• Title/Summary/Keyword: 메이커 역량

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An Exploratory Study on Educational instruments of Physical Computing for Maker Education (메이커 교육을 위한 피지컬 컴퓨팅 교구에 관한 탐색적 연구)

  • Lee, Chang Youn;Ahn, Jae-Hyun;Seo, Tae-Kyun
    • Proceedings of The KACE
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    • 2018.01a
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    • pp.157-160
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    • 2018
  • 인공지능 기술의 발달과 함께, 4차 산업 혁명에 관한 사회적 논의가 이슈화됨에 따라 교육 학계도 변화의 목소리를 높이고 있다. 지식기반 사회에서 컴퓨터 활용 역량이 강조되면서, 코딩/소프트웨어 교육 등 테크놀로지 기반 교수학습이 교과목과 관계없이 주목받고 있다. 최근에는 오픈소스를 만드는 사람들에 대한 긍정적 인식이 생겨나면서부터, 그들을 메이커라 지칭하고 메이커를 양성하기 위한 운동이 확산되기 시작하였다. 학계에서도 이 운동을 수용하려고 시도하였으나, 관련 연구에서는 기존 테크놀로지 기반 교수학습과 구분되는 특성을 명백하게 보여주지 못했다. 본 연구는 메이커 교육의 시론적 연구로서, 이재호와 장준형(2017)이 제안한 메이킹 역량을 중심으로 이를 키워줄 수 있는 피지컬 컴퓨팅 교구를 조사하였고, 동시에 활용 가능성을 제안하였다. 초기에 제안된 교구의 활용방안은 현장 교사 3인의 전문가 검토를 받았으며, 그들이 제공한 조언을 참고하여 수정하였다. 보완된 활용방안은 메이킹 역량을 구성하는 분석역량, 설계역량, 구현역량으로 구분하여 제시하였다. 이를 통해 메이커 교육의 이론적 발전과 확산에 기여하고자 하였다.

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Competence Level Analysis Through Maker Program Education (메이커 프로그램 교육을 통한 역량 수준 분석)

  • Hyon-Chol, Jang;Mi-Ra, Roh;Byung-Duk, Jeon
    • Journal of the Korean Society of Radiology
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    • v.16 no.6
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    • pp.807-813
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    • 2022
  • In order to foster creative convergence talents in the era of the 4th industrial revolution, universities are changing from knowledge-oriented education to competency-oriented education, and the maker education program is attracting attention as a new educational method. Through maker program education, we tried to find out the level of convergence, creativity, caring, and communication competencies. A survey was conducted from May 2nd to May 13th, 2022 for 2nd and 3rd grade students in the Department of Radiology and Sports and Leisure who participated in the Maker Education Program at S University in Daegu City. Research results Convergence competency is 3.35 ± 0.78 points before maker program education, 4.37 ± 0.61 points after education, creative competency is 3.28 ± 0.78 points before maker program education, 4.07 ± 0.69 points after education, and caring competency is 3.71 ± 0.80 points before maker program education Points, 4.25 ± 0.64 points after training, and communication competency were 3.61 ± 0.70 points before maker program training and 4.16 ± 0.63 points after training. There was a statistically significant level difference in all four competencies compared with before training, and the level after training was improved (p<0.05). Through the operation of the maker education program, it was possible to see the effect of cultivating convergence, creativity, caring, and communication competencies. The maker education program can be seen as education for nurturing creative convergence talents in the era of the 4th industrial revolution, and I think that various maker education programs should be operated for more university students.

Developing Maker Competency Model and Exploring Maker Education Plan in the Field of Elementary and Secondary Education (메이커 역량 모델 개발 및 초·중등 교육 현장에서의 메이커 교육 방안 탐색)

  • Yoon, Jihyun;Kim, Kyung;Kang, Seong-Joo
    • Journal of The Korean Association For Science Education
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    • v.38 no.5
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    • pp.649-665
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    • 2018
  • In this study, we extracted the core competencies of makers through the analysis of critical incident technique and behavioral event interview to explore the nature and attributes of maker education, and then we developed a maker competency model based on these core competencies. As a result, six competency groups and 23 sub-competencies were extracted. In other words, we were able to confirm the existence of integrated thinking competency group consisting of four competencies made up of 'analytic thinking', 'intuitive thinking', 'visual thinking', and 'empirical thinking' and that of collaborative competency group with four competencies of 'sharing', 'communication', 'conflict management', and 'scrupulosity'. In addition, we could also confirm the existence of making mind competency group, which is composed of four competencies namely 'interest in various areas', 'challenge consciousness', 'failure management', and 'pleasure of the making process'. We could also confirm that human-centered competence group consisting of two competencies of 'humanity' and 'user-oriented' and the problem-finding competence group consisting of two competencies of 'observation' and 'recognition of discomfort in daily life'. Lastly, the making practice competency group is composed of seven competencies: 'understanding making tool', 'understanding electricity', 'understanding programming', 'planning', 'hand knowledge', 'information search', and 'direct execution'. We discussed educational implications of these findings.

Exploring of Elementary Pre-Service Teacher's Skills Using Technologies and Study on Instructional Models (초등 예비교사의 테크놀로지 활용역량 탐색 및 수업모델 연구)

  • Park, HakNeung;Ma, Daisung
    • Journal of The Korean Association of Information Education
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    • v.23 no.1
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    • pp.97-106
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    • 2019
  • Based on previous studies such as TPACK, digital literacy, and maker education, this study searched the Skills for Using Technologies required for elementary school pre - service teachers and classified them into 13 sub - factors in 5 domains. We designed and applied a project-based maker education instructional model to improve Skills for Using Technologies for first grade students at G Education University taking "technology utilization and smart life". Through interviews after the lecture and after the lecture, the ability of university students to utilize the technology was examined and the acceptance attitude was improved. We also modified the project-based maker education model based on interviews, observation logs, and mutual evaluations of college students.

Exploring of the Maker Education in Graduate School (대학원 수업방법으로서 메이커 교육의 가능성 탐색)

  • Kim, Jin-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.4
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    • pp.1-10
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    • 2019
  • This study investigates maker pedagogy as learning method with graduate students. The exemplary maker pedagogy instructional model in this study is intended to enhance student's research competence. This study examines how the teacher designs and implements maker pedagogy instructional model, and what students have experienced in conduction research project. students provide evidence that they have improved their competence to raise research questions, to make use of research methodology. Their learning experience depends on whether they are heterogeneously grouped or homogeneously grouped in terms of intellectual ability, research experience, etc. Additionally, students suggest that the teacher needs to administrate the learning process regularly, to build up an interdisciplinary network to provide students knowledge and methodologies needed for conducting research, and to create learning environment where each student is possibly enriched with individual accountability and responsibility on each own learning process. In conclusion, this study provides several suggestions for more valuable maker pedagogy instructional models in graduate class.

A Study on the Effects of Design Thinking Process and Maker Education on University Students' Start-Up Activities (디자인사고방법 활용 메이커교육이 대학생 창업역량에 미치는 영향에 관한 탐색 연구)

  • Kim, Tae-Ywan
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.6
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    • pp.177-196
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    • 2021
  • In the era of the 4th industrial revolution, high technology is causing many changes in modern society and economy. Among them, changes in industries and jobs require new competencies of future human resources. As an educational alternative to these changes, maker education and design thinking methods are spreading around the world, and it is necessary to actively apply such education in university curriculum. Therefore, this study examines the effects of the maker education using the design thinking method on the learners' competencies required as future human resources and, relationship between the development of university students' entrepreneurial competencies and learners' competencies. And the purpose of this study is to contribute to the vitalization of entrepreneurship education for university students by suggesting an educational model. For this purpose, this study investigated the prior research on maker education/environment and design thinking methods to examine concepts and characteristics, and analyzed the influences between maker education/environment and design thinking methods and the development of learners' personal, social and technological capabilities. In addition, this study analyzed the relationship between learners' developed capabilities and university students' entrepreneurial capabilities, and based on the results, suggested directions and conceptual models for education that combine maker education/environment and design thinking methods. In conclusion, maker education/environment and design thinking methods in university education have a positive effect on the cognitive, social, and technological development of learners, and this has a significant relationship with the factors of personal, social, and technological dimensions of university students' entrepreneurial competency. It is analyzed that it has a positive effect on the promotion of entrepreneurship activities of university students. Therefore, it is judged that university's interest and support should be given to the vitalization of maker education using the design thinking method for university student entrepreneurship education and future human resources nurturing.

Exploratory Study on Maker Education Activity based on Scientific Concept: For University Students (과학 개념 기반 메이커 교육 활동에 대한 탐색 연구 -대학생들을 대상으로-)

  • Yeo, Hye-Won;Yoon, Jihyun;Kang, Seong-Joo
    • Journal of The Korean Association For Science Education
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    • v.41 no.5
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    • pp.359-370
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    • 2021
  • This study aims to identify the characteristics of the program that integrates maker education with science subjects and to explore the maker's competency expressed in students. To this study, a maker activity program based on scientific concepts was developed and applied to 20 first-year students at H University in a general chemistry experiment course, and activity data were analyzed. The analysis results of maker activities based on scientific concepts are as follows. First, students performed activities through the process of 'presentation of ideas,' 'selection and planning of ideas,' and 'prototyping'. In particular, it was confirmed that prototyping was divided into stages of "partial prototyping" and "full prototyping". Second, as characteristics of the activity, 'use of scientific concepts as logic for coding in the process of maker activities', 'in-depth understanding of scientific concepts', and 'inducing high achievement and interest through transfer of initiative in learning' were confirmed. Third, collaboration competency and making performance competency were frequently expressed in the process of activities, but human-centered competency were rarely expressed.

Librarians' Experiences of Facilitating Makerspace in Public Libraries (공공도서관 메이커스페이스 담당자의 운영 경험 연구)

  • Kim, Soojung;Lee, Jongwook;Oh, Sanghee
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.249-272
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    • 2019
  • This study aims to investigate the experiences of librarians/staff members who are responsible for facilitating makerspaces in public libraries, including their works and core competencies, their needs and experiences of training, and future plans in makerspaces. To do that, we carried out semi-structured interviews with 11 librarians/staff members and 1 library director from 7 public library makerspaces. Findings show that the participants received financial supports from the government agencies or/and relied on their library budget to run makerspaces. They identified competencies such as technology literacy, domain knowledge, teaching/programming, willingness to learn and curiosity, communication skills, leadership, and design-thinking. They have future plans for expanding spaces, purchasing equipments, program development, and so on. We believe findings could be useful for those who currently manage or plan to implement a public library makerspace by understanding practical issues and training needs in makerspaces.

Development, Implementation, and Analysis of a Maker Education Program in School Library: A Case Study of Daegu S High School (학교도서관 메이커 교육 프로그램 개발과 운영 사례 분석 - 대구 S 고등학교 사례를 중심으로 -)

  • Kang, Bong-Suk;Jung, Youngmi
    • Journal of the Korean Society for Library and Information Science
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    • v.53 no.2
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    • pp.117-137
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    • 2019
  • The purpose of this study is to guide the design and operation of maker education programs in school library and to spread them by sharing the maker education program case. For this purpose, we explained the case of maker education of Daegu S high school library and analyzed its significance in terms of users in quantitative and qualitative way. In order to analyze the user's perception of the image and self-efficacy of capacity building of school library maker education, we compared it with the perception of existing school library education programs. In addition, we analyzed whether there is a statistically significant difference in the perception of the maker education according to the grade of the student and the experience of the maker education. The perception of school library maker education was not more positive than the existing school library education program. However, it is noteworthy that students who experienced school library maker education showed a positive image and high level of perception of the self-efficacy of capacity building in both existing school library education and manufacturing education compared to those who did not. These results suggest that school library maker education can improve the overall image of school library education and raise perception of the self-efficacy of capacity building. We hope that this study will contribute to activate school library maker education.

Development of a Maker Education Program Using Cement and Mold for Middle School Students and Effect on Convergence Ability for Creativity (시멘트와 거푸집을 이용한 중학교 메이커 교육 프로그램이 창의융합 역량에 미치는 효과)

  • Kim, Seong-Soo;Yoo, Hyun-Seok
    • Journal of the Korea Convergence Society
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    • v.10 no.6
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    • pp.129-138
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    • 2019
  • The trend of maker education has been mainly focused on program using digital devices, but maker education programs that can make students' creative ideas instantly in various shapes and make them by hand is insufficient. Therefore, in this study, we developed a maker education program using cement and molds and analyzed Effect on the convergence ability for creativity of students. In the preparation stage, educational use cases about cement and molds and the study objects and contents were extracted through the literature review. In the development stage, teaching-learning materials were developed and validity and evaluation tools to measure convergence ability for creativity were selected. In the implementation stage, the expert validity test on the teaching-learning materials and convergence ability test for creativity was evaluated, In the evaluation stage, the effects of the whole area and sub-area of the convergence ability for creativity was analysed. As a result of the t-test for the whole area of convergence ability for creativity, the students who took the maker education program showed a significant change. The test results on the teaching-learning materials showed a positive response to the communication, cooperation ability, knowledge and humanism.