• Title/Summary/Keyword: 창의.융합형 인재

Search Result 99, Processing Time 0.027 seconds

A Study on the Design of Korean Textbooks in Elementary Schools for Learning Interest (학습흥미 유발을 위한 초등학교 국어 교과서 디자인 연구)

  • Lee, Chang Wook;Park, Kwang Shin
    • Journal of Digital Convergence
    • /
    • v.16 no.12
    • /
    • pp.555-561
    • /
    • 2018
  • It is the Korean language textbook of elementary school 1~2 grade that forms the basis of the textbook to nurture the creative convergence talent with the core competence required by the future society. In order to increase the learning effect based on the textbooks, the interest inducing factors were derived on the basis of the learning interest, and the textbook design was analyzed by the in - depth interviews and discussions of the expert group. As a result, Graphic elements using bright and soft colors, illustrations of peer groups related to learning contents, and resilient use of sans serifs. However, issues such as lack of proper mixing of photos and illustrations, further development of learning helper characters, configuration of spare margins, graphic image design, and lack of a structured layout that utilizes color and visual images were cited as problems.

Research on comprehensive engineering design in connection with local communities (지역사회와 연계한 공학계열 종합설계 연구)

  • Huh, Wonwhoi
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.3
    • /
    • pp.133-139
    • /
    • 2021
  • In the era of the 4th industrial revolution in order to cultivate excellent human resources equipped with international competitiveness and new technologies the university's engineering education is gradually improving through a number of studies. Comprehensive design in engineering is a course that emphasizes the importance of design education and nurtures future talents that are practically needed in the industrial field. In this study focusing on the researcher's 2019 engineering-related comprehensive design courses students apply new technologies learned in college to actual practice propose creative ideas and develop practical results that solve problems of local welfare facilities. The curriculum was described in which students took the initiative to find problems in community welfare facilities and developed VR contents for disaster response education for the socially disadvantaged. Through this study, students solved the motion limitations of existing earthquake VR contents by connecting them with motion chairs. As a result, it is meaningful that students contributed to the local community as well as cultivating their ability to adapt in the field.

A Study of STEAM Education for Elementary Science Subject with Robots (교육용 로봇을 활용한 초등학교 과학교과의 STEAM교육 수업 방안)

  • Hong, Ki-Cheon;Shim, Jae-Kuk
    • Journal of The Korean Association of Information Education
    • /
    • v.17 no.1
    • /
    • pp.83-91
    • /
    • 2013
  • The Ministry of Education issues STEAM education as a part of convergence. Most important is "How to achieve goals of STEAM education". The goal of this paper searches possibilities that robot is a good tool for STEAM education. The main topic is photosynthesis unit as circumstantiation and "Deep sea exploration robot", is creative activity, in elementary science subject. Students complete 13 basic course about robot, then accomplish subject-oriented 10 robot application course about above topic. Basic course contains math and science elements that students learn in regular curriculum. Application course is organized following steps, photosynthesis with oxygen sensors, brainstorming, idea derivation, robot design, robot construction, demo and presentation and so on. These courses have elements of STEAM. Finally teacher has face-to-face meeting with parents and students. Most have positive aspects about this process in terms of creativity, study attitude, and school life. Specially low-ranking students win a prize in robot competition. So they can gain confidence and accomplishment. This paper don't show statistic chart, but we surely knew that robot education for STEAM education seriously affect creativity huminity and job search.

  • PDF

Study of the Service Improvement and Revitalization Measures of Student-Centered University Library through the Book Lending Data Analysis of Freshmen (대학 신입생의 도서대출 자료 분석을 통한 학생 중심의 대학도서관 서비스 개선 및 활성화 방안 연구)

  • Shim, Jaeruen
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.15 no.12
    • /
    • pp.7060-7067
    • /
    • 2014
  • The reading activity of university students is the key element for the cultivation of creative human resources, and each university develops and performs the various cultural education and library program. Actually, the university libraries check the service periodically through library satisfaction surveys and the library user's actual condition survey to improve it, but the amount of reading, number of books lent and the rate of borrowers are still under expectation. Therefore, in this research, an in-depth analysis of lending books data for freshmen, as the service improvement and revitalization measures of university libraries for students, suggested the following: (1) the early education for the library users, (2) the opening of the students-participating library collections, (3) the use of the data using a library for the consulting with students (4) the establishment of the library depositary for education support, and (5) the introduction of the library CRM for individual student. Through this result, it would be substantially helpful for each university library (including two-year college), in which the number of lending books and the rate of borrowers are below expectations.

Exploring How to Apply Curriculum-Type Capstone Design based on Design Thinking in the Digital Healthcare Field (디지털 헬스케어 분야 디자인씽킹 기반 교과형 캡스톤디자인 적용 방안 탐색)

  • Hwang, Yunja;Jung, Hyojung
    • Journal of Practical Engineering Education
    • /
    • v.13 no.2
    • /
    • pp.261-270
    • /
    • 2021
  • The purpose of this study is to develop a capstone design program by applying a design thinking methodology to the digital healthcare field to cultivate creative convergence talents with complex and practical skills and understanding of new technologies required in the era of the 4th industrial revolution. To this end, we analyzed the literature and previous studies in the field of digital healthcare and capstone design and proposed a capstone design model and application plan in the field of digital healthcare. The effectiveness was confirmed through expert review, and the effectiveness was analyzed by pilot application of the capstone design program. This is meaningful in that it can be used as an operation guide that can be used step-by-step when applying the capstone design in the digital healthcare field.

Analysis of Competency-Based In-service Training Programs for Informatics Teachers (정보교사의 역량에 기반한 소프트웨어교육 교원 직무 연수과정 분석)

  • Ock, Jihyun;Ahn, Seongjin
    • The Journal of Korean Association of Computer Education
    • /
    • v.21 no.1
    • /
    • pp.43-50
    • /
    • 2018
  • The 2015 Revised National Curriculum emphasizes software education to develop creative and convergent talents in preparation of the Fourth Industrial Revolution. Accordingly, it is necessary to develop competency-based training programs for informatics teachers in a rapidly changing educational environment. In this background, this study selects a framework to analyze the content of in-service training for informatics teachers through review of previous studies. By analyzing the current training programs to strengthen competencies required for informatics teachers in secondary schools, the study aims to develop implications for future in-service training programs. To this end, the study conducted a questionnaire survey of experts who participated in the development of in-service training textbooks and consulted them, then analyzed the elements of competency-based training program content and the relative importance of each competency element using the analytical hierarchy process (AHP). According to the results of the analysis, the content was relatively concentrated on the competency of "Understanding and Reconstructing the National Curriculum" required for general and informatics teachers as well, which accounted for 47% of all, or 7 hours out of the total 15 hours. In contrast, the content structure lacked the competency of highly relative importance by competency element "Establishing and Using Teaching-Learning Strategies for Informatics," which took up the highest portion of 27%. These findings will be used as basic data for understanding and reflecting the areas that fall short of the development of in-service training programs for informatics teachers.

The Analysis of Learner's Motivation and Satisfaction with 3D Printing in Science Classroom (3D 프린팅을 활용한 과학 수업에서 학습자의 동기와 만족감 분석)

  • Byun, Moon-Kyoung;Jo, Jun-Ho;Cho, Moon-Heum
    • Journal of The Korean Association For Science Education
    • /
    • v.35 no.5
    • /
    • pp.877-884
    • /
    • 2015
  • Technology is an important means to enhance students' understanding about scientific concepts. In particular, newly introduced 3D printing technology has great potential to help students learn scientific concepts better. 3D printing is a process for a creating physical object with a three dimensional model. In this study, we explored two types of learners' (students vs. adults) motivation and satisfaction with 3D printing technology. With regard to motivation, student learners showed higher task value, self-efficacy for learning, and satisfaction than adult learners. The result implied that 3D printing technology is more effective to student learners than adult learners. In addition, for adult learner group, negative relationship between technology and satisfaction was found. Therefore, support for reducing the technology anxiety for adult learners is necessary. Further discussions are provided for the research and application of 3D printing technology in science classroom.

The Effects of Design Thinking in High School Chemistry Classes (디자인씽킹 기반 고등학교 화학 수업의 효과 연구)

  • Yang, Heesun;Kim, Mi-Yong;Kang, Seong-Joo
    • Journal of the Korean Chemical Society
    • /
    • v.64 no.3
    • /
    • pp.159-174
    • /
    • 2020
  • The purpose of this study is to examine 'Design Thinking' based Chemistry Class program as an education strategy for core competence of creative convergence talent. The program stages were modified and supplemented into eight stages, including 'Knowledge Understand', 'Empathy', 'Sharing perspective', 'Ideate', '1st Prototype', '1st Test', '2nd Prototype', and '2nd Test', so that the 'Design Thinking Process in Science Education' can be applied to the chemistry class. Considering the linkage between the 2015 and 2009 revised national curriculum, the achievement criteria were selected, and the lesson plans and student activity sheet were developed according to the themes to be met. Four thematic educational programs were developed and applied to Chemistry I for the second grade of high school students from March to August. The results were verified through qualitative data analysis of the class scene and pre- and post-test based on inventories of 'Empathy' 'STEAM educational competence', 'Problem solving process'. As a result of applying the developed program, 'empathy' showed a significant improvement in empathy with others and empathy with the problem situation. In 'STEAM educational competence', there was a significant enhancement in science and design competence. In the 'problem finding process', the problem definition, problem solution design, and problem-solving review were significantly improved in the 'problem-solving process'. The results of this study provided implications for the applicability of design thinking - based chemistry classes and its educational effect.

A Study on the Application of Virtual Space Design Using the Blended Education Method - A La Carte Model Based on the Creation of Infographic - (블렌디드 교육방식을 활용한 가상공간 디자인 적용에 관한 연구 -알 라 카르테 모델 (A La Carte) 인포그래픽 가상공간 제작을 중심으로-)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.5
    • /
    • pp.279-284
    • /
    • 2022
  • As a study of the blended learning method on design education through the blended learning method, I would like to propose that more advanced learner-led customized design education is possible. Understanding in face-to-face classes and advantages in non-face-to-face classes can be supplemented in an appropriate way in remote classes. Advanced artificial intelligence and big data technology can provide personalized and subdivided learning materials and effective learning methods tailored to learners' levels and interests based on quantified data in design classes. In this paper, it was proposed to maximize the efficiency of the class by applying a method that exceeds the limitations of time and space through the proposal of the A La Carte model (A La Carte). It is a remote class that can be heard anytime, anywhere, and it is also possible to bridge the educational quality and educational gap provided to students living in underprivileged areas. As the goal of fostering creative convergence-type future talents, it is changing with a rapid technological development speed. It is necessary to adapt to the change in learning methods in line with this. An analysis of the infographic virtual space design and construction process through the A La Carte model (A La Carte) proposal was presented. Rather than simply acquiring knowledge, it is expected that knowledge can be sorted, distinguished, learned, and easily reborn with its own knowledge.

Application of Flipped Learning in Database Course (데이터베이스 교과목에서 플립러닝 적용 사례)

  • Kim, Eun-Gyung
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.20 no.4
    • /
    • pp.847-856
    • /
    • 2016
  • Flipped learning is a pedagogic model in which the typical lecture and homework elements of a course are reversed. Short video lectures or e-learning contents or other learning materials are viewed by students at home before the in-class session, while students are mainly carried out diverse active learning activities such as the discussions, exercises, team projects and so on in class time. Recently flipped learning has been emerging as an effective teaching-learning method that can train the 21st century talents who can create creative values based on fusion competencies. Based on the experience in applying the flipped learning to the database class that is an elective course of the school of computer engineering through three semesters, this paper proposes a flipped learning model consists of 7 steps in detail. Also, this paper analyzes the effects and weak points of the flipped learning and proposes several things for the successful flipped learning application.