• Title/Summary/Keyword: 창의 인재 개발

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A Study on Game Content Development Methodology for Mathematics Learning to Raise Mathematical Intuition: for Elementary Geometry Learning (수학적 직관을 키우는 게임 콘텐츠 개발 방법 연구 : 초등 기하 영역을 중심으로)

  • Kim, Yoseob;Woo, Tack;Joo, Heeyoung
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.95-110
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    • 2013
  • Current up-to-date courses of study put emphasis on raising creative students. However, the cramming methods of teaching mathematics in the school seems far from the creativity and the number of students who feels mathematics difficult is increasing. To overcome this situation, the government proposed 'the mathematics education using storytelling', which leads to lots of developments of mathematics using serious game in many areas. However most of the current serious games couldn't do away with the deductive framework of mathematics, which makes it impossible to achieve the purpose of raising creative students. This is because existing mathematics serious games have not deeply contemplated many aspects such as the purpose and theories of teaching and teaching mathematics. Therefore, in order to overcome the limitations of cramming methods in existing mathematics educations, this research proposes the new method of developing serious game contents for elementary geometry that is useful to improve mathematical intuition, based on RME, the theory of teaching/learning mathematics.

The Effect of Convergence Lesson Plan and Teaching Demonstration for Enhancing Creative Competency of The Pre-service Teachers' (중등예비교사의 창의역량 강화를 위한 융합수업지도안 작성 및 수업시연의 효과)

  • Kim, Eunjin
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.466-474
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    • 2019
  • The purpose of this study was to investigate the enhancing creative competency and changes in academic challenge for the pre-service teachers. For this purpose, 94 pre-service teachers participated in project learning through the preparation of the convergence instruction and the class demonstration during one semester. The pre and post questionnaire survey was conducted the measurement of creative leader competence and K-NSSE for academic challenge. Analysis of data was performed using the IBM SPSS 18.0 program for the corresponding sample t test. The creative competency included 'higher mental thinking', 'problem solving', 'curiosity', 'sensitivity' 'task commitment', 'the pursuit of social value', and 'co-operations and considerations'. This results was significant(p< .05). Academic challenge, high-order learning domain and learning strategies domain were significant(p< .05). Based on this, in order to generalize the convergence education and convergence lesson, it is necessary to design various convergence lessons and practice study to make a plan and practice it. In addition, the implications for the necessity of correcting and supplementing the effects after repeated convergence lessons were discussed.

Entertainment History Perspective - Around the Grand Duchess to Appear in Movies 'Elizabeth' - (엔터테인먼트 관점에서 바라본 영화로 본 역사 - 영화 '엘리자베스'에 나와 있는 여성 통치자에 대한 관점을 중심으로 -)

  • Choi, Sun-Ah
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.247-256
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    • 2019
  • The importance of the convergence education is getting more and more emphasized. But the university convergence education has not yet met today's needs. So this study is focused on showing effective practice methods and finding development directions of the university convergence criticism education. One of a significant trend of the contemporary academic education of liberal arts is the tendency of the convergent and integrative studies. What is essential in the convergent and integrative studies creativity. The zeitgeist of knowledge-based society is change and innovation. In response to its request, college education is being asked to do convergence education, And general education as the basis of convergence education is strengthened.

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.

Analysis of Research Trends in STEAM Education for the Gifted (영재교육에서의 융합인재교육(STEAM) 연구 동향 분석)

  • An, Hae-Ran;Yoo, Mi-Hyun
    • Journal of Gifted/Talented Education
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    • v.25 no.3
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    • pp.401-420
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    • 2015
  • The purpose of this study was to perform a comparative analysis of the research trends in STEAM education in gifted education and suggest educational implications to improve the current STEAM education for the gifted. The results were as follows. First, STEAM education has been increasing in the past couple of years and gifted and talented education took up relatively high proportion of it. This demonstrates that gifted education closely related to creative and versatile individuals plays a leading role in STEAM education. Second, researches on STEAM education and STEAM education for the gifted targeted elementary school students the most. Third, researches on the development of STEAM program for the gifted have been mainly addressing science-oriented convergence programs. Among them, programs including all the five combined factors(Science, Technology, Engineering, Arts and Mathematics) were the most common. In terms of learning types, a criterion-referenced teaching-learning model has been developing and there were diverse learning types which applied teaching-learning models tailored to characteristics of a gifted child. The researches related to STEAM programs'application effects on creativity were most dominant.

An Instructional Design of STEAM Programs using Virtual Reality Equipment and Analysis of its Effectiveness and Attitude of Learners (가상현실장비(VR)를 활용한 융합인재교육 프로그램 개발 및 만족도와 학습자의 태도 분석)

  • Bae, Youngkwon;Park, Phanwoo;Moon, Gyo Sik;Yoo, Inhwan;Kim, Wooyeol;Lee, Hyonyong;Shin, Seungki
    • Journal of The Korean Association of Information Education
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    • v.22 no.5
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    • pp.593-603
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    • 2018
  • In this study, we tried to develop STEAM integrated program using virtual reality(VR) equipment and to evaluate the learners' satisfaction in order to cultivate the convergent talent. The pre-test and the post-test were used to compare the mean scores of the assessed candidates and sub-areas. The post-test results were higher than pre-test results. The area with statistically significant mean height was derived as the 'self-concept' area of 'science' which is a sub-area of 'care and communication'.

Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.1
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    • pp.93-99
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    • 2020
  • With the development of digital technology and the increasing demand for learning how to improve one's ability to solve problems through play and participation interactions, a variety of edutainment game contents are being developed. The edutainment game contents developed until recently have received a large number of contents for intelligence development and transfer of knowledge such as Korean and English mathematics for children and children. Recently, there have been various researches on the necessity and effect of STEAM education that foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit through the fusion education method among the subjects including science, technology, engineering, mathematics, And there is a growing need for the development of a parish suitable for STEAM education. However, there is a lack of STEAM educational content development that incorporates the technology of creative convergence talent training to develop talented people who can think and solve problems by crossing various academic boundaries. Therefore, this study develops game contents for early childhood education by combining STEAM education which foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit. And we designed and implemented STEAM game contents for infant learning education which can induce the interest of children and have fun by using gyroscope sensor of smartphone.

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 Play Education and Space Design for Developing Creativity of Children -Focusing on domestic childcare facilities and education program analysis- (유아의 창의성 발달을 위한 놀이교육 프로그램 및 공간 기획 연구 - 국내에서 운영중인 유아 보육시설과 프로그램 분석을 중심으로 -)

  • Choi, Kyung Ran;Kim, Myoung
    • Korea Science and Art Forum
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    • v.19
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    • pp.659-668
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    • 2015
  • The Korean education program and environment do not meet the increasing demand of daycare by facility, manpower, and budget deficits although Korea has also been interested in the convergent human resource with integrated ideas by creative education since the introduction of the Nuri curriculum for 5 year old children in 2011. Thus, the purpose of this study is to establish the preschool education program and design the proper space for developing the creativity of children. The procedure of this study is as follows. First, this study proposes the direction for establishing the daycare programs after examining the existing Korean daycare facilities and programs based on documented references about designs for daycare facilities. Second, this study proposes the program plans based on the framework establishment for developing preschool education programs by combination of 5 types of children's behavior on play and 5 types of formative principles for creative education with play. Third, this study proposes the direction of designs and conditions of daycare facilities for effectively managing the programs previously mentioned. As a result of theprocedure, this study comprehensively delineates the education program models and space plans for developing the creativity of Korean children, and suggests the necessity of development model of continuous education program by establishment of frameworks and the significance of space for effectively managing the model.

A Study on the Relative Weights of the Components of Core Competence Based Learning Outcomes in STEAM (Science, Technology, Engineering Art, Mathematics) (융합인재교육에서 핵심역량 기반 학습성과 구성요소의 상대적 가중치 연구)

  • Park, Ki-Moon
    • 대한공업교육학회지
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    • v.40 no.2
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    • pp.239-258
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    • 2015
  • The purpose of this study is to provide basic data that can be used in a reasonable assessment of the learning outcomes of STEAM. It presented a learning outcome evaluation method, relative weights of key competencies standard that a learner should cultivate. For this study, a pairwise comparison questionnaire about the key competencies was conducted on the STEAM professionals, and AHP was applied to analyze the priority of main factors of key competencies. The results of this study are as follows. First, the importance of capabilities of convergence accomplishment and capabilities of convergent cognition, in the first layer of key competencies, were 39.4% and 36.8%, respectively. In the education evaluation of the STEAM, capabilities of convergence accomplishment and capabilities of convergent cognition showed similar level of importance, and were considered more important factor than capabilities of convergence attitude (23.8%). Second, the relative importance of capabilities of problem solving (20.0%) was highest in the second layer of key competencies, and followed by capabilities of creative thinking (18.3%), responsibility (15.3%), and understanding convergence knowledge (11.0%). Third, it will be a foundation of a competency evaluation, which reasonably evaluates, based on the relative weights, whether to accomplish educational objectives of the STEAM program In addition, this results is expected to become a guide to develop an education program that can improve the teaching and learning process and raise the learning outcome, as well as an education evaluation of the STEAM.