• Title/Summary/Keyword: 창의설계교육

Search Result 512, Processing Time 0.022 seconds

Plan the Computer Science Curriculum of High school students based on their Computer literacy levels (고등학교 컴퓨터 교과의 수준별 교육과정 설계)

  • Kim, Ae-Kyung;Kim, Tai-Yun
    • Annual Conference of KIPS
    • /
    • 2002.11a
    • /
    • pp.277-280
    • /
    • 2002
  • 정보과학의 발진은 급속도로 발전하고 있다. 가장 기초적인 정보 과학의 교육이 이루어지는 현행 중등 컴퓨터 교육은 어떠한 교과보다도 창의적인 자기 주도적 학습 및 개별학습이 필요하다. 컴퓨터 활용을 위한 교육보다는 컴퓨터 과학으로서의 컴퓨터 교육이 필요할 뿐 아니라 학생의 학습환경, 학습동기 및 흥미, 선행학습정도, 교과 수업의 참여도 등에 따라 학생 개개인의 능력 차이를 고려한 학습자의 개인의 학습능력에 맞는 수준별 교육이 필요하다. 고등학교 컴퓨터 교과 교육에서의 컴퓨터 과학으로서의 교육효과를 위해 학습자 학습 능력에 맞는 교육과정을 설계하였고 보충학습과 심화학습을 위한 자기 주도적 학습 방법인 웹에서의 학습 방법을 도입하여 학습의 효과를 높이고자 하였다.

  • PDF

Estimation of the Effectiveness of Basic Engineering Design Education Through Student Survey (학생 설문을 통한 기초설계 교육효과 평가)

  • Won, Yun-jae
    • Journal of Practical Engineering Education
    • /
    • v.11 no.2
    • /
    • pp.159-165
    • /
    • 2019
  • Engineering design education has been established and implemented as three stages of basic design, element design, and capstone design with the introduction of engineering education accreditation system. In the basic design, the concept and procedure of design is introduced to the beginners of engineering, and the creativity and teamwork is practiced rather than mathematical detailed design for the purpose of being connected to and used effectively in the capstone design. In this study, the opinions of the students performing capstone design after taking basic design were surveyed through questionnaire. Overall, students recognize the importance of basic design education and experienced that it is useful. The results indicate that effective basic engineering design education is being carried out, and are considerably agree to those at the professors in the former survey.

The Development and Application of Sewing Practice Program for Improvement of Middle School Students' Creative Problem Solving Ability and Collaborative Ability (중학생의 창의적 문제해결력과 협업 능력 함양을 위한 바느질실습 프로그램 개발 및 적용)

  • Kim, SangMi;Kwon, YoungSuk
    • Journal of Korean Home Economics Education Association
    • /
    • v.30 no.3
    • /
    • pp.195-213
    • /
    • 2018
  • The purpose of this study is to verify the effect by developing and applying a new program for improvement of creative problem solving ability and collaborative ability. Development of a sewing practice program was performed through the ADDIE model. The subjects of the study were 1st grade middle school students and the research plan of the study was pretest-posttest control group design. The study method was performed by mixing the quantitative and qualitative analysis methods. Results of this study are as follows. First, the students in the experimental group showed higher creative problem solving ability than the students in the control group, but the difference was not significant at the 5% significance level. Qualitative analysis results indicated that creative problem solving ability is closely related to learning experiences involving the 'generation of diverse ideas', 'rebirth of creative ideas', 'self-directed learning plan', 'active problem solving', 'immediate feedback'. Second, the students in the experimental group showed a significantly higher level of collaborative ability than the students in the control group. This demonstrated that the program developed in this study had an effect on fostering the collaborative ability of middle school students. It was found that collaborative ability is closely related to learning experiences involving 'forming a positive atmosphere', 'continuous interaction', and 'working together'.

A Design of Robot-based Loaming Program for Programming Education (프로그래밍 교육을 위한 로봇 기반의 학습 프로그램 설계)

  • Jin, Sung-Su;Park, Phan-Woo
    • 한국정보교육학회:학술대회논문집
    • /
    • 2007.08a
    • /
    • pp.192-194
    • /
    • 2007
  • 프로그래밍 교육은 학생들이 컴퓨터를 주체적이고 능동적으로 활용할 수 있도록 해주며, 창의적 사고력, 수학적 능력 함양등 교육적으로 많은 잠재 가치를 가지고 있다. 그러나 프로그래밍 언어를 학습하기가 쉽지 않고 많은 시간을 필요로 하여 학교 교육에서 소외받고 있는 현실이다. 따라서 본 논문은 개정된 초 중등학교 정보통신기술교육 운영지침의 3, 4단계에서 프로그래밍에 관련된 학습 목표를 추출하여 초등학생에게 적용할 수 있는 학습 내용을 단계적으로 구성하였고, 교육용 로봇인 LEGO MINDSTORMS NXT를 사용하여 학습할 수 있도록 프로그램을 설계하였다.

  • PDF

The Development Case of G-Learning Based Education Contents (G러닝기반 교육 콘텐츠 개발 사례)

  • Eun, Kwang-Ha;Ryu, Seuc-Ho
    • Journal of Digital Convergence
    • /
    • v.11 no.4
    • /
    • pp.397-402
    • /
    • 2013
  • The development case presented is about the development of smart education contents for development of creativity, and suggests the development contents and approach to design of software of teaching materials based on G-Learning which allow learner to interact depending on their dispositions. Above all, focusing on design approach in order to maximize interaction which is the characteristic of game, the education contents that enable learner to be immersed by education level as per learner's disposition have been developed, and it allows to compose the level of difficulty based contents according to level design plan. Also, it is the case that the contents allow for effective education by setting visual environment which enables learner to be immersed depending on learner's disposition with the realization of object which appears in respect of vision and visual Customizing of character.

Research of Data Collection for AI Education Using Physical Computing Tools (피지컬 교구를 이용한 인공지능 교육용 데이터 수집 연구)

  • Lee, Jaeho;Jun, Doyeon
    • Journal of Creative Information Culture
    • /
    • v.7 no.4
    • /
    • pp.265-277
    • /
    • 2021
  • Data is the core of AI technology. With the development of technology, AI technology is also accelerating as the amount of data increases explosively than before. However, compared to the interest in AI education, research on data education with AI is still insufficient. According to the case analysis of exsisting AI data education, there were cases of educating the process and part of data science, but it was hard to find studies related to data collection. Cause physical computing tools have a positive effect on AI education for elementary school students, data collection cases using tools were studied, but researches related to data collection were rare. Therefore, in this study, an efficient data collection method using physical tools was designed. A structural diagram of a data collection program was created using COBL S, a modular physical computing teaching tool, and examples of program screens from the service side and the user side were configured. This study has limitations in that the establishment of an AI education platform that can be used in conjunction with future program production and programs should be prioritized as a proposal in terms of design.

Effect of Board Game Design Activity for Environmental Education on High School Students' Environmental Knowledge, Environmental Literacy and Creative Engineering Problem Solving Propensity (환경교육용 보드게임 디자인 활동이 고등학생들의 환경적 지식, 환경 소양과 창의 공학적 문제해결 성향에 미치는 영향)

  • Kim, JuHui;Nam, Younkyeong
    • Journal of the Korean Society of Earth Science Education
    • /
    • v.15 no.1
    • /
    • pp.117-131
    • /
    • 2022
  • The purpose of this study is to develop a board game design activity for environmental education and to investigate how it affects high school students' environmental knowledge, environmental literacy, and creative engineering problem solving propensity. Twenty-five freshman and sophomore students belonging to the environmental club participated in this study. The board game activity was designed as 10 class hours lessons based on the engineering design process. The main data source of this study was pre-post students' conceptual maps of the environmental topics (global warming or ecosystem destruction) to measure the background knowledge on the topic. In addition, the environmental literacy measurement questionnaire and the creative engineering problem solving propensity questionnaire were collected before and after the activity. The result shows that the number of environment-related words described by the students on the post-concept map increased compared to the pre-concept map. In addition, the environmental literacy score and the creative engineering problem-solving propensity score increased significantly after performing the board game design activity. The results show that environmental lessons using board game design activities can help student develop various competencies in a good way. As above, research that combines board games and secondary education must be activated, and a new educational method and systemic support for in-service teachers who want to apply it to science classroom is required.

Design of Art Based STEAM Education Program with EPL (EPL을 활용한 예술교과 중심의 STEAM 교육 프로그램 설계)

  • Jeon, SeongKyun;Lee, YoungJun
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2013.07a
    • /
    • pp.215-217
    • /
    • 2013
  • 21세기 지식 정보 사회에서는 다양한 학문 분야의 영역을 넘나드는 융합적이고 창의적인 사고를 하는 통섭적인 인재가 필요하다. 이에 우리나라에서는 STEAM 교육을 강화하고 있는 추세이고 관련된 연구도 활발히 이루어지고 있다. 그러나 대부분 과학중심의 STEAM 교육이 이루어지고 있는 실정이다. 예술을 통해 얻는 교육적 가치를 고려해 볼 때 STEAM 교육에서 예술을 보조적 수단으로 여기는 경향은 개선되어야 한다고 생각한다. 이에 본 연구에서는 스크래치와 로봇을 활용한 예술 교과 중심의 STEAM 교육 프로그램을 설계하고자 한다.

  • PDF

A Study on Teaching and Learning about Bitmap Graphic Data Presentation in Elementary School Computer Education (초등학교 컴퓨터교육에서 비트맵 데이터 표현 교수 - 학습 설계)

  • Lee, Mi-Young;Seol, Moon-Gyu;Han, Byoung-Rae
    • 한국정보교육학회:학술대회논문집
    • /
    • 2007.01a
    • /
    • pp.295-300
    • /
    • 2007
  • 지난 20년간의 지속적인 투자와 장기간에 걸친 교육을 통해 육성된 우수한 인재 때문에 우리나라는 세계적인 IT강국이 되었다고 할 수 있다. 그러나 현 컴퓨터교육은 컴퓨터과학의 원리에 대한 체계적인 학습을 통해 창의적인 문제해결력과 논리적 사고력을 신장시키는 교육이 아니라 단순히 응용소프트웨어 및 학습용 소프트웨어의 기능을 익히는 형태로 이루어지고 있다. 이에 본 연구에서는 초등학생을 대상으로 지식교육의 중심이라 할 수 있는 컴퓨터 교과 내용학의 한분야인 컴퓨터그래픽 중 비트맵 데이터 표현에 관한 교수-학습 방법을 설계하였다.

  • PDF

A Case Study of Artificial Intelligence Convergence Education using Entry in Elementary School (초등학교에서의 엔트리를 활용한 인공지능 융합 교육 사례)

  • Han, Kyujung;Ahn, Hyeongjun
    • Journal of Creative Information Culture
    • /
    • v.7 no.4
    • /
    • pp.197-206
    • /
    • 2021
  • This study is a case of convergence education using the AI model of entry in elementary schools. The subject is English, and the class was conducted based on the image learning model among the convergence activities with the art department drawing and the AI model of the entry. In order to effectively achieve the learning goals of speaking and writing in English education. The class was designed by combining art and SW. Students experienced communication using AI, improved confidence, and were able to improve creativity and communication skills by expressing not only listening and speaking but also expressing through various media such as pictures and photos. In addition, in order to find out the effectiveness of the class, a survey was conducted on students and the results were analyzed. As a result of the analysis, it was found that it had a positive effect on students' participation rate, degree of understanding AI after class, interest in AI, satisfaction with AI classes.