• Title/Summary/Keyword: 아이디어 창의성

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Development and Case Review of IT Convergence GoGo Bumper Car Project (IT융합 기반의 고고범퍼카 콘텐츠 개발 및 프로젝트 적용 사례)

  • Park, Hong-Joon;Jun, Young-Cook
    • The Journal of Korean Association of Computer Education
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    • v.18 no.2
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    • pp.21-33
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    • 2015
  • This paper aims at developing IT convergence robot education contents using open hardware-based GoGo Board and presenting three cases that were applied into educational settings with elementary and middle school students. Several types of data for their activities were collected: photos, work output, survey data, video data and interview with robot teacher and students. Each student experienced building up a GoGo Bumper Car with touch sensors attached at front and back sides and figuring out the principle of digital board control and operating of electronic devices by sensing. The participants, in the following phases, conducted domino chain-reaction with GoGo Bumper Cars and acquiring GoGo Driving Licence by driving test on three different road maps. Students in a gifted education program creatively implemented their own ideas as part of robotic art. The result of case analysis showed that the proposed project provides students not only intimacy for technology, fun, concentration but her own empowerment for developing ideas and creative implementation.

Tech shop building plan and its effect to encourage local start-up (지역 창업 활성화를 위한 테크숍 구축 방안과 기대효과)

  • Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of the Korea Convergence Society
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    • v.10 no.1
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    • pp.133-139
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    • 2019
  • The Tech Shop, which provides an environment for fast prototyping by using 3D printers and various work tools, is a place where the fusion design education can be realized and creative ideas can be produced in the era of industrial 4.0. The purpose of this study is to propose and establish the possibility of a tech shop for the revitalization of local businesses in the Chungcheong province where many of contents related universities and institutions are located. For this purpose, we reviewed the necessity and the requirements of a tech shop, and analyzed the necessary components of a tech shop for successful operation. If the proposed tech shop is built and efficient operation is applied, it is expected that many of prototypes based on good ideas could be quickly produced and commercialized.

Case Study of Intellectual Property Rights of Pre-service Teachers through Convergence Capstone Design Class (전문대학 예비유아교사 융합형 캡스톤디자인 수업을 통한 지식재산권 연계 사례 연구)

  • Ko, Eun Mi;Park, Young Sin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.833-841
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    • 2023
  • The study is to suggest the example of convergence capstone design operation in department of early childhood education at a college and intellectual property rights application and registration. Based on key experiences such as practical training, students derived ideas for solving problems across the field related to young child, and overlaps with existing intellectual property rights ideas were verified. Linkage with industry and engineering experts was established for mentoring, after going through a refinement process, it contains the process by which five teams among the winning works of the school competition achieved the result of patent application and registration. Through this, we revitalize convergence capstone design education that goes beyond a creative and practical competency-centered curriculum and is linked to the performance of securing intellectual property rights.

사회적 기업 창업의지에 영향을 미치는 요인에 관한 연구

  • Lee, Ha-Yeon;HwangBo, Yun
    • 한국벤처창업학회:학술대회논문집
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    • 2018.11a
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    • pp.177-180
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    • 2018
  • 우리나라는 외환위기 이후 경제가 급속도로로 발전했으나 변화하는 과정에서 여러 사회문제들이 발생했다. 저 출산 및 고령화, 환경오염, 실업률 증가, 지역 사회 붕괴, 사회적 가치 창출 및 공유 미흡등 사회적인 약자가 증가하고 그들에 대한 배려가 부족해지면서 사회적 서비스가 중요한 시대가 되었다. 사회적 기업은 영리기업과 비영리 기업의 중간 형태로, 사회적 목적을 우선적으로 추구하면서 재화/서비스의 생산 및 판매 등 영업활동을 수행하는 조직을 말한다.(사회적기업진흥원, 2017) 사회 전반적으로 사회 문제에 대한 관심과 사회적 기업에 대한 창의적인 아이디어, 도전들은 많다. 하지만 사회문제를 해결하기 위한 사회적 기업 창업을 하는 사람은 그리 많지 않는 것이 현실이다. 이러한 현실을 통해 본 논문에서는 현재 대학생, 대학원생들의 사회적 기업 창업의지에 영향을 미치는 요인들에 관하여 고찰하였다. 사회적 기업 창업과 벤처 창업 의지에 관한 선행 연구들을 바탕으로 연구를 진행 하였다. 사회적 기업 창업 의지에 영향을 미치는 영향으로는 개인적 특성(위험 감수성, 혁신 추구성, 진취성, 사회가치지향성), 사회문제 상황인식(문제인식, 관여도), 대학의 사회적 기업 정보등을 선정하였다. 이러한 요인을 바탕으로 국내 대학생과 대학원생들에게 설문조사를 진행하였으며, 설문조사 결과에 대한 신뢰성, 요인분석, 상관관계 분석 등을 통해 본 연구에서 설계한 가설을 검증해 보았다. 본 연구 결과는 향후 사회적 기업을 창업? 잠재적인 대학생 및 대학원생들의 창업을 도와주기 위한 정책적 지원을 만드는데 도움이 되며, 사회적 기업 창업에 관한 연구 확산에도 기여 할 수 있을 것이다.

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The Effect of CEO's Entrepreneurship on Intra-organization Innovation through Creative self-efficacy and the Moderating Effect of Organizational Commitment (창의적 효능감을 통해 조직 내 혁신을 유발하는 CEO의 기업가정신과 조직몰입의 조절효과)

  • Kim, Sun-Wang;Sung, Eul-Hyun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.19 no.2
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    • pp.45-61
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    • 2024
  • This study looked in-depth at the importance of cultivating and manifesting entrepreneurship, which is emphasized for companies to gain a competitive advantage and promote innovation in the uncertain environment that organizations face and in the development of technology due to recent industrial advancement, the following innovative performance, and the mechanisms in the performance process. Entrepreneurship is emphasized as a key factor in inducing creative work performance, creation and application of new ideas, and innovative performance at various levels within the organization in various global companies. In particular, this study examined the influence of the CEO's cultivation and expression of entrepreneurship as an organizational leader on the innovative behavior of organizational members, which is a leading factor in the organization's innovative performance, and the role of creative self-efficacy as a mechanism. Through this, the study was to verify the importance of creativity and cultivating a sense of self-efficacy for demonstrating innovative performance within an organization. Additionally, it was to confirm the role of organizational commitment of organizational members as a situational factor. For the empirical analysis, a total of 247 office workers were surveyed, sampled from 10 venture companies engaged in the manufacturing industry in industrial complexes in Daejeon, Korea. As the result of empirical analysis showed, it was confirmed that each sub-factor of the CEO's entrepreneurship had a positive effect on the innovative behavior of organizational members. And in the process, the importance of the creative self-efficacy of members to demonstrate innovative performance was verified by confirming positively significant mediating effect of creative self-efficacy. Furthermore, in the case of organizational commitment, it was found that the innovativeness and proactiveness of the CEO strengthened the positive influence on the creative efficacy of the organization members. Based on the results of empirical analysis, theoretical and practical implications were provided to improve the importance of cultivating and manifesting the CEO's entrepreneurship to demonstrate innovation within the organization.

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A qualitative case study of computer programming and unfolding creative processes: focusing on NetLogo-based computational thinking (컴퓨터 프로그래밍과 창의성 발현 활동에 관한 질적 사례 연구: NetLogo 기반의 계산적 사고 중심으로)

  • Jun, Young-Cook
    • The Journal of Korean Association of Computer Education
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    • v.18 no.3
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    • pp.1-14
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    • 2015
  • The aim of this paper is to explore and understand the gifted student's characteristics such as NetLogo programming patterns, attitudes, his/her interest in problems solving. Based on transcripts and coding video frames, we explored the meaningful scenes to come up with thinking patterns, NetLogo programming patterns, attitudes, behaviors on tasks such as drawing regular starlike shapes. This case study contrasts with two other students revealing their unique characteristics both in computational thinking patterns and coding activities. The participant reveals his own ways of finding a clue and elaborating it further for coming up with concise NetLogo coding. This paper provides cross-case discussion and future research direction on how to improve gifted education in terms of problem solving in creative ways.

Development of Inspection Robotic System for a Bridge Structure Based on Capstone Design (창의적 공학설계에 근거한 교량 조사용 탐사로봇 시제품 개발)

  • Yang, Kyung-Taek;Jeong, Suk-Won
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.1
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    • pp.143-148
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    • 2011
  • In this study, the damage to the bridge structure such as the crack and water leakage was assessed due to the increase of the vehicle load and traffic on the roads. In order to make this into the database, as a part of the automation system development for the bridge maintenance, the students themselves designed and developed their own inspection robotic system based on the idea of robots currently being developed overseas. Its field testing was conducted and its applicability assessed. During the design and fabrication, its connection to the details of the unit course taken in the undergraduate level was focused. In terms of new product development, the field application was possible due to the support of the academic-industrial cooperation firms. Furthermore, through the survey of the students, the improvements in the practical skills of the students who participated in this development process was affirmed.

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Inquiry on Educating One-person Creative Enterprise by College Students: Based on the Field of Applied Music Education (학생 1인창조기업 육성을 위한 거시적 교육방향 탐색: 실용음악분야를 중심으로)

  • Lee, Seung-Hee;Kim, Kun
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.125-133
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    • 2012
  • The focus of the study is to propose a long-term teaching and learning direction of one-person creative enterprise by college students in the field of the industry of Applied Music Contents. Critical review on literature and theories related to the recent trends of Applied Music industry and entrepreneurship education was conducted. The study introduced a macro level of four educational principles of Applied Music studies at a college such as: integrating Applied Music education with a viewpoint of humanities, fostering creative entrepreneur spirits of students in the field of Applied Music, applying new social media and technologies into teaching knowledge and skills of Applied Music, and finally developing students' authentic music expertise under cognitive apprenticeship(by a relationship of mentor-mentee) of Applied Music.

A Study on 3D Virtual Clothing by Utilizing Digital Fashion Show (디지털 패션쇼를 통한 3D 가상 의상 표현 연구)

  • Wu, Sehee;Kang, Yeonkyung;Ko, Young-A;Kim, Anna;Kim, Naeun;Kim, Cheeyong;Ko, Hyeong-Seok
    • Journal of Korea Multimedia Society
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    • v.16 no.4
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    • pp.529-537
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    • 2013
  • *IT technology has been rapidly introduced to the clothing and fashion industry, and especially fashion shows have been changed very fast to keep up with the current digital era. In this research, the author designed virtual clothes, and investigated whether it is possible to make them similar to actual clothes and then performed a digital fashion show with these virtual clothes. This research discussed, based on case development and studies, whether a digital fashion show can express the designer's idea more creatively than the existing fashion shows and what needs to be improved for the effectiveness of digital fashion shows. As a result, the virtual clothes have been recognized to be very similar to actual clothes and facilitate creative expressions that are hard to be presented in actual fashion shows. The adaptation of 3D virtual clothes to real fashion industry in the future can make new contents through the innovation of distribution and industry.

EasyLab : An Avatar Robot for Algorithm Education (알고리즘 교육을 위한 아바타 로봇 : EasyLab)

  • Park Young-Mok;Kim Ho-Yong;Seo Yeong-Geon
    • Journal of Digital Contents Society
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    • v.5 no.1
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    • pp.35-40
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    • 2004
  • Today`s education is in the 7th education curriculum. But, there is nothing that can be used in the classroom as a tool for education supplement. Easylab is a GUI-programing tool for students who not good at using computers. EasyLab is used in the classroom as a kind of tool to give a rise to ingenuity and creation which need at present education curriculum. When use it, first, learners think of programming-ideas, then program through icon-based software-EasyLab. After programing, the leaner can see the result directly thorough the programing code which are delivered by EasyRobot. So, leaner can study and discuss with the robot`s result. If, the result is incorrect, the robot will do a feedback as a kind of rule. One of the EasyLab`s specific property is that consisted icon-based flow-chart model. And leaner can practice with the robot that have input and output sense.

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