paraphrase in Interpreting Students’ Writing

Authors: Maya Lisa Aryanti, S. S. M. Hum

Abstract:

To improve students’ skill, writing is the most challenging skill to be developed. The reason is that besides helping the students to develop their skill, this activity also helps them to express themselves. This paper depicts how paraphrasing is very helpful to interpret students’ writing. Syntactic units, used tenses and meanings will indeed change once the writings were paraphrased. The objectives of this research are to reveal the inappropriate structure of syntactic units, to show what types of sentences the students often make, and to show how paraphrasing can help to infer the message. The methodology of this research is descriptive qualitative research. In addition, theories of linguistics are also included. This includes theory of Syntax to describe syntactic units and tenses and theory of Semantics to describe theories of meaning and how paraphrasing works. The theories of general linguistics, grammar and writing are also provided to support the theories of Syntax and Semantics. The results of this research are concerned with how the message is received in the end. The message written in the students’ essay is not clear because of the improper structure of syntactic units and use of incorrect of tenses. The students tend to use simple sentences, compound sentences and complex sentences with a few mistakes in their writing. In addition, they tend to create unnecessary phrases. The last point is that this research shows how paraphrase works to attain complete meaning of a sentence.

Keywords: Paraphrase, meanings, syntactic units and tenses.

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174 Impacts of Project-Overload on Innovation inside Organizations: Agent-Based Modeling

Authors: Farnaz Motamediyan Dehkordi, Anthony Thompson, Tobias Larsson

Abstract:

Market competition and a desire to gain advantages on globalized market, drives companies towards innovation efforts. Project overload is an unpleasant phenomenon, which is happening for employees inside those organizations trying to make the most efficient use of their resources to be innovative. But what are the impacts of project overload on organization-s innovation capabilities? Advanced engineering teams (AE) inside a major heavy equipment manufacturer are suffering from project overload in their quest for innovation. In this paper, Agent-based modeling (ABM) is used to examine the current reality of the company context, and of the AE team, where the opportunities and challenges for reducing the risk of project overload and moving towards innovation were identified. Project overload is more likely to stifle innovation and creativity inside teams. On the other hand, motivations on proper challenging goals are more likely to help individual to alleviate the negative aspects of low level of project overload.

Keywords: Innovation, Creativity, Project overload, Agentbased modelling.

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173 A Critical Social Research Perspective on Self-Directed Learning and Information Technology Practitioners

Authors: Roelien Goede

Abstract:

Information systems practitioners are frequently required to master new technology, often without the aid of formal training. They require the skill to manage their own learning and, when this skill is developed in their formal training, their adaptability to new technology may be improved. Self- directed learning is the ability of the learner to manage his or her own learning experience with some guidance from a facilitator. Self-directed learning skills are best improved when practiced. This paper reflects on a critical social research project to improve the self-directed learning skills of fourth year Information Systems students. Critical social research differs from other research paradigms in that the researcher is viewed as the agent of change to achieve the desired outcome in the problem situation.

Keywords: Action Research, Critical Social Research, Information Systems Education, Self-directed Learning.

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172 Developing Measurement Model of Interpersonal Skills of Youth

Authors: Mohd Yusri Ibrahim

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Although it is known that interpersonal skills are essential for personal development, the debate however continues as to how to measure those skills, especially in youths. This study was conducted to develop a measurement model of interpersonal skills by suggesting three construct namely personal, skills and relationship; six function namely self, perception, listening, conversation, emotion and conflict management; and 30 behaviours as indicators. This cross-sectional survey by questionnaires was applied in east side of peninsula of Malaysia for 150 respondents, and analyzed by structural equation modelling (SEM) by AMOS. The suggested constructs, functions and indicators were consider accepted as measurement elements by observing on regression weight for standard loading, average variance extracted (AVE) for convergent validity, square root of AVE for discriminant validity, composite reliability (CR), and at least three fit indexes for model fitness. Finally, a measurement model of interpersonal skill for youth was successfully developed.

Keywords: Interpersonal communication, interpersonal skill, youth.

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171 Innovation Policy and Development of Creative Industries: Case Study of Lithuanian Animation Industry

Authors: Tomas Mitkus, Vaida Nedzinskaitė-Mitkė

Abstract:

The objective of this study is to identify and explore how adequate is modern innovation support mechanism to developed creative industries. We argue that current development and support strategy for creative industries, although acknowledge high correlation between innovation and creativity, do not seek to improve conditions to promote systematic innovation development in the creative sector. Using the Lithuanian animation industry as a case study, this paper will examine innovation contribution to creativity and, for that matter, the competitiveness of animation enterprises. This paper proposes insights that contribute to theoretical and practical discussions on how creative profile companies build national and international competitiveness through innovations. The conclusions suggest that development of creative industries could greatly benefit if policymakers would implement tools that would encourage creative profile enterprises to invest in to development of innovation at a constant rate.

Keywords: Creative industries, animation, innovation, innovation policy, management.

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170 Effects of Synchronous Music on Gymnastics' Motor Skills Performance among Undergraduate Female Students in Physical Education College

Authors: Sanaa Ali Ahmed Alrashid

Abstract:

The present study aimed to investigate the effect of synchronous music in Gymnastics' motor skill performance among undergraduate female students in physical education college at Basra University. The researcher used experimental design. 20 female students of physical education divided equally into two groups, (10) experimental group with music, (10) control group without music. All participants complete 6 weeks in testing. Data analysis based on T-test shows significant difference at (α = 0.05) in all skills level between experimental and control groups in favor of experimental group. Results of this study contribute to developing the role of synchronous music in improving gymnastic skills performance.

Keywords: Performance, motor skill, music, synchronous.

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169 The Integration of Cleaner Production Innovation and Creativity for Supply Chain Sustainability of Bogor Batik SMEs

Authors: Sawarni Hasibuan, Juliza Hidayati

Abstract:

Competitiveness and sustainability issues not only put pressure on big companies, but also small and medium enterprises (SMEs). SMEs Batik Bogor is one of the local culture-based creative industries in Bogor city which is also dealing with the issue of sustainability. The purpose of this research is to develop framework of sustainability at SMEs Batik Indonesia case of SMEs Batik Bogor by integrating innovation of cleaner production in its supply chain. The approach used is desk study, field survey, in-depth interviews, and benchmarking best practices of SMEs sustainability. In-depth interviews involve stakeholders to identify the needs and standards of sustainability of SMEs Batik. Data analysis was done by benchmarking method, Multi Dimension Scaling (MDS) method, and Strength, Weakness, Opportunity, Threat (SWOT) analysis. The results recommend the framework of sustainability for SMEs Batik in Indonesia. The sustainability status of SMEs Batik Bogor is classified as Moderate Sustainable. Factors that support the sustainability of SMEs Batik Bogor such is a strong commitment of top management in adopting cleaner production innovation and creativity approach. Successful cleaner production innovations are implemented primarily in the substitution of dye materials from toxic to non-toxic, reducing the intensity of non-renewable energy use, as well as the reuse and recycle of solid waste. “Mosaic Batik” is one of the innovations of solid waste utilization of batik waste produced by company R&D center that gives benefit to three pillars of sustainability, that is financial benefit, environmental benefit, and social benefit. The sustainability of SMEs Batik Bogor cannot be separated from the support of Bogor City Government which proactively facilitates the promotion of sustainable innovation produced by SMEs Batik Bogor.

Keywords: Cleaner production innovation, creativity, SMEs Batik, sustainability supply chain.

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168 What Creative Industries Have to Offer to Business? Creative Partnerships and Mutual Benefits

Authors: A. Smagina, A. Lindemanis

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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.

Keywords: Arts, artists, business, creative industries, partnership

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167 Cursive Handwriting in an Internet Age

Authors: Karen Armstrong

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Recent concerns about the value of teaching cursive handwriting in the classroom are based on the belief that cursive handwriting or penmanship is an outdated and unnecessary skill in today’s online world. The discussion of this issue begins with a description of current initiatives to eliminate handwriting instruction in schools. This is followed by a brief history of cursive writing through the ages. Next considered is a description of its benefits as a preliminary process for younger children as compared with immediate instruction in keyboarding, particularly in the areas of vision, cognition, motor skills and automatic fluency. Also considered, is cursive’s companion, paper itself, and the impact of a paperless, “screen and keyboard” environment. The discussion concludes with a consideration of the unique contributions of cursive and keyboarding as written forms of communication, along with their respective surfaces, paper and screen. Finally, an assessment of the practical utility of each skill is followed by an informal assessment of what is lost and what remains as we move from a predominantly paper and pen world of handwriting to texting and keyboarding in an environment of screens.

Keywords: Asemic writing, cursive, handwriting, keyboarding, paper.

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166 The Use of Project to Enhance Learning Domains Stated by National Qualifications Framework: TQF

Authors: Duangkamol Thitivesa

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This paper explores the use of project work in a content-based instruction in a Rajabhat University, Thailand. The use of project is to promote kinds of learning expected of student teachers as stated by Thailand Quality Framework: TQF. The kinds of learning are grouped into five domains: Ethical and moral development, knowledge, cognitive skill, interpersonal skills and responsibility, and analytical and communication skills. The content taught in class is used to lead the student teachers to relate their previously-acquired linguistic knowledge to meaningful realizations of the language system in passages of immediate relevance to their professional interests, teaching methods in particular. Two research questions are formulate to guide this study: 1) To what degree are the five domains of learning expected of student teachers after the use of project in a content class?, and 2) What is the academic achievement of the students’ writing skills, as part of the learning domains stated by TQF, against the 70% attainment target after the use of project to enhance the skill? The sample of the study comprised of 38 fourth-year English major students. The data was collected by means of a summative achievement test, student writing works, an observation checklist, and project diary. The scores in the summative achievement test were analyzed by mean score, standard deviation, and t-test. Project diary serves as students’ record of the language acquired during the project. List of structures and vocabulary noted in the diary has shown students’ ability to attend to, recognize, and focus on meaningful patterns of language forms.

Keywords: Thailand Quality Framework, Project Work, Writing skill.

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165 Measuring Creativity in Die Products for Technological Education

Authors: Ching-Yi Lee, Dyi-Cheng Chen, Bo-Yan Lai, Chin-Pin Chen

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.

Keywords: Design education, die creative product, vocational and technological education, Consensual Assessment Technique (CAT).

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164 Body Composition Index Predict Children’s Motor Skills Proficiency

Authors: Sarina Md Yusof, Suhana Aiman, Mohd Khairi Zawi, Hosni Hasan, Azila Azreen Md Radzi

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Failure in mastery of motor skills proficiency during childhood has been seen as a detrimental factor for children to be physically active. Lack of motor skills proficiency tends to reduce children’s competency and confidence level to participate in physical activity. As a consequence of less participation in physical activity, children will turn to be overweight and obese. It has been suggested that children who master motor skill proficiency will be more involved in physical activity thus preventing them from being overweight. Obesity has become a serious childhood health issues worldwide. Previous studies have found that children who were overweight and obese were generally less active however these studies focused on one gender. This study aims to compare motor skill proficiency of underweight, normal-weight, overweight and obese young boys as well as to determine the relationship between motor skills proficiency and body composition. 112 boys aged between 8 to 10 years old participated in this study. Participants were assigned to four groups; underweight, normal-weight, overweight and obese using BMI-age percentile chart for children. Bruininks- Oseretsky Test Second Edition-Short Form was administered to assess their motor skill proficiency. Meanwhile, body composition was determined by the skinfold thickness measurement. Result indicated that underweight and normal children were superior in motor skills proficiency compared to overweight and obese children (p < 0.05). A significant strong inverse correlation between motor skills proficiency and body composition (r = -0.849) is noted. The findings of this study could be explained by non-contributory mass that carried by overweight and obese children leads to biomechanical movement inefficiency which will become detrimental to motor skills proficiency. It can be concluded that motor skills proficiency is inversely correlated with body composition.

Keywords: Motor skills proficiency, body composition, obesity.

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163 Mastering the Innovation Paradox: The Five Unexpected Qualities of Innovation Leaders

Authors: Murtuza Ali Lakhani, Michelle Marquard

Abstract:

From an organizational perspective, leaders are a variation of the same talent pool in that they all score a larger than average value on the bell curve that maps leadership behaviors and characteristics, namely competence, vision, communication, confidence, cultural sensibility, stewardship, empowerment, authenticity, reinforcement, and creativity. The question that remains unanswered and essentially unresolved is how to explain the irony that leaders are so much alike yet their organizations diverge so noticeably in their ability to innovate. Leadership intersects with innovation at the point where human interactions get exceedingly complex and where certain paradoxical forces cohabit: conflict with conciliation, sovereignty with interdependence, and imagination with realism. Rather than accepting that leadership is without context, we argue that leaders are specialists of their domain and that those effective at leading for innovation are distinct within the broader pool of leaders. Keeping in view the extensive literature on leadership and innovation, we carried out a quantitative study with data collected over a five-year period involving 240 participants from across five dissimilar companies based in the United States. We found that while innovation and leadership are, in general, strongly interrelated (r = .89, p = 0.0), there are five qualities that set leaders apart on innovation. These qualities include a large radius of trust, a restless curiosity with a low need for acceptance, an honest sense of self and other, a sense for knowledge and creativity as the yin and yang of innovation, and an ability to use multiple senses in the engagement with followers. When these particular behaviors and characteristics are present in leaders, organizations out-innovate their rivals by a margin of 29.3 per cent to gain an unassailable edge in a business environment that is regularly disruptive. A strategic outcome of this study is a psychometric scale named iLeadership, proposed with the underlying evidence, limitations, and potential for leadership and innovation in organizations.c

Keywords: Innovation, leadership, ileadership, stewardship, communication, empowerment, creativity, vision, influence, emotional connection, group membership, sense of community, knowledge creation.

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162 A New Framework and a Model for Product Development with an Application in the Telecommunications Services Sector

Authors: Ghada A. El Khayat

Abstract:

This paper argues that a product development exercise involves in addition to the conventional stages, several decisions regarding other aspects. These aspects should be addressed simultaneously in order to develop a product that responds to the customer needs and that helps realize objectives of the stakeholders in terms of profitability, market share and the like. We present a framework that encompasses these different development dimensions. The framework shows that a product development methodology such as the Quality Function Deployment (QFD) is the basic tool which allows definition of the target specifications of a new product. Creativity is the first dimension that enables the development exercise to live and end successfully. A number of group processes need to be followed by the development team in order to ensure enough creativity and innovation. Secondly, packaging is considered to be an important extension of the product. Branding strategies, quality and standardization requirements, identification technologies, design technologies, production technologies and costing and pricing are also integral parts to the development exercise. These dimensions constitute the proposed framework. The paper also presents a mathematical model used to calculate the design targets based on the target costing principle. The framework is used to study a case of a new product development in the telecommunications services sector.

Keywords: Product Development Framework, Quality FunctionDeployment, Mathematical Models, Telecommunications.

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161 Creativity in the Use of Sinhala and English in Advertisements in Sri Lanka: A Morphological Analysis

Authors: Chamindi Dilkushi Senaratne

Abstract:

Sri Lanka has lived with the English language for more than 200 years. Although officially considered a link language, the phenomenal usage of English by the Sinhala-English bilingual has given rise to a mixed code with identifiable structural characteristics. The extensive use of the mixed language by the average Sri Lankan bilingual has resulted in it being used as a medium of communication by creative writers of bilingual advertisements in Sri Lanka. This study analyses the way in which English is used in bilingual advertisements in both print and electronic media in Sri Lanka. The theoretical framework for the study is based on Kachru’s analysis of the use of English by the bilingual, Muysken’s typology on code mixing theories in colonial settings and Myers-Scotton’s theory on the Matrix Language Framework Model. The study will look at a selection of Sinhala-English advertisements published in newspapers from 2015 to 2016. Only advertisements using both Sinhala and English are used for the analysis. To substantiate data collected from the newspapers, the study will select bilingual advertisements from television advertisements. The objective of the study is to analyze the mixed patterns used for creative purposes by advertisers. The results of the study will reveal the creativity used by the Sinhala –English bilingual and the morphological processes used by the creators of Sinhala-English bilingual advertisements to attract the masses.

Keywords: Bilingual, code mixing, mixed code, morphology, processes.

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