• Title/Summary/Keyword: 예술-공학교육

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A Study on the Age of Digital Media and Virtual Reality, Theater and Acting Education (디지털 매체와 가상 세계의 시대, 연극-연기 교육 연구)

  • Nayoung Suh
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.251-257
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    • 2024
  • After the pandemic, the world has brought about a society that connects to digital content faster. In the performing arts world, technology is also changing the production environment, content, and format of works. In addition, theatre and performances linked to digital media and virtual reality continue to be actively developed and increased. This paper first diagnoses how theater and acting education are meeting consumers(students) in a time when these changes progress rapidly. In the post-COVID-19 era, a crack began in the traditional method of education. We look at the existing problems of traditional education of theatre and acting in detail and look at the points of change from the changes in the virtual world and digital media environment. In conclusion, post-pandemic theater and acting education needs to shift to a consumer-centered paradigm.

Learning Outcomes of Design and Software Convergence Major for Engineering Education Accreditation (공학교육인증을 위한 디자인과 소프트웨어 융합전공의 학습성과)

  • Choi, Ji-Eun;Jin, Sung-Hee
    • Journal of Digital Convergence
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    • v.17 no.5
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    • pp.51-63
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    • 2019
  • In the rapidly changing society since the Fourth Industrial Revolution, the cultivation of convergence talents that can solve complex problems is emerging as an important issue. The purpose of this study is to propose the core competencies required to establish the program learning outcomes of the engineering and education curriculum, which is the accreditation standard of engineering education proposed by ABEEK(Accreditation Board for Engineering Education of Korea). Case study methodology was applied to achieve the purpose of the study. The case of analysis is design and software convergence majors of domestic and foreign universities. The educational objectives and course syllabi were analyzed. As a result of the research, four core competencies to be achieved in the design and software convergence majors were derived in addition to the ten program outcomes presented by ABEEK. New core competencies are convergence ability, creative thinking, entrepreneurship, and design ability. The result of this study is expected to contribute to the development of the evaluation system for the convergence engineering education field.

An Analysis of STEAM Elements Included in the Elementary School Mathematics Textbooks Revised on 2009 - Focusing on the 5th and 6th Grade Group - (2009 개정 교육과정에 따른 초등수학교과서의 STEAM 요소 분석: 5~6학년군을 중심으로)

  • Ryu, Sung Rim
    • Journal of Elementary Mathematics Education in Korea
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    • v.20 no.2
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    • pp.333-351
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    • 2016
  • This study analyzed what STEAM elements, except mathematical content, are contained in 2009 revised elementary school 5th and 6th grade group mathematics textbooks. STEAM elements in the textbooks were examined by grade and by content area in the elementary school mathematics curriculum. The results were as follows. First, the number of STEAM elements in mathematics 5-1, 5-2, 6-1, 6-2 are 151(18.4%), 212(25.9%), 211(25.7%), 246(30.0%), respectively. The 6th Grade than in 5th Grade can be seen a few plenty. Second, the number of STEAM elements are different depending on the type of STEAM. The number of arts element is 617(75.2%) and this elements are seen the most. The number of representative art and cultural art is 445(54.3%) and 172(20.9%), respectively. The number of technology-engineering and science is 158(19.2%) and 45(5.5%), respectively. We need to developed to promote use of science element in next mathematics curriculum.

On the Inventive Thinking Principles in the Arts and Literature (문화예술 분야에 내재된 발명적 사고원리에 대한 소고)

  • Chung, Won-il;Park, Young-taek
    • Journal of Engineering Education Research
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    • v.21 no.5
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    • pp.10-19
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    • 2018
  • The need for integrating the arts and literature into the engineering education has been emphasized to cultivate the creative talent in recent years. However, there have been few studies to investigate how the arts and literature can be linked with nurturing creative talent in the engineering fields. In this paper, it is examined that inventive thinking principles for creative ideation in the engineering fields can be applied to the arts and literature. For the purpose, creative works in the arts and literature, which can be explained by the five thinking tools of SIT(Systematic Inventive Thinking), are collected. The result shows that engineering and the arts share common thinking patterns.

Design of the STEAM Integrated Curriculum based on Project-based Learning -Focus on Android-based Learning Content Development and Utilization- (프로젝트 기반 학습의 STEAM 융합 교육과정 설계 -안드로이드 기반 동력 전달 학습 콘텐츠 개발 및 활용 중심으로-)

  • Kim, Eun-Gil;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.15 no.4
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    • pp.551-560
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    • 2011
  • STEAM education is a topic-based curriculum to integrate the concepts into other subjects such as science, technology, engineering, art and mathematics in order to improve the students' interesting, understanding, integrated thinking and problem solving ability. In this paper, we designed STEAM curriculum in the form of Project-based Learning and developed the material for elementary students. We also developed the android-based application through searching for a utilization of IT simulation for enhancement the students' Project-based Learning effect.

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A Study on the Design and Implementation of an AI Mock Interview System for Computer Science Interview Preparation Using LLM-based ChatGPT (LLM 기반 ChatGPT를 활용한 컴퓨터 분야 면접 준비용 AI 모의 면접 시스템의 설계 및 구현에 대한 연구)

  • Jae-Sung Chun;Hee-Kwon Jang;Ji-Hye Kim;Chang-Min Bae;Dong-Gyu Lee;Il-Young Moon
    • Journal of Practical Engineering Education
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    • v.16 no.5_spc
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    • pp.643-651
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    • 2024
  • This study aims to design and implement an AI mock interview system for Computer Science (CS) interview preparation using LLM (Large Language Model) based ChatGPT. The system utilizes AI's natural language processing and speech recognition capabilities to analyze and provide real-time feedback on interview responses, helping users improve their weaknesses during the preparation process. According to a survey, 90% of users reported that the real-time feedback function provided substantial assistance in their interview preparation. Key features include GPT prompt generation and Speech-to-Text functionality, which converts voice data into text. The system received positive evaluations for its response time and feedback accuracy. Future research will explore expanding the range of question types and applying the system to various industries.

The Development and Application of Elementary Convergence Teaching and Learning Strategy Using the Science Visual Media (과학 영상매체를 활용한 초등 융합형 교수학습 전략 개발 및 적용)

  • Kwon, Nanjoo
    • Journal of Science Education
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    • v.38 no.1
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    • pp.29-40
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    • 2014
  • The new paradigm of the 21st Century science education explores a wide range of possibilities that can foster students' interest toward science and creative convergence thinking. The purpose of this study was to utilize science visual media that can improve students' scientific creativity and artistic sensibility. Curriculum reorganization can be one solution for the primary convergence science teaching and learning strategies using science visual media. Through a new and exciting experiment to a various science visual media such as science picture, TV film, movie, UCC, etc., we hope this teaching and learning strategy can increase the students' scientific interest and attitude.

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An Analysis on STEAM Education Teaching and Learning Program on Technology and Engineering (융합인재교육(STEAM)에서 기술 및 공학 분야에 대한 교수학습 프로그램 분석)

  • Ahn, Jaehong;Kwon, Nanjoo
    • Journal of The Korean Association For Science Education
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    • v.33 no.4
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    • pp.708-717
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    • 2013
  • The new paradigm of the 21st Century science education explores a wide range of possibilities that can foster students' interest toward science and creative convergence thinking. In this study, through the analysis of programs that were developed in 'STEAM leader school' and 'STEAM teacher association for research' supported by the 'Ministry of Education, Science, and Technology,' we analyzed the linking frequency with each of STEAM education's fields and teachers' perception for the convergence strategy of technology and engineering. The results of this study show that linking frequency of technology and engineering is lower than the field of arts and mathematics in elementary school, but higher in middle and high school. 'Introduction technology contents in lives' in technology and 'crafts activity' in engineering are the most used teaching and learning strategy in STEAM education. But, although 'crafts activity' is engineering's major way of learning, many teachers understand and use it as a technological teaching learning strategy. It is important to understand that each of STEAM education's field has a unique nature and educational implications, for the effective settlement of STEAM education, we need to consider teaching and learning strategy in various way.

Development of Social and Emotional Learning Program using Creative Physical Computing (창의적 피지컬 컴퓨팅 기반 사회정서학습 프로그램 개발)

  • Lee, Jun Pyo;Kim, Sung Ae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.205-206
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    • 2019
  • 본 논문에서는 오토마타를 활용한 창의 융합 교육으로 학생들에게 기술과 공학 그리고 예술의 융합적 상상력을 불어넣을 수 있는 교육과정을 제안하고 이를 통해 인지능력과 감정조절, 그리고 공감 능력을 향상시키는 것을 가능하게 하는 사회정서학습인 SEL(Social and Emotional Learning)을 수행할 수 있도록 한다. 제안하는 프로그램을 통해 학생들의 감성을 자극하고 새로운 생각을 유도함으로써 올바른 인성을 가질 수 있도록 한다.

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3D Bioprinting Technology in Biochemical Engineering (바이오화학공학에서 3D 바이오프린팅 기술)

  • Eom, Tae Yoon
    • Korean Chemical Engineering Research
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    • v.54 no.3
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    • pp.285-292
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    • 2016
  • Three-dimensional (3D) printing is driving major innovation in various areas including engineering, manufacturing, art, education and biosciences such as biochemical engineering, tissue engineering and regenerative medicine. Recent advances have enabled 3D printing of biocompatible materials, cells and supporting components into complex 3D functional tissues. Compared with non-biological printing, 3D bioprinting involves additional complexities which require the integration of technologies from the fields of biochemical engineering, biomaterial sciences, cell biology, physics, pharmaceutics and medical science.