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Development and Evaluation of WBI Program for Space Design in "Technology and Home Economics" of High School (고등학교 "기술ㆍ가정" 주거공간 꾸미기 단원 WBI 프로그램 개발과 평가)

  • 김순안;조재순
    • Journal of Korean Home Economics Education Association
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    • v.15 no.4
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    • pp.37-53
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    • 2003
  • 이 연구는 고등학교 $\ulcorner$기술ㆍ가정$\lrcorner$주거 공간 꾸미기 단원의 교수-학습을 위한 WBI 프로그램을 개발하고 평가하는 데 목적이 있다. 이 연구는 WBI 프로그램을 개발하여 주거 공간 꾸미기 단원의 교과 내용을 학습하고 HOME DESIGN 응용 프로그램을 이용하여 실습함으로써 제 7차 교육과정에서 강조하는 웹 기반 수업과 개별학습을 하는 데 활용될 수 있을 것이다. 프로그램은 ADDIE 모형을 중심으로 학습 내용 선정, WBI 프로그램 설계, WBI 프로그램 개발 수업 적용, 평가 과정을 거쳐 개발하였다. 우선 $\ulcorner$기술ㆍ가정$\lrcorner$6개 교과서의 주거 공간 꾸미기 내용을 정리하고 그 내용을 바탕으로 HTML과 PHP, MySQL로 데이터베이스를 구축하여 학습자와 컴퓨터와의 역동적인 상호 작용이 이루어지도록 설계하였다. 또한 온라인의 개별 학습이 가능하도록 주메뉴를 교과서 연구실, 3D 홈 디자인 실습실, 자료 공유실, 종합 평가실의 네 부분으로 구성하여 이론을 약 6시간 동안 학습하고 나서 3시간 동안 실습을 할 수 있도록 하였다. 개발된 프로그램을 수정 보완하고 프로그램의 질을 높이기 위한 목적으로 청주시 C고등학교 1학년 학생 35명과 가정과 교사 3명을 대상으로 시범 적용한 결과를 바탕으로 프로그램의 작동 여부를 화인하고 오류를 고쳐 프로그램의 문제점을 개선하였다. 본 프로그램을 이용한 회원은 4월 20일부터 6월 1일까지 2개 고등학교 학생 70명, 11개 고등학교 교사 11명이었다. 평가 결과 교사들은 본 프로그램에서 가장 유용하게 이용한 부분으로 ‘3D 홈 디자인 실습실(63.6%)’, ‘교과서 연구실(18.2%)’, ‘게시판. 자료실, 묻고 답하기 등(18.2%)’ 순으로 답한 반면 학생들은 ‘3D 홈 디자인 실습실(47.8%)’, ‘교과서 연구실(34.3%)’, ‘게시판, 자료실, 묻고 답하기 등(17.9%)’의 순으로 답하여 유용한 부분에 대한 순서는 일치하나 비율에 차이가 있어 교사들이 ‘3D 홈 디자인 실습실(63.6%)’을 더 유용하게 이용했음을 알 수 있었다. 또한 프로그램을 사용하는 데 있어 교사는 ‘쉬운 편이다’라는 응답이 63.6%로 학생의 24.2% 응답과 차이가 있었으며, 제시된 학습 내용의 양이 ‘적당하다’에 교사가 63.6%, 학생이 48.4%로 답하여 차이가 있었다. 그리고 교사들은 화면 구성이 ‘잘 구성된 편이다(72.7%)’,‘평상시 수업보다 이해에 도움이 되었다(81.2%)’로 답하여 교사들이 학생들보다 본 프로그램에 더 긍정적인 반응을 보였음을 알 수 있었다. 프로그램에 대한 장점과 개선할 점에 대한 개방형 평가는 교사들의 평가와 유사하여 ‘재미있어서 시간이 부족했다’, ‘잘하지는 않았지만, 직접 디자인해서 재미있었다’, ‘어른이 되면 주거 공간 활용을 잘 할 것 같다’, ‘새로운 경험이라 재미있었다’, ‘흥미롭고 재미있었다’, ‘쉽게 되어 있어 좋다’, ‘가구 배치가 잘 되었고. 흠 디자인한 색상이 잘 맞는다’라는 의견이었다. 그러나 주거 공간 꾸미기 WBI 프로그램을 이용한 수업이 컴퓨터에 대한 소양이 부족한 학생과 집중력이 떨어지는 학생에게는 다소 어려움이 있으므로 학생들의 개인차와 학교 실정에 따른 시간 배당 등을 고려하여 학생의 개별학습과 아울러 학교에서 교사의 설명과 함께 수업 시간에 활용할 것을 제안한다.

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Development of a Digital Color Design Education Curriculum (디지털 색채 디자인 교육과정 개발)

  • Kim, Yu-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.246-250
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    • 2006
  • As a result of the rapid development in the digital content industry, designers have to visualize colors across a range of digital media in a relevant and sophisticated manner. The purpose of this study is to develop a new digital color design education curriculum for enhancing learners' capability of digital color management. This study presents an original university-level color design curriculum for digital color learning that includes traditional color learning. In order to develop interactive pedagogy that provides diverse color experiences to students, this study suggestes a blended learning method that combines face-to-face instruction and web-based instruction. Through two case studies at universities, this paper illustrate the effectiveness of the proposed digital color design curriculum.

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A Case Study on Curriculum for Re-educational Work of Field Engineers for Invigorating The Elderly-Friendly Industry (고령친화산업체의 활성화를 위한 현장인력재교육사업 교과과정 사례 연구)

  • Yu, Yun Seop;Kim, Sang-Hoon
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.2
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    • pp.142-146
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    • 2011
  • In this paper, to invigorate elderly-friendly industry, a case study on curriculum for re-educational work of the field engineers is introduced. The curriculum has been developed to retrain technicians and engineers in IT-based elderly-friendly business industry, to help them develop elderly-friendly products, and it have been evolved by operating it and analyzing outcome and satisfaction levels since August in 2009. The re-education work of the field engineers are designed for invigorating the IT-based elderly-friendly business industry, based on the instruction system design(ISD) model. To develop IT-based elderly-friendly products, the elderly-friendly accessible design and the elderly-friendly living and health care equipment design are required. For the elderly-friendly accessible design, it consists of "Elderly-Friendly Engineering Based on Human Characteristics", "Color Sensibility and Universal Design for The Elderly", and "Design Understanding and Process". For the elderly-friendly living and health care equipment design, it consists of "Embedded System Design and Debugging Experiments for Elderly-Friendly IT Equipment", "Elderly-Friendly Android Implementation Design", and "Design and Experiments of Silver-care Android-based Smart Equipment".

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Development of Digital Integrated Nursing Practice Education Platform (디지털 간호실습교육 플랫폼 개발)

  • Sun Kyung Kim;Hye ri Hwang;Su yeon Park;Su hee Moon
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.167-177
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    • 2024
  • In nursing education, there has been efforts for enhancing the quality, with a growing interest in the utilization of digital technologies. In clinical training of nursing curriculum, the emphasis on digital technology is pronounced, as it has the potential to offer learners effective and accessible educational experience while enabling the integrated management of individualized learning outcomes. This study developed a digital nursing education platform, allowing educators and learners to select functionalities based on the educational content and characteristics of the learning tools. Additionally, the user interface was designed to facilitate learners' accurate understanding and execution of assigned tasks and objectives. The detailed design and implementation process of the platform are elaborated and then the validation of its usefulness was provided based on feedback from ten educators who are responsible for diverse subjects. The high usability of the digital nursing practicum education platform was confirmed, with potential implications for significant improvements in learner performance. The potential of this digital platform is to lead to innovative shifts in educational methodologies within the field of integrative nursing education.

A Study on Students' Acceptance Factors of Web-Contents based Classroom for Studying Electronic Subject in Technical High Schools (웹 컨텐츠를 이용한 실습교육의 수용요인에 관한 실증적 연구 - 공업계 고등학교 전자교과를 중심으로 -)

  • Kim, SungBae;Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
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    • v.5 no.4
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    • pp.91-98
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    • 2002
  • Since the 7th educational renovation was established, ICT has emerged as an indispensable tool for teaching a variety of subjects in technical high schools. This paper develops the model for explaining the factors affecting the use of web contents as a mode for studying Electronic subject. Based on data collected from a questionnaire survey from the students who studied the Electronic subject using web contents, a following conclusion is provided: the perceived usefulness, ease of use and the playfulness significantly affect the level of satisfaction, but the design of contents, image, quality, attitude as well as self-efficacy only indirectly affect the satisfaction level. This result might provide the useful guidelines for designing the web-contents for technical high school students.

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A Study on Teaching and Learning Cases and Effects Using Virtual Reality (VR) in Practice Subjects (실습교과목에 가상현실(VR)을 활용한 교수·학습 사례 및 효과 연구)

  • Choi, Nayoung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.3
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    • pp.41-52
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    • 2023
  • This study developed and taught VR content to be used in clothing design and composition practice, which are practical subjects for home education students at the College of Education, and examined the learning effects on students who participated in VR experiences. First, after experiencing classes using VR content, students' perceptions of classes were examined considering participation, class level, expectations, and satisfaction through a survey. As a result of examining the experience of learning sewing machines in classes using VR content and changes in perception of classes, it was found that the class level, class expectations, and satisfaction were affected. As a result of comparative analysis of VR experiences and the perception of VR classes prior to experiencing VR content related to sewing machines developed for practical subjects, VR experiences affected class participation, class level, expectations, but satisfaction was not affected. The advantages of the VR class that students mentioned in the subjective evaluation included interest in the class, the degree of participation, the VR experience, and the use of VR. As for the disadvantages, difficulties in using the device, dizziness, frustration when using the device, and limitations of the program were mentioned.

A study on the Curriculum of Computer-Aided Design (컴퓨터응용디자인 교과과정에 관한 연구 - 제품디자인의 표현내용을 중심으로 -)

  • 이성남
    • Archives of design research
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    • v.11 no.1
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    • pp.53-62
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    • 1998
  • The development of communication technology applying the computer has generalized the application of Computer Graphics and enlarged the limit of expression in Design environment. Therefore, the technology and the method of CG application, which can be applied in diverse Design areas appropriately, are closely connected with the results of Design, and these are becoming the important matter of the competitiveness for Designer and Design environment. Especially, in the curriculum of university or college having the responsibility for specialities of students, the contents about CG application are being more needed the educational results having the competitiveness. By this meaning, this study presents the methodological approach for the CG applied education concerned with the subject "Computer Aided Design (for Product Design)" which is opened in the Industrial Design Dept. The contents of this study are about the concepts of the 10 steps of design practice and the methods of them which are based on the contents of expression on Product Design. And it presents the results of practice by students as the examples. The result of this study is that students could understand the product Design and CG, and they could learn the CG programs' functions and the methods for the application.plication.

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A Study on the Multimedia Design Education using Basic Design Elements with an Emphasis on Case Study using Flash Application (기초조형요소를 활용한 멀티미디어 디자인교육에 관한 연구 - 플래쉬를 활용한 사례연구를 중심으로-)

  • 김소영
    • Archives of design research
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    • v.14 no.4
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    • pp.217-226
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    • 2001
  • In 21st century, with the rapid development of Information technologies, a new form of postgraduate courses on multimedia has emerged. The curriculum of that course is consisted of a combination of design related fields and computer science. In this thesis, I analyzed problems of design education come from multimedia departments of 2-year colleges. This form of departments result in the reduction of design related courses and that is also reduction of basic design rather than multimedia. But, for the desirable multimedia design education, the functional aspects of multimedia must be harmonized with the artistic aspects. For these reason, I developed a course of study on multimedia design. It consists of theoretical studies about design principles, actual training on flash application, and individual projects accomplishments. And on the basis of this results, case studies of 3 subjects were done in a semester.

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The Performance of the National Authorization System of Private Qualification (강건설계방법을 활용한 창의적 문제해결 실습과정)

  • Kim, Tai-Oun
    • Journal of Engineering Education Research
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    • v.11 no.1
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    • pp.64-75
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    • 2008
  • A new product development and product realization process (PRP) is a circulating and feedback process by generating ideas through creative problem solving process. The early stages of PRP correspond to conceptual design and product development, in which a large portion of product life cycle cost can be saved. The optimal design method for this stage is a robust design suggested by Taguchi. Quality must be 'engineered in' since it can not be 'inspected out.' A robust design is an engineering methodology to improve the quality of a product by minimizing the efforts of variations without eliminating the causes. The objective of this study is to propose a scheme and a case study of robust design for exploring design parameters, and introduce a creative problem solving process. Major research subjects include a creative problem solving process, robust design procedure and their implementation. For the experiment of Taguchi method, a toy catapult is adopted. For the creativity development, a short project is assigned to devise a similar tool with the toy catapult. A reference model is suggested to compare and evaluate their ideas.

A Study on The case of Basic forming program in Interior Design - Focused on Conception of ideas and Expression - (실내디자인 교육의 조형실습 수업사례 I - 아이디어 발상과 표현을 중심으로 -)

  • Kim, Hye-Ja
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.11a
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    • pp.185-186
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    • 2004
  • Modeling exercise course in interior design has a very important meaning as a foundation course for processing ideas and developing creativities. Therefore, this study helps pupils in processing and developing ideas and dragging out the various thoughts. So it brings the motives out against the studying design and plays the role against the idea development, which means it helps them to produce their own identities through this course. Hence, it is important, now, to understand the main theme of this course to sort out the matters-to-be-improved in the field of design.

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