• Title/Summary/Keyword: 창의인재역량

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A Study on the Convergence Classes Utilizing Virtual Studio and Drone (가상스튜디오 및 드론을 활용한 융합수업 사례 연구)

  • Park, Sungkyu;Lee, Sanggil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.601-604
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    • 2020
  • 방송예술 및 콘텐츠 제작 역량을 교육시키는 방송예술특성화 대학으로서 C3(Creativity, Convergence, Contents) 방송예술 창의융합교육 모델인 융합수업을 개설하고 전체 학과에서 신청한 학생들을 대상으로 교육을 진행하였다. 융합수업은 전공이 다른 학생들이 희망하는 콘텐츠 제작과정을 수강하고, 방송사와 산업체에서 실무경험이 풍부한 교수와 전문가들이 직접 콘텐츠 제작을 지도함으로써 고품질의 수준 높은 콘텐츠 제작 교육을 경험할 수 있는 수업이다. 즉, 재학 중 학교수업을 통해 미리 현장 경험을 쌓음으로써 취업 즉시 콘텐츠 제작 역량을 발휘할 수 있는 자신감 함양과 제작현장에 기여할 수 있는 융합형 인재양성 교육프로그램인 것이다. 본 연구에서는 대학이 보유하고 있는 방송용 버츄얼 스튜디오를 활용한 가상 세트 영상 제작 교육 『영화담』을 제작하는 융합수업과 드론 항공촬영을 활용한 제작교육 『드론 탐사대』 융합수업을 실시하여 첨단 기술을 활용한 콘텐츠 협업 제작의 효과와 학생들의 만족도를 분석하였다.

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Engineering Design Education based on Three Essential Design Technology Factors (설계기술역량 3요소 기반의 공학설계 교육)

  • Cha, Sung-Woon;Kim, Dae-Eun;Lee, Soo-Hong;Lee, Kyung-Soo;Kim, Min-Soo
    • Journal of Engineering Education Research
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    • v.10 no.4
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    • pp.5-16
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    • 2007
  • It is a fact that current engineering education is insufficient to cultivate engineers who can fulfill industrial demands. Engineering colleges and the government have expended much effort to develop new education model to overcome these shortcomings. The purpose of the present research is to formulate direction of engineering design education to cultivate talented engineers meeting engineering and industrial needs. We compared and analyzed Creative Design Project (3) (a core subject in engineering design) from the feedback of practising engineers, professors and students based on essential design technology factors and the educational achievement contents of ABEEK. The three essential factors of design technology which are prerequisites for the designers to implement design work were selected by surveying experts in the field of device design of cellular phone company. Moreover, educational purpose of the professors, educational achievement of the students, and educational direction of industry needs are deduced based on the three factors. It is also ascertained that Creative Design Project (3) meets most of the requirements of industrial design field by comparing and analyzing deduced results.

A Study on the Effect of Superleadership of Small and Medium Enterprises on Business Performances (중소기업의 슈퍼리더십이 경영성과에 미치는 영향 연구)

  • Park, Cheol Woo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.12 no.4
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    • pp.175-189
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    • 2017
  • Science and technologies develop rapidly and in conditions where it is difficult to predict both domestically and abroad, the rapidly changing business environment demands innovation. To strengthen the businesses' competitive edge, the key challenge is not to control but rather grant autonomy, allowing it to anticipate the future and actively deal with. This will allow to train and manage talented people with competence and abilities, which all links to the concept of the Super Leadership. Currently, our society is in the change due to the Fourth Industrial Revolution wave and paradigm related with high-tech industry, hence is in desperate need for creativeness and speed management. It is a time where risk and challenges coexist and is not a standardized environment. Businesses must make efforts in managing human resources and allow them to have leaderships compatible with the current era, giving them opportunities to face challenges. The necessity for Super Leadership is emphasized especially in the industry-orientated era, where new revolutionary technologies are emerging and existing technologies are being advanced and maximized, to cultivate the potentials of the members and secure competitive superiority for the best management and creation. Therefore, in this research, the empirical analysis of the relationship between Super Leadership of small and medium enterprises and the business outcome was conducted. Research outcome states that, in order to create a sustainable business outcome, enterprises need to invest more in developing leaderships and in accordance with it, promote talent. In order to survive and sustain growth in the period of endless competition like today, it is concluded that it is imperative to establish a powerful Super Leadership that will endeavor to engage and maximize the competence of members of the organization.

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A Study on Developing and Validating Core Competencies for Gifted Education Based on Delphi Technique (델파이 조사를 통한 영재교육 핵심역량 개발 및 타당화 연구)

  • Park, Hye-Jin;Cha, Seung-Bong;Kim, Yong-Young
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.319-328
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    • 2021
  • The purpose of this study is to develop core competencies for gifted education by utilizing Delphi survey methods and to present behavioral element selection and scale questions based on the definition of competencies. First, the core competence for gifted education was selected through literature analysis, and the first Delphi survey was conducted to verify that the definition of each competency is suitable for the competency name. Subsequently, through a second Delphi survey, detailed questions were developed and verified by expressing the capabilities required to develop core competencies as behavior elements. Through two rounds of Delphi surveys, eight key competencies were finally selected: attitude and practice willingness, communication and collaboration, information processing and tool utilization, creative problem solving, convergence and application, higher-order inference, community spirit, and learning achievement orientation. This study is meaningful in that it selects core competencies and behavior elements for gifted education that are necessary to pursue goals that meet social needs and it presents tools to measure the degree of competency improvement for gifted education.

The Effects of Writing Programs on College Students Using Flipped Learning for Training Convergence Talents (융합인재 양성을 위한 플립러닝을 활용한 글쓰기 프로그램의 효과)

  • Bang, Sul-Yeong;Je, Nam Joo
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.13-24
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    • 2021
  • This was a one-group pretest-protest pre-experimental study designed to find out the effects of writing programs on college students using flipped learning for training convergence talents with complex problem solving skills. Data were collected from 27 C university students in G-do, from September 1st to October 30th, 2020. Analysis was done using IBM SPSS 25.0 for frequency (percentage), average, standard deviation, and paired t-test. The study showed that self leadership was enhanced by an average of 0.45 points (p<.001), metacognition by 0.87 points (p<.001), goal orientation by 0,77 points (p<.001), and creativity by 0.51 points (p<.001), so was statistically significant. The study demonstrated that writing programs using filpped learning had the effect of improving complex problem solving skills. so the results are expected to be used as basic data for the development of educational programs for traning convergence talents with problem solving skills at university-level. Also, for current college students that can freely access the online environment, development of various e-learning classes that apply flipped learning is needed.

Creative Talent for Fusion-Positive Collective Intelligence-based Collaborative Learning Content Research ; Focusing on the tvN Connective Lecture Show 'Creation Club 199' (창의 융합인재 양성을 위한 집단지성기반 협력학습 콘텐츠 연구: tvN의 커넥티브(connective) 강연쇼 '창조클럽 199'를 중심으로)

  • Iem, Yun-Seo
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.529-541
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    • 2015
  • Collaborative learning of collective intelligence-based model is also ideal in higher education did not yet consensus still in the theoretical level. To become collective intelligence-based collaborative learning is to mobilize the competence of the various members should be promoted as much as possible with their own services designed to actively participate in and contribute to the goals of the joint. Is still based collaborative learning model of collective intelligence, which does the actual model is not developed in education is a key program in creative fusion judge called talent. The evolution of the main features of the house just in shaping the content of a modern lecture geureohagi need to check from time to time to see and pay attention. As part of this study, attempts were associated with the tvN planning and attention to trying connector Executive Lecture show "Creative Club 199" content. Well oriented intention to converge the needs of the times, but it is even more compelling naeeotda implement the collective intelligence based on 'how' the reality is that together with the participants.

Exploring the Convergence Possibility of Learner's Major Field in Software Project -Focus on the Non-Computer Major Freshmen- (소프트웨어 프로젝트에서 학습자 전공분야의 융합 가능성 탐색 - 컴퓨터 비전공 대학 신입생을 중심으로 -)

  • Jung, Hye-Wuk
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.263-270
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    • 2020
  • Recently, the necessity of education for developing the capability to create new knowledge and creatively solve problems through cooperation and integration with various disciplines is increased. And a lot of universities carry out software capability education to bring up talents capable of creative fusion with other major and software knowledge. To bring up talents capable of creative fusion through software education for non-computer majors, it is important for learners to develop ability to solve problems by using and applying various knowledge for themselves. Therefore, this study explores the possibility of convergence between software and learner's major fields by analyzing software projects made by non-computer major freshmen through software class and the results of pre-post surveys of the class and proposes the future direction of software education for them.

The strategy for building the Science Business Park: focus on the case of Research Triangle Park, USA (국내 사이언스 비즈니스 파크 구축을 위한 전략 : 미국 RTP의 사례를 중심으로)

  • Choi, Jong-In;Hyun, Byung-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.8
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    • pp.2766-2773
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    • 2010
  • Science business park(SBP) has been formulated and developed for the purpose of economic development. In addition to the Daedeok Innopolis, cities of Daegu, Gwangju, and Sejong are considering making the SBP in now. Research Triangle Park(RTP) which was planned by the local government, industry, and academic leaders has been developed for 50 years and has planned the next strategy. This RTP experience is very precious to Korean cases and can be contribute to three cities and other regions. Key success factors of Korean SBP are as follows, research capability and talents, visionary local leadership and collaboration, creative business model, and quality of life.

Training Needs Assessment Based on the CEO Competency Model of Vocational Training Institutes (역량모델에 기초한 직업훈련기관장의 훈련요구분석)

  • Rim, Kyung-Hwa;Kim, Jeong-ll;Lee, Moon-Su;Kwon, Oh-Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.2
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    • pp.158-165
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    • 2011
  • The purpose of this study is to develop competency model in preparation for training programs for CEO of vocational training institutes in terms of needs assessment. This study collected data from 230 public and designated vocational training institutes including commercial learning facilities and life-long training centers using questionnaire by web mail. The frame of assessing training needs of competency applied to this study was based on the model with three components, namely importance, proficiency and learning desires of job skill and task needed to CEO of vocational training institutes. The methodologies of this study used were survey, FGI and case study. The major results proved that the higher priorities of training needs for vocational training institute CEO competency were as followings: (1) Competency for attaining talent of training teachers (2) Needs assessing competency for labor market change and trainee (3) Problem solving competency (4) Leadership skills and so on.

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A Basic Study for Development of Youth On-line Game Competence Quotient (청소년 대상 온라인 게임 역량 지수 개발을 위한 기초 연구)

  • Kim, Ki-Suk
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.375-382
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    • 2017
  • Human resources required in society of knowledge and information are those who not only learn about knowledge and information but also apply those acquired sources to creatively trouble-shoot issues through independent or cooperative relationship. This study is to clarify that there is a positive effect from use of on-line game by youth as youth may have an opportunity to learn the competence required by present and future society of knowledge and information. Moreover, this study is to propose that positive competence may be acquired through on-line game and that the systematic device is required to show the classification of competence from game under characteristics of users. For upright settlement of gaming culture, game companies and the government are required to cooperate actively. Therefore, it is expected that the data from this study will be used as basis of studies of development of youth on-line game competence Quotient to grant upright gaming culture and youth on-line game competence Quotient.