• Title/Summary/Keyword: 창의설계교육

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The Layout of STEAM Program for Girls' Engineering Experience (여학생 공학경험을 위한 STEAM 교육 프로그램 틀 설계)

  • Choi, Jeong-Won;Lee, Young-Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.209-210
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    • 2013
  • 본 연구의 목적은 공학에 대한 흥미, 태도, 성취가 낮은 여학생에게 공학 경험을 제공함으로써 공학 분야의 여성 인재를 양성할 수 있는 계기를 마련하기 위한 공학 중심 STEAM 프로그램의 틀을 설계하는 데 있다. 이를 위하여 여학생의 특성을 분석하고 여학생 친화적인 환경을 구축하였으며 여학생 친화적 환경에 부합하는 e-textile이라는 도구를 활용하여 STEAM 교육 프로그램을 설계하였다. 교육 프로그램은 학습자가 직접 참여할 수 있도록 Learning by Doing, Learning by Design의 전략을 사용하도록 하였으며 교육 프로그램 전 과정을 학습자 스스로 창의적인 사고를 바탕으로 문제를 해결해나가도록 하고 교사는 조력자, 안내자 역할을 할 수 있도록 하였다.

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Design and Validation of Leadership Curriculum in Education for the Gifted Elementary Students of Computer Science (초등정보과학영재를 위한 리더십 교육내용의 설계 및 검증)

  • Lee, Jae-Ho;Bae, Gi-Taek
    • Journal of Gifted/Talented Education
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    • v.20 no.1
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    • pp.79-106
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    • 2010
  • Leadership education is part of the goals of special education for the gifted of computer science. However, there has been little research effort on leadership curriculums and programs specially designed for the gifted of computer science by reflecting their characteristics. Thus this paper was conducted to design educational contents of leadership for the gifted of computer science as follows:First, common elements were extracted from the goals and characteristics of special education for the gifted of computer science and from the previous studies through analysis. Then basic data were selected helpful to choose educational contents of leadership for the gifted of computer science. Second, the definitions and characteristics of leadership were analyzed along with the previous studies to find common elements. By defining relations between the gifted of computer science and leadership, the investigator also examined the leadership characteristics to be considered when choosing educational contents. Third, educational contents of leadership for the gifted of computer science were selected and designed based on the leadership elements developed by the Korean Educational Development Institute(2005). Fourth, leadership activity logs and reading materials were developed of the education for the gifted of computer science based on the educational contents for their leadership. And fifth, Delphi analysis was carried out to test the validity of the leadership activity logs and reading materials developed in the study in two sessions; the first one tested the overall design of the educational contents, and the second one did the detailed contents of the activity logs and reading materials.

The Effects of Educational Contents Authoring in a Project-Based Learning using NetLogo for Pre-service Teachers' Creativity (PBL 기반의 NetLogo를 이용한 교육용 콘텐츠 저작이 예비중등교사의 창의성에 미치는 효과)

  • Kim, Jin-Young;Park, Hong-Joon;Jun, Young-Cook
    • Journal of Engineering Education Research
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    • v.14 no.4
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    • pp.29-38
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    • 2011
  • The objective of this study is the analysis of the effects of educational contents authoring in a PBL using NetLogo Pre-service teachers' creativity. With utilization of the analysis, we attempted to draw implications on the factors considered in instructional design. To compare their creativity before and after class, we have done pre-service teachers test for each Pre- and Post- TTCT and LCT. Based on the analysis, as a result, there has been a significant improvement in their creativity, most especially in the 'fluency' subcategory.

Education equipment for FPGA-based multimedia player design (FPGA 기반의 멀티미디어 재생기 설계 교육용 장비)

  • Yu, Yun Seop
    • Journal of Practical Engineering Education
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    • v.6 no.2
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    • pp.91-97
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    • 2014
  • Education equipment for field programmable gate array (FPGA) based multimedia player design is introduced. Using the education equipment, an example of hardware design for color detection and augment reality (AR) game is described, and an example of syllabus for "Digital system design using FPGA" course is introduced. Using the education equipment, students can develop the ability to design some hardware, and to train the ability for the creative capstone design through conceptual, partial-level, and detail designs. By controlling audio codec, system-on-chip (SOC) design skills combining a NIOS II soft microprocessor and digital hardware in one FPGA chip are improved. The ability to apply wireless communication and LabView to FPGA-based digital design is also increased.

A Case Study for Effective Course Plan of Integrated Education with Specialized Subject (전문교과의 효과적인 통합교육 수업설계를 위한 사례 분석 연구)

  • Jeon, JongHo;Jung, SoonYoung
    • The Journal of Korean Association of Computer Education
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    • v.15 no.6
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    • pp.11-20
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    • 2012
  • Interest in creativity and fusion in education has led to a lot of research on integrated education. Most of those research were related to integrated education model and educational contents development, so there were insufficient research on planning a course for integrated education. In this study, we developed an integrated education framework as an guidance for teachers on how to plan a course for integrated education. With this, we analyzed successful cases of integrated education. In the result of analysis, we figured out the relations and characteristics between three course types of subjects and four participation types of teachers. On the findings, we suggested an integrated education framework composed of four stages focused on course plan and proposed some considerations for each stage.

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A Study on the Development of Coding Education Program based on Arduino (아두이노 기반 코딩 교육 프로그램 개발 연구)

  • Cha, Jae Gwan
    • Smart Media Journal
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    • v.6 no.4
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    • pp.72-78
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    • 2017
  • The purpose of this study is to enhance the creative activity of youth through coding programs on the subject of Arduino. In order to achieve the purpose of the research, it studies the development of coding education based on Arduino, which is cheaper and generally available for universal use. In addition, in order to verify the program, it applies to the 12 schools in Gwangju Jeonnam and produces the improvements. The results of the study are as follows : first, the coding education program centered on Arduino was developed from a fusion perspective through a procedural model(plan - design - action - evaluation - improvement) and applied to a pilot class. Second, the effectiveness of the student satisfaction survey and the interviews of teachers were analyzed. Third, the improvement of the coding education program is accepted and applied to the next program.

The Influences of Inquiry Learning-Based Analogical Experiments on Experimental Design Processes of Science-Gifted Students (비유 실험을 활용한 탐구학습이 과학영재의 실험설계 과정에 미치는 영향)

  • You, Ji-Yeon;Park, Youn-Ok;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
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    • v.31 no.6
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    • pp.986-997
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    • 2011
  • In this study, we developed analogical experimental activities to foster scientific creativity in inquiry learning and applied them to 7th grade science-gifted students. The influences of inquiry learning-based analogical experiments were investigated with respect to the experimental design processes. We classified the patterns of experimental design processes by creative thinking processes and analyzed performance levels by the elements of experimental design processes. The students' experimental design processes were categorized into three kinds of patterns such as reinitiated motion, backward-divergent motion and stationary motion. Those belonging to the reinitiated motion performed precise experimental design from new perspectives by identifying the mapping in depth and considering the elements of experimental design processes. In the case of the backward-divergent motion, they shifted their positions to new directions, but the concreteness of experimental design was insufficient due to the lack of mapping or considering the elements. In the type of stationary motion, maintaining their previous positions, they showed less performance of experimental design without considering the elements sufficiently. Educational implication of these findings are discussed.

Study of Unplugged Education Program Based on Play Learning for the Lower Grades of Elementary School (초등저학년 학생을 대상으로 한 놀이학습 기반 언플러그드 교육프로그램 연구)

  • Lee, Jaeho;Oh, Sangmi
    • Journal of Creative Information Culture
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    • v.7 no.2
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    • pp.79-90
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    • 2021
  • The purpose of this paper is to study the unplugged educational program for the lower grades of elementary school. For this, the study was conducted as follows. First, a play-learning-based unplugged education method was discovered, focusing on play activities according to the level of development of elementary school students. Secondly, unplugged educational programs to develop Computational Thinking were designed according to the discovered topics. each class is conducted by storytelling, and the content of the storytelling is related to the integrated curriculum 'Winter'. In addition, each class was analyzed based on the core elements of Computational Thinking ability. And, we developed educational materials that can be used in the designed unplugged educational program. Finally, the educational program was applied to the lower grades of elementary school, and the educational program was analyzed through case studies. As a result of the analysis, the educational program was organized according to the level of the students, and it was confirmed that this educational program is helpful in improving the Computational Thinking of lower grade students of elementary school.

The Development of Contents in Real Life for Improving Algorithmic Thinking of Elementary Gifted Student in Information (초등 정보영재의 알고리즘적 사고력 향상을 위한 실생활 중심의 컨텐츠 개발)

  • Jeon, Su-Ryun;Nam, Dong-Soo;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.225-228
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    • 2011
  • 창의성이 강조되는 시대에 영재 교육의 중요성은 점차 높아지고 있다. 그러나 정보 영재를 위한 연구는 수학이나 과학 영재에 비해 미미한 수준이며, 특히 초등 정보영재를 위한 프로그래밍 교육은 창의적 알고리즘을 개발하는 능력을 기르는 것보다 학습자의 수준에 맞지 않는 특정 프로그래밍 언어의 사용법이나 문법 위주의 교육에 치중하고 있다는 우려의 목소리가 높았다. 이에 본 논문에서는 초등 정보영재의 알고리즘적 사고력을 향상시키기 위한 실생활 중심의 컨텐츠를 제안하고자 한다. 초등학생의 생활과 밀접하게 연관된 주제를 선정하여 학습 동기를 유발하고, Polya의 문제해결모형을 토대로 스스로 이야기를 만들고 그 안에서 알고리즘을 찾아가는 과정을 통해 알고리즘적 사고력을 향상시킬 수 있도록 컨텐츠를 설계하였다.

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Sequence Analysis and Suggestion for Linking Contents of Elementary and Secondary Software Education (초·중등 소프트웨어(정보) 교육 내용의 연계를 위한 계열성 분야 분석 및 제언)

  • Jeon, Yongju
    • Journal of Creative Information Culture
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    • v.5 no.2
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    • pp.105-116
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    • 2019
  • The purpose of this study is to analyze the sequence of software education content elements of the 2015 revised national curriculum in terms of basic subjects that preliminary informatics teachers should complete in the college, presented in ministry of education notification no. 2017-126, in order to implement and establish more systematic and interrelated software education. Expert reviews were conducted to verify the validity of the sequence analysis and the results were presented in a structured table, which can be used as a reference for teachers in the field to consider the sequence of educational content when designing curricula and lessons. In addition, learning concepts, which are the key words of the achievement criteria associated with the content elements, are analyzed in order to explore the hierarchy of software education contents in each sequence. Based on this, the study suggests how to link software education between school levels.