• Title/Summary/Keyword: 창의설계교육

Search Result 509, Processing Time 0.03 seconds

The Effect of Planned Behavior of University Student who Participates in Education for Starting Agricultural Business on Entrepreneurship and Will to Start the Business (창업농교육 참여대학생의 계획적행동이 기업가정신과 창업의지에 미치는 영향)

  • Lee, So-Young
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.13 no.1
    • /
    • pp.145-155
    • /
    • 2018
  • The matter of cultivating entrepreneurship and will to start a business of university students majoring in agriculture and life sciences and college students majoring in agriculture as a future leader in the sector is a very important object of study. However, the discussion on entrepreneurship, establishment of a business and venture based on creative technology and innovative management have been scarcely had, because traditionally the majority of agricultural business has been a small-sized and simple business run by a small farmer. Education for starting an agricultural business in agriculture industry has been ignored even in the developed countries. ICT and AI(artificial intelligence)-based smart agriculture in the 4th Industrial Revolution Age is emerging as a new growth potential of our agriculture industry. Thus, the interest in farmers to start a business and venture agriculture is growing in the agriculture industry. Accordingly, the study draws the influence factors regarding the effect of the planned behavior of the university students who take part in the education course for starting an agricultural business and an agricultural venture business on entrepreneurship and will to start the business and conducts the empirical analysis. The businessmen who newly join the agriculture industry should perform the technical innovation and the creative business activities to be able to compete in the agriculture industry.

The Design And Implementation of Robot Training Kit for Java Programming Learning (Java 프로그래밍 학습을 위한 로봇 트레이닝키트의 설계 및 구현)

  • Baek, Jeong-Hyun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.18 no.10
    • /
    • pp.97-107
    • /
    • 2013
  • The latest programming paradigm has been mostly geared toward object-oriented programming and visual programming based on the object-oriented programming. However, object-oriented programming has a more difficult and complicated concept compared with that of existing structural programming technique; thus it has been very difficult to educate students in the IT-related department. This study designed and implemented a Java robot training kit in which the Java virtual machine is built so that it may enhance the desire and motivation of students for learning the object-oriented programming using the training kit which is possible to attach various input and output devices and to control a robot. The developed Java robot training kit is able to communicate with a computer through the USB interface, and it also enables learners to manufacture a robot for education and to practice applied programming because there is a general purpose input and output port inside the kit, through which diverse input and output devices, DC motor, and servo motor can be operated. Accordingly, facing the IT fusion era, the wall between the academic circles and the major becomes lower and the need for introducing education about creative engineering object-oriented programming language is emerging. At this point, the Java robot training kit developed in this study is expected to make a great commitment in this regard.

Developing a Convergent Class Model of Augmented Reality and Art (증강현실과 예술의 융복합 수업모형 개발)

  • Pi, Su-Young;Lee, Myung-Suk
    • Journal of Digital Convergence
    • /
    • v.14 no.5
    • /
    • pp.85-93
    • /
    • 2016
  • Convergent education is essential to develop consilient thinking skills, ability to recreate information and knowledge, and problem-solving skills which are demanded in society of convergent knowledge. Accordingly, this study is going to develop a convergent class model of augmented reality and art based on consilient knowledge. Teaching model is designed based on the ADDIE model, which was operated by opening a real class in order to verify the validity. The result showed a high satisfaction of learners showed the ability to adapt to the major areas associated with the cultivation of learners. Characteristics of augmented reality medium were found to enable learners to analyze a new phenomenon and to fuse the necessary knowledge by inducing them to actively interact by the their intention in learning. Therefore, it is possible to cultivate creative and convergent persons of ability equipped with more flexible and creative thinking ability and discernment through deepened education for recognizing and understanding convergent cases between art and scientific technology. There is a study on the validation and the convergence of different subjects in terms of a variety of aspects, left behind of this study.

An Educational Platform for Digital Media Prototype Development: an analysis and a usability study (디지털 미디어 콘텐츠 개발을 위한 교육용 플랫폼의 활용성)

  • Kim, Na-Young
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.8
    • /
    • pp.77-87
    • /
    • 2011
  • The advent of new platforms each year along with the advancement of technology provides a new opportunity for digital media designers to develop creative and innovative contents. This phenomenon affect the same way the students that major in the digital media, and the use of the platforms that is based on the new technology in the development of contents gives a newer and useful opportunity for learning to the students who recently study the digital media area. As the main technology of the recent digital media that attract many students' attention, we are presenting virtual reality display, movement cognition, physical engine and the gesture interface, and developed the consolidated platform based on these four technologies, and designed them in a way that can be more easily implemented in a simpler way. In order to study the efficiency of the platform with the objective of the development of digital media contents, we have developed four different prototype contents, and have measured based on the user's preference, efficiency and satisfaction. In the results of usability evaluation, functionality, effectiveness, efficiency, satisfaction were rated as 'high'. This results shows that the suggested 3D platform environment provides students to develop a rapid prototype fast and easy, and this may have a positive influence on students major in the digital media to conduct creative development research.

The Case Study of Reflective Practice of the Liberal Dance Class in University (대학 교양무용 수업의 반성적 실천 사례)

  • Park, Ji-Won;Kim, Je-Young;Kim, Ji-Young
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.11
    • /
    • pp.626-635
    • /
    • 2013
  • The purpose of this study is to research the practical cases of the reflective curriculum design and the improvement of the dance courses as a general education at University. This study deals with the recreation dance program with 40 students participating for 15 weeks. This study is qualitative research to explore the practical meaning and value the process on the basis of the interviews and reports of the students and the class evaluation of the instructors. The results were as follows: First is the experience of 'thinking dance'. Not just a functional movement, but moreover, they could experience the attraction, sensitivity and culture of the dance altogether. Second is the experience of 'communicating dance'. They experienced the sociability from the relationship with new partners, the overcome of the passivity (shyness) and the manner of consideration. The third is the experience of 'creating dance together'. As a member of a group, they could learn the integrity, responsibility and satisfaction in the middle of cooperative task performance. The view from the teacher regarding the class reflective assessment is as followed: The importance of dance instruction is to improve the expressive personality and potentiality of the students. Forcing the students to follow the basic choreography could be exhaustive.

A Study on the Development of Liberal Education Program in University for the Activation of Beauty Talent Donation (뷰티재능기부 활성화를 위한 대학 교양교육 프로그램 개발 연구)

  • Park, Jeong-Yeon
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.4
    • /
    • pp.341-348
    • /
    • 2019
  • The purpose of this study was to develop voluntary learning (talent donation) program as a liberal art lecture for students in G university to cultivate consideration towards others and community life. The title of the liberal education course that was developed was decided as "Beauty Talent Donation". The course objectives were to develop consideration for others and sociality required for community life as well as foster awareness of sharing and develop creative leaders equipped with outstanding characters through cosmetology voluntary service associated education. The final development of education contents were completed over 3 stages including preparation, development, and supplemented development and the major components consist of understanding talent donation, beauty theories, and beauty skills. For the assessment of the learners, absolute evaluation was applied so that personal goals can be achieved through the course instead of evaluating learners' learning capabilities with relative evaluation. Accordingly, a pass or fail system was designed. The beneficiary institution of talent donation was selected based on the following conditions. It is located within a short distance from the educational institution, walking distance for the learners, easy to recruit subjects to receive the support, and accurately understands the purpose of the lecture and willing to cooperate.

Development of Web Coursewares for Middle School Computer Subject Applying Procedural Simulation Skill (절차적 시뮬레이션 기법을 적용한 중학교 컴퓨터 교과용 웹 코스웨어 개발)

  • Lee, Chul-Hyun;Cha, Jae-Heok;Ahn, Mi-Lee;Lee, Tae-Wuk
    • The Journal of Korean Association of Computer Education
    • /
    • v.4 no.2
    • /
    • pp.1-11
    • /
    • 2001
  • The computer subject emphasizes practice centered teaching. The materials can be used in such practice teaching play a role as resources improving poor practice teaching environment. Web courseware can be used as teaching-learning materials causing motivation and interest to learners and enabling learning activity meeting students' level and requirement. So, we developed 15 web coursewares as teaching and learning materials for middle school Computer subject in this study. The design forms of web coursewares we developed are different each other. And then, lead teachers to develope teaching and learning materials originally and to apply them to teaching variously. In addition, the practice parts of web coursewares were made of form of sham learning appling procedural simulation skill. It enables individual practice of learners, so we expect improving one to many instruction environment somewhat.

  • PDF

Analysis on Team Interaction of Team size in Creative Engineering Design Activity (창의적 공학 설계 활동에서 팀 규모에 따른 팀 상호작용 분석)

  • Kim, Minwoong;Jo, Hanjin;Wi, Sunbok;Kim, Taehoon
    • Journal of Engineering Education Research
    • /
    • v.19 no.4
    • /
    • pp.14-23
    • /
    • 2016
  • This study is to analyze the team interaction in accordance with the team size. Thereby, it is to reveal the team size for the attainment of the effective team interaction and the specific goals to achieve the purpose of this study are as follows. Firstly, the frequency and percentage of team interaction in accordance with the team size are presented. Secondly, the statistical verification of the team interaction in the social emotional area is conducted. Thirdly, the statistical verification of the team interaction in the task area is conducted. In order to do this study, we explain the purpose of study, confidentiality, and withdrawal right were described and then 32 persons who agreed to participate were selected as the subjects for the study. After that, the autonomous organization of team was induced and a total of 8 teams were organized - 3 teams comprised of 3 members, 3 teams of 4 members, 1 team of 5 members, and 1 team of 6 members. Further, Bales' (1950) Interaction Process Analysis (IPA) was used in order to analyze the team interaction, and Mangold INTERACT was used as a coding program. The results of study are as follows. Firstly, the highest frequency of the team interaction showed up in the case of five or six members and the lowest in the case of 3 members. Secondly, a statistically significant difference in the social emotional (positive) area showed up in accordance with the team size and the team organizations of three or four members were effective. Thirdly, a statistically significant value in the answer area showed up in accordance with the team size and the team organizations of five or six members were effective.

Development of hands-on activities of STEAM for 'Manufacturing Technology and Automation' unit Technology subject in Middle school (중학교 기술교과 '제조기술과 자동화' 단원을 위한 STEAM 체험활동 과제 개발)

  • Jung, Jin-Woo;Yi, Sang-Bong
    • 대한공업교육학회지
    • /
    • v.39 no.1
    • /
    • pp.66-84
    • /
    • 2014
  • The purpose of this study is to develop STEAM hand-on activity task for middle school manufacturing & automation unit. This study was conducted following three stages. First of all, I carried out documents research and requirements analysis. And the goals for STEAM hand-on activity were set at this stage. Second, topics for STEAM hand-on activity were selected, and the organized for designing hand-on activity related STEAM in the development step. Finally, pilot and field test were conducted in order to amend and/or complement in improvement step. The theme and/or title of the hand-on activities were 'Making the print using wood', 'Making the close up photography & telephoto lens for smart phone'. The STEAM hand-on activities were designed for ten hours for each subject respectively. Each hand-on activity consists of problem situation, objectives statement, materials and tools, an evaluating criteria, related knowledge, portfolio and so on.

Exploring the Educational Needs of Learning Supporting Program on the Students' Perception of Current Competencies and Important Competencies (역량 인식을 통한 대학생 학습지원 프로그램의 교육요구도 탐색)

  • Eom, Mi-Ri;Choi, Won-Ju;Song, Yun-Hee
    • Journal of Convergence for Information Technology
    • /
    • v.8 no.3
    • /
    • pp.175-181
    • /
    • 2018
  • The purpose of this study is to explore the educational needs of learning supporting program on the students' perception of current competencies and important competencies. The data was collected by using the online type (e-mail survey) and the offline type (printed survey) with survey instrument developed by researcher. Survey instrument was composed of 3 categories and 10 competencies. Collected data was analyzed using the SPSS 21.0 for Windows statistical package. And 159 cases were analyzed finally. The paired t-test was conducted to analyze the difference between importance-performance of students' competencies. The educational needs of learning supporting program were calculated by using the Borich's formula. The findings were as follows: The first, 3 categories and 10 competencies were significant difference exists statistically. The second, The high ranks of the educational needs of learning supporting program were 'Major field knowledge', followed by 'Creativity', 'Problem solving ability', 'Global capability', 'Technology capability' in sequence. The results of this study reflected the authentic needs of students will be used a basic data to establish the curriculum for learning supporting program.