• Title/Summary/Keyword: 과학과 예술 융합교육

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The Case Study on the Tablet based STEAM G Learning Platform Development (태블릿 기반 G러닝 STEAM 플랫폼 개발 사례 분석)

  • Wi, Jong Hyun
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.69-78
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    • 2014
  • The purpose of this paper is to analyze a developing process of 3D STEAM based G learning contents. STEAM means Science, Technology, Engineering, Art, Mathematics. It is focused on to raise students interest on science and technology through integrating the subjects together. Also it's purpose is to raise students understanding capabilities on technology convergence and problem solving. Therefore, this paper focused on the analysis of the development of 3D STEAM based G learning contents. Science topic, 'solar system and stars' was decided as a G learning based contents. Students showed higher immersion and motivation on the contents.

An Educational Plan for Chinese Culture through 「Analysis of the Legend of the Gaotang(高唐)shennu(神女)」 (<고당신녀전설 분석>을 통한 중국문화 교육 방안)

  • Kim, Sung-Hee;Choi, Eunsun;Park, Namje
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.313-320
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    • 2022
  • Recently, the keyword 'convergence' has emerged in the education field. The voice of demand for the humanities is also increasing. The range of convergence of the humanities is gradually spreading to various fields such as science, technology, engineering, and the arts field. And also, the trend is to nurture the future creative convergence talent with logical, comprehensive, and creative thinking through the fusion of humanities, scientific, and empirical theories. Myths and legends contain the content of humanity's culture creation and deal with matters such as religion, philosophy, art, and science. Therefore, through the consciousness of the ancients who lived in the so-called convergence era when academic differentiation did not occur, it will be possible to reflect on the appearance of sages. In this paper, we propose a method for educating Chinese culture through the analysis of by Wen Yi-Duo, a famous Chinese scholar. He sought to find the origin of Chinese culture through myths and legends and to find national identity by restoring the concept of national culture in the period of origin. The myths and legends of China are closely related to the cultural phenomena of modern China, which will further enhance our understanding of China.

Analysis on the development of integrated teaching-learning materials of the mathematics and other subjects (수학교과의 통합 교수-학습자료 개발 현황 분석)

  • Park, Hye Sook
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.331-339
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    • 2017
  • Mathematics has kept the relationships with other studies constantly. However, there is not many researches about the integrated teaching-learning materials for mathematics. In this paper, we review the integrated learning theories and domestic research trends of the integrated learning for the mathematics. Through the literature review, we survey the integrated teaching-learning materials, which integrate the mathematics and other subjects for the secondary school. As a result, it can be seen that integrated teaching-learning materials of mathematics and science, social studies, arts, physical education, and korean literature have recently been developed to help raise awareness of the usefulness of mathematics. Further study on the revision and supplementation of these materials should be carried out based on this paper.

IT Fusion Global Education Methods for Fostering Global Teachers (글로벌 교원 양성을 위한 IT 융합 글로벌 교육 방법)

  • Kang, Ju-Young;Kim, Seong-Baeg;Kwon, Sang-Chul
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.4
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    • pp.341-349
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    • 2016
  • To meet the requirements in the global age, the necessity and importance of global education in the field of education is rapidly increasing. However, according to the viewpoint on global education, a general consensus of its definition and model is not clear yet and the substantial outcome falls short of our expectation due to high cost, low effectiveness, and lack of persistency in the process of global education. Furthermore, there has been little research on global education for fostering global capabilities of pre-teachers. In this research, we compared and analyzed the ongoing global education programs for training global teachers in domestic universities. Also, through a study on IT fusion education system for tackling the difficulties in global education, we examined appropriate IT fusion education methods. In particular, beased on big data analysis techniques, we presented a recommendation system to complete a global curriculum, which can help a dual-degree or exchange student program.

A case study for application of design for affordance methodology using affordance feature repositories (행위유발 특징형상 리파지토리를 활용한 행위유발성 증진 디자인방법 적용 사례 연구)

  • Ro, Eun Rae;Noh, Ji Hye;Kim, Yong Se
    • Korea Science and Art Forum
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    • v.19
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    • pp.319-330
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    • 2015
  • The characteristics of products and services that induce natural activities of people, namely affordances, play critical roles in making interactions successful and meaningful. Earlier a methodological framework for design for affordances has been devised where repositories of affordance features are used. Affordance features are retrieved from the repository so that the new affordance feature is to be designed through an analogical reasoning. In two classes of Product-Service Systems Design education, this design for affordance method has been introduced in a tutorial setting for designing a hand carrier cart. This paper describes how the method was introduced and shows new affordance features in their design proposals with source affordance features retrieved from the repository. Implications obtained from this tutorial effort are discussed to enrich practical application of the design for affordance method. The study tries to suggest new product design method by using affordance feature repository.

Developing STEAM Education Program Using LilyPad Arduino (릴리패드 아두이노를 활용한 STEAM 교육 프로그램 개발)

  • Park, YoungSun;An, SangJin;Lee, YoungJun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.157-160
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    • 2013
  • 현대 사회는 과학 기술적 지식뿐만 아니라 창의성과 예술적 감성을 겸비한 융합 인재를 필요로 하고 있다. 이에 교육과학기술부는 STEAM 교육 강화를 발표하였고, 대학과 각급 학교에서 STEAM 교육 실행방향에 대한 논의와 다양한 프로그램 개발이 진행되고 있다. 본 연구에서는 초등학교에서의 STEAM 교육 방안으로 릴리패드 아두이노의 활용 가능성을 검토하여 STEAM 교육 프로그램을 설계하고, 이에 대한 교육적 효과를 논의하고자 한다.

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Analysis of Research Trends in STEAM Education for the Gifted (영재교육에서의 융합인재교육(STEAM) 연구 동향 분석)

  • An, Hae-Ran;Yoo, Mi-Hyun
    • Journal of Gifted/Talented Education
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    • v.25 no.3
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    • pp.401-420
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    • 2015
  • The purpose of this study was to perform a comparative analysis of the research trends in STEAM education in gifted education and suggest educational implications to improve the current STEAM education for the gifted. The results were as follows. First, STEAM education has been increasing in the past couple of years and gifted and talented education took up relatively high proportion of it. This demonstrates that gifted education closely related to creative and versatile individuals plays a leading role in STEAM education. Second, researches on STEAM education and STEAM education for the gifted targeted elementary school students the most. Third, researches on the development of STEAM program for the gifted have been mainly addressing science-oriented convergence programs. Among them, programs including all the five combined factors(Science, Technology, Engineering, Arts and Mathematics) were the most common. In terms of learning types, a criterion-referenced teaching-learning model has been developing and there were diverse learning types which applied teaching-learning models tailored to characteristics of a gifted child. The researches related to STEAM programs'application effects on creativity were most dominant.

Achieving the improvement of efficiency and vitalization of ARD-based ICT experiential education contents (ARD기반의 ICT체험 교육콘텐츠 효용성 개선 및 활성화 구현)

  • Chung, Hee Hyoung;Kim, Kyung Hoon
    • Korea Science and Art Forum
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    • v.19
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    • pp.623-633
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    • 2015
  • Use of technology through utilization of ICT (Information Communication Technology) in field study area is rapidly increasing. Thus, when applying ICT to experiential education, apart from experiential education contents in simple form, the demand for new high quality contents is increasing considering change in education paradigm focusing on creativity. As a result, high quality interactive experiential education content for developing self-directed future talents is required. As a result of this, the development of ARD-based ICT experiential education content system that enhances learning effect of students by integrating ARD-based (Augmented Reality Display) ICT and experiential education to promote existence and immersion is being tested. This paper aims to improve efficacy and achieve vitalization through case analysis of AR-based ICT experiential education content. As a result of case analysis, the composition of content for improving education content included 1) constant securing and strengthening of experiential education content, 2) necessity for development of participating education content by diverse age groups, 3) development of differentiated ICT experiential education content, and 4) securing professional manpower and development of content in connection with education process. Therefore, with the efficacy of ARD-based ICT experiential education content, this study can first, enhance bond between students, second, enable self-directed learning, third, increase practical understanding in contents that were difficult to control by textbook contents, and fourth, increase interest and immersion in learning. Therefore, the contents on new converging technology that can maximize the development of constant content and cooperation between ICT technology and pedagogy for educating creativity and autonomy of ICT experiential education content.

Trend of Creativity-related Spatial Design Education Focusing on Design Process (공간디자인의 창의성 연계 교육 연구동향 -디자인 프로세스를 중심으로-)

  • An, Somi
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.441-451
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    • 2016
  • The purpose of this study is to analyze the trend of spatial design education focusing on creativity based on design process. In this research, the theoretical frame of design process focused on creativity was organized and the trend of creativity education study in the spatial design and other design sectors was compared and analyzed. As a result of the research, the creativity education study of spatial design analyzed such a result showed the relatively low frequency, many of studies related to formative expression of idea. On the contrary, the creativity education of other design sectors is related to overall process the most, the major contents were represented as a creativity enhancement eduction through the conversion with other sectors, the utilization of study method and theology and the utilization of IT technology. The result of this study suggests that more various attempts are required for the spatial design education and that the attempts should orient the conversion between science and art, humanity and science and the integrated access of digital and analogue.

A Convergence Study for the Academic Systematization of Cartoon-animation (만화영상학의 학문적 체계화를 위한 융합적 연구)

  • Lim, Jae-Hwan
    • Cartoon and Animation Studies
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    • s.43
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    • pp.285-320
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    • 2016
  • Cartoons and Animation are convergent arts created with a composite application of language arts described in the form of literary texts and sounds, plastic arts visualized in the form of artistic paintings, and film arts produced in the form of moving pictures. An academic university major in cartoons and animation studies established in late 20th century however, did not satisfactorily meet the needs in academic research and development and the free expression of artistic creation was limited. In order to systematize the major in cartoons and animation studies, an convergent approach to establish and clarify following are in demand : the terms and definitions, the historical developments, the research areas and methods, the major education and related jobs and start-ups. New culture and arts industries including cartoons, animation, moving images, and games contents are not yet listed in the industries listing service jointly provided online by the portal site Naver.com and Hyung-Seol publishing company. Above all, cartoons and animation are inseparably related to each other that even if one uses the term separately and independently, the meaning may not be complete. So a new combined term "Animatoon" can be established for the major in cartoons and animation studies and also used for its degree with concentrations of cartoons, animation, moving images, games, and etc. In the Introduction, a new combined term Animatoon is defined and explained the use of this term as the name of the major and degree in cartoons and animation studies. In the body, first, the Historical Developments classified Animatoon in the ancient times, the medieval times, and the modern times and they are analyzed with the help of esthetics and arts using examples of mural frescos, animal painting, religion cartoons, caricatures, cartoons, satire cartoons, comics, animation, 2 or 3 dimensional webtoons, and K-toons. Second, the Research Areas of Animatoon reviewed the theories, genres, artworks, and artists and the Research Methods of Animatoon presented the curriculum that integrated the courses in humanities, science technologies, culture and arts, and etc. Third, the Major Education considered Animatoon education in children, young adults, students of the major and the Related Jobs and Start-Ups explored various jobs relating to personal creation of artwork and collective production of business-oriented artwork. In the Conclusion, the current challenges of Animatoon considered personalization of the artists, specialization of the contents, diversification of the types, and liberalization of the art creation. And the direction of improvement advocated Animatoon to be an academic field of study, to be an art, to be a culture, and to be an industry. The importance of cartoons and animation along with videos and games rose in the 21st century. In order for cartoons and animation to take a leading role, make efforts in studying Animatoon academically and also in developing Animatoon as good contents in the cultural industries.