• Title/Summary/Keyword: 공학 창의성

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TRIZ(Theory of Inventive Problem Solving) 지적 창의경영 연구

  • Choe, Seong
    • 한국디지털정책학회:학술대회논문집
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    • 2006.12a
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    • pp.177-184
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    • 2006
  • 지적 창의경영은 지식의 공유와 생성으로 나눌 수 있는 데, 지식 생성 분야에서 창의성 연구에서 나온 창의적 문제해결 방법론이다. 이 글에서는 공학 분야에 주로 사용되는 TRIZ 이론을 비공학 분야와 비즈니스 분야, 지적 창조경영의 지식 생성 분야에서 응용사례와 활용 가능성을 기술하였다. TRIZ는 공학분야의 전세계 특허와 기술혁신 사례들을 분석하여 개발하였으나, 이 창의적 문제해결 이론은 러시아 공산주의 사회라는 특수한 상황에서 개발되어서 경영과 비즈니스를 다루고 연구하는 일에는 많은 어려움이 있었다. 그러나 러시아가 개방되면서 최근 TRIZ의 다양하고 강력한 기법들을 비공학 분야와 선진기업 경영이나 비즈니스에 접목시켜 연구되고 있다. TRIZ연구는 변화와 경쟁이 기본이라고 여겨지는 비지니스 활동에서 강력한 문제 해결능력과 아이디어를 가지도록 도와주고 있다. 이 글에서 비즈니스에서 성공과 실패라는 모순을 일으키는 문제를 고전적인 TRIZ의 모순 해소 매트릭스와 비슷한 비즈니스 매트릭스를 이용해서 해결되는 선진 기업의 창조적 경영 응용 사례를 살펴 보고 향후 활용 가능성을 연구하였다.

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Differences of Creativity in Engineering Students by Gender (공학 전공 대학생의 창의성에 나타나는 성차)

  • Kang, Seung-Hee;Yune, Sojung
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.14 no.5
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    • pp.50-59
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    • 2015
  • Recently, it has been emphasized that more girls should be able to contribute to society in the engineering field. However, there is little research for understanding the psychological characteristics of female engineering students. We first must understand their capabilities in order to take advantage of the strengths of female engineering college students. Based on this understanding, it is necessary to provide future educational interventions for them. Therefore, the purpose of this study was to investigate the gender differences in creativity in engineering education. Additionally, we wanted to know whether the differences were domain-specific or domain-general differences. For this, we targeted 351 engineering students in Busan and Daegu. An integrated creativity test and engineering creativity test were carried out. It was found that female engineering students had lower scores on both the integrated creativity and engineering creativity tests than male students. These results suggest that we should develop and apply appropriate strategies to enhance the creativity of female students in engineering education.

A Basic Course of Creative Mechanical Engineering Design Emphasizing Experience Based Learning (체험학습기반의 기초 창의공학설계 교육 및 운영)

  • Lee, Jong-Soo;Min, Byung-Kwon;Yoon, Woong-Sup;Hahn, Jae-Won;Jung, Hyo-Il
    • Journal of Engineering Education Research
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    • v.11 no.2
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    • pp.32-41
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    • 2008
  • The paper deals with the introduction of creative engineering design education in School of Mechanical Engineering, Yonsei University. The course is referred to as Creative Mechanical Engineering Design (1) for 2nd-year undergraduates who newly enter a major in mechanical engineering. This course emphasizes creative thinking and practical experiences to students by learning engineering design skills, realizing their idea through problem based learning (PBL) and design project and recognizing actual results of a product. The paper describes course contents, and discusses students’ responses to lecture, PBL and design projects.

Effects of Game programming on Creative personality and immersion of students in Low-Income Families (교육용 게임 프로그래밍 수업이 창의적 인성에 미치는 효과)

  • Ahn, Mi-Lee;Na, Yun-Seong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.1592-1594
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    • 2011
  • 국가적 차원에서 저소득 청소년을 위한 교육프로그램이 많은 아동보호센터 및 지역센터를 중심으로 시행되고 있지만 그 취지와 목적에 부합하는 방과 후 교육이 제공되고 있는지 그 효과성에 대해서는 주목하지 않아왔다. 본 연구는 저소득 청소년을 위한 방과 후 교육의 질 관리에 대한 필요성이 대두되고 있는 시점에서 영재교육의 일환으로 여겨져 왔던 창의성 교육을 조명하였다. 저소득층 청소년의 창의력 인성을 양성하기 위한 교육용 게임 프로그래밍 수업의 효과성에 대해 조사하였다. A시 5곳의 아동보호시설에서 운영되고 있는 게임프로그래밍 수업에 참여하고 있는 학생과 참여하지 않는 학생을 대상으로 창의적 인성검사를 실시하여 비교 분석하였다. 창의적 인성검사는 크게 자기확신(Self Confidence), 호기심(Curiosity), 인내(Patience), 개방성(Openess), 모험심(Adventure)으로 구분하여 t검증을 통해 유의한가를 분석하였다. 다섯 가지 영역의 평균은 실험집단이 높았으나, 이 중 '인내' 영역이 두드러진 차이를 보였고, 이로 인해 게임프로그래밍 수업을 받은 학생들이 수업을 받지 않은 학생들에 비해 과제 수행에 있어 인내와 끈기를 가지고 도전하는 경향을 보였다. 그러나 자기 확신, 호기심, 개방성, 모험심 네 가지 영역에 대해서는 두드러지는 차이가 나타나지 않았다. 이에 대한 개선책으로 학생들에게 이 네 가지 영역을 균형적으로 길러주기 위하여 체계적으로 강사진의 교수법 연수, 교육과정의 개선, 학생 동기 유발, 학생 독려 및 관리 등 다양한 방법을 통해 수업의 질을 개선시켜 학생들의 창의적 인성 양성에 도움을 줄 수 있을 것으로 기대된다.

A Study on Creative Design Practice Using TRIZ Software 'CREAX' (TRIZ 소프트웨어 CREAX를 활용한 창의적 실습에 관한 연구)

  • Hong, Sung-Do;Huh, Yong-Jung
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.2
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    • pp.114-120
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    • 2011
  • This paper proposed a model of Creative Problem Solving education, using CREAX software based on TRIZ. Learners can get the motivation about development of creative thinking through the theory of TRIZ. Furthermore, they can have good command of creative problem-solving process from the software practice course. As a result of the study, the learners could realize the importance of the creativity and adaptability which are demanded from the knowledge-based society. We planned a three major course for development about adaptability of creative problem solving process and we proposed a guideline about each step of the software utilized CREAX. So, we established the courses about leaners can get the creative problem-solving skill more efficiently.

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The Effects of Educational Contents Authoring in a Project-Based Learning using NetLogo for Pre-service Teachers' Creativity (PBL 기반의 NetLogo를 이용한 교육용 콘텐츠 저작이 예비중등교사의 창의성에 미치는 효과)

  • Kim, Jin-Young;Park, Hong-Joon;Jun, Young-Cook
    • Journal of Engineering Education Research
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    • v.14 no.4
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    • pp.29-38
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    • 2011
  • The objective of this study is the analysis of the effects of educational contents authoring in a PBL using NetLogo Pre-service teachers' creativity. With utilization of the analysis, we attempted to draw implications on the factors considered in instructional design. To compare their creativity before and after class, we have done pre-service teachers test for each Pre- and Post- TTCT and LCT. Based on the analysis, as a result, there has been a significant improvement in their creativity, most especially in the 'fluency' subcategory.

Empirical Exploration on the Component Factors of Creativity·Character for College Students (대학생 창의·인성 구성요인에 관한 경험적 탐색)

  • Lee, Ji-Sun
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.26-37
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    • 2017
  • This study aims to theoretically and empirically establish the characteristics and component factors of creativity character of college students. Putting together preceding researches related to the concept and structure of creativity character through the theoretical approach, the in-depth interview and open survey were conducted targeting 70 specialists in education, education engineering, consultation meeting, and researchers' meeting about creativity character of college students. In the results, as creativity character for college students, creativity was classified into cognitive creativity and affective creativity while character was classified into moral character, social character, and emotional character. Especially, the creativity character of college students emphasized the importance of character more than creativity. Through such results, it aims to suggest a new perspective on creativity character of college students, and moreover to provide basic data to set up the research direction to develop a tool to measure creativity character of college students for follow-up researches. Also, it is considered to establish the theoretical, empirical foundation contributing to the establishment of teaching-learning method and education engineering qualitatively enhanced in the site of college.

TRIZ-based Creative Problem Solving Process (트리즈 기반의 창의적 문제해결 프로세스)

  • Kim, Eun-Gyung
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.1
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    • pp.28-34
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    • 2010
  • Traditionally engineers' main roles are concentrated on solving any given problems and engineering education has emphasized problem solving ability. Therefore engineers intend to solve easily perceived problems with their knowledge and experience instead of trying to analyze the given problems thoroughly and to define real problems, and go through lots of trial and error. So, engineers require the ability to define real problems accurately before trying to solve the problems. This study proposes a real problem definition process using visualization of a core zone and TRIZ concepts such as contradictions and IFR(Ideal Final Result) in order to define real problems with minimum trial and error. TRIZ is the theory of inventive problem solving and was developed by a Soviet engineer and researcher Genrich Altshuller from 1946. Nowadays many industries use TRIZ and its effectiveness was already proved by lots of real problem solving in various areas. Therefore TRIZ might be very effective tool for developing students' inventive thinking ability in engineering education.

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