• Title/Summary/Keyword: ADD Thinking

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Design of Algorithm Thinking-Based Software Basic Education for Nonmajors (비전공자를 위한 알고리즘씽킹 기반 소프트웨어 기초교육 설계)

  • PARK, So-Hyun
    • The Journal of Industrial Distribution & Business
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    • v.10 no.11
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    • pp.71-80
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    • 2019
  • Purpose: The purpose of this study is to design the curriculum of Basic College Software Programming to develop creative and logical-thinking. This course is guided by algorithmic thinking and logical thinking that can be solved by computing for problem-solving, and it helps to develop by software through basic programming education. Through the stage of problem analysis, abstraction, algorithm, data structure, and algorithm implementation, the curriculum is designed to help learners experience algorithm problem-solving in various areas to develop diffusion thinking. For Learners aim to achieve the balanced development of divergent and convergent-thinking needed in their creative problem-solving skills. Research design, data and methodology: This study is to design a basic software education for improving algorithm-thinking for non-major. The curriculum designed in this paper is necessary to non-majors students who have completed the 'Creative Thinking and Coding Course' Design Thinking based are targeted. For this, contents were extracted through advanced research analysis at home and abroad, and experts in computer education, computer engineering, SW education, and education were surveyed in the form of quasi-openness. Results: In this study, based on ADD Thinking's algorithm thinking, we divided the unit college majors into five groups so that students of each major could accomplish the goal of "the ability to internalize their own ideas into computing," and extracted and designed different content areas, content elements and sub-components from each group. Through three expert surveys, we established a strategy for characterization by demand analysis and major/textbook category and verified the appropriateness of the design direction to ensure that the subjects and contents of the curriculum are appropriate for each family in order to improve algorithm-thinking. Conclusions: This study helps develop software by enhancing the ability of students who practice various subjects and exercises to explore creative expressions in various areas, such as 'how to think like a computer' that can implement and execute their ideas in computing. And it helps increase the ability to think logical and algorithmic computing based on creative solutions, improving problem-solving ability based on computing thinking and fundamental understanding of computer coding and development of logical thinking ability through programming.

A Study on the Determination of Programming Language for Software Basic Education of Non-majors (비전공자 소프트웨어 기초교육을 위한 프로그래밍 언어 결정에 관한 연구)

  • Park, So Hyun
    • The Journal of Information Systems
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    • v.28 no.4
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    • pp.403-424
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    • 2019
  • Purpose The objective of this study is to determine the programming language for improving algorithmic thinking of basic software education for non-majors, which has recently been receiving attention to nurture talents needed in the era of the Fourth Industrial Revolution. Design/methodology/approach In this study, Delphi method was used to select the suitable programming language for the features of each of five departments for basic software education for non-majors in order to develop the capability of algorithmic thinking. The survey was conducted three times to 21 experts, and the results were analyzed using quantitative analysis (CVR) values and stability. Findings For the most suitable programming language for each department determined in this study, App Inventor was selected for humanities department, RUR-PLE for natural science department, App Inventor for social science department, Python for engineering department, and Scratch for fine arts department. This is expected to be used as the basis for determining the direction of curriculum and operation of universities starting basic software education through programming language by department proposed in this study.

Enhancing Geometry and Measurement Learning Experiences through Rigorous Problem Solving and Equitable Instruction

  • Seshaiyer, Padmanabhan;Suh, Jennifer
    • Research in Mathematical Education
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    • v.25 no.3
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    • pp.201-225
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    • 2022
  • This paper details case study vignettes that focus on enhancing the teaching and learning of geometry and measurement in the elementary grades with attention to pedagogical practices for teaching through problem solving with rigor and centering equitable teaching practices. Rigor is a matter of equity and opportunity (Dana Center, 2019). Rigor matters for each and every student and yet research indicates historically disadvantaged and underserved groups have more of an opportunity gap when it comes to rigorous mathematics instruction (NCTM, 2020). Along with providing a conceptual framework that focuses on the importance of equitable instruction, our study unpacks ways teachers can leverage their deep understanding of geometry and measurement learning trajectories to amplify the mathematics through rigorous problems using multiple approaches including learning by doing, challenged-based and mathematical modeling instruction. Through these vignettes, we provide examples of tasks taught through rigorous problem solving approaches that support conceptual teaching and learning of geometry and measurement. Specifically, each of the three vignettes presented includes a task that was implemented in an elementary classroom and a vertically articulated task that engaged teachers in a professional learning workshop. By beginning with elementary tasks to more sophisticated concepts in higher grades, we demonstrate how vertically articulating a deeper understanding of the learning trajectory in geometric thinking can add to the rigor of the mathematics.

Development of S-ARIZ for the Creative Problem Solving Process (창의적 문제 해결 프로세스를 위한 S-ARIZ 개발)

  • Park, Il-Woo;Choi, Seong-Hoon
    • Journal of Applied Reliability
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    • v.15 no.1
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    • pp.12-18
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    • 2015
  • TRIZ is one of the most famous tools for creative problem solving. However, it is said that TRIZ is complicated and difficult to understand and apply to solve problems. In order to resolve these difficulties, this paper presents S-ARIZ, a simplified ARIZ(the algorithm for inventive problem solving). S-ARIZ revised ARIZ-85C on two ways. First, cause and effect analysis is used to define core technical contradictions and control parameters for the physical contradictions. Second, we add 5 inventive principles which revised SIT(systematic inventive thinking) partially to IFR-1 definition (Step 3-2 of ARIZ-85C) to solve the intensified technical contradictions systematically and effectively. It is expect that S-ARIZ can contribute to the rapid spread of TRIZ.

Abacus Numerals for Rapid and Sufficient Mathematics Learning for Enhancing Creativity

  • Hayakawa Yoshinori
    • Research in Mathematical Education
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    • v.9 no.3 s.23
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    • pp.243-256
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    • 2005
  • Abacus numerals were developed using the concept of the binary system to form decimal numerals. This would allow addition, subtraction, multiplication, and division to be performed based solely on the knowledge of the 14 forms of the numerals and three simple rules. These numerals were taught to 260 elementary school pupils of 3rd and 4th grade. After 90 minutes of instruction, they, nearly all, were able to understand principles to add, and to subtract, and partly to multiply using Abacus Numerals. Protected Abacus Numerals are proposed against forgery. An International Numeration System is proposed based on the form of Abacus Numerals to facilitate international communication. A new type of abacus is proposed.

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A Study on the Development of Performance Audit Model Using the System Dynamics (시스템다이내믹스 기법을 이용한 공공정책 성과감사 모형개발에 관한 연구)

  • Choi, Nam-Hee
    • Korean System Dynamics Review
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    • v.12 no.3
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    • pp.25-46
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    • 2011
  • Recently, performance auditing system of governmen is carried out as most promising framework of government audit. Performance audit by the Board of Audit and Inspection of Korea involves assessing the causes and effects of government policies, programs, and Institutions with the criteria of economy, efficiency, effectiveness. Performance auditing will contribute to strengthening the values of objective assessments of whether public resources are responsibly and effectively managed to achieve intended results. Nevertheless, there seems to be a problems appears in implementation of audit. That is the problems of tendency return to legitimacy audit which is result from the lack of strong approach and methodology. So, this study purpose to developing stronger audit concepts and methods that add to the process and framework of traditional performance auditing system. First, this study evaluates the limitation of current performance auditing system with the perspective of systems thinking. Second, this study analyzes the process and method of current system and develop the conceptual model of the Dynamics Audit System using the system dynamics methodology, which focused on the appropriate auditing process and framework.

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A Study on Visualization of Digital Wunderkammer Focusing on the Artworks of Mark Leckey (디지털 분더캄머의 시각화에 대한 연구: 마크 레키의 작품을 중심으로)

  • Kim, Sang Min;Park, Hyesu
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.674-682
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    • 2018
  • In the time of the Fourth Industrial Revolution, we endlessly cross between the virtual and the real in our daily routine. Information saving method has changed from physical to virtual and the contents of a digital device can be a method of showing one's identity. A digital device can be seen as a virtual version of a 'wuderkammer'. With this perspective, this study focuses on the changes that has occurred in our daily interaction, the process of thinking, perceiving, and understanding in the time of 'digital wunderkammer'. In order to discuss this matter, this study looks at the two art work series - 'Universal Addressability of Dumb Things' and 'UniAddDumThs' - by a British artist, Mark Leckey and analyzes the digital environment of today, its visual expression, and the characteristic of 'digital wunderkammer' reflected in his art works. Through this study, we hope that the readers can understand the paradigm shift of today and expand the creative possibilities in this new era of digital revolution.

A study on camping brand's BI formation and branding strategy - Focused on related word research based on big data for sensible approach & market research for cognitive approach (캠핑 브랜드의 브랜드 아이덴티티(BI) 구축 및 전략 - 감성·인지적 접근을 기반으로 한 빅 데이터 및 마켓조사를 중심으로 -)

  • Choi, Soo-Ah;Lee, Ae-Jin
    • Journal of Communication Design
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    • v.63
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    • pp.336-347
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    • 2018
  • Nowadays, in Korea, the number of campers is increased over 5 million. Many Korean camping brands have excellent qualities however, a lot of times weak brand identities to be globally known. The purpose of this study is to provide helpful sources to have strong brand identities, add more values based on related word research from big data and market research. The data is to be analysed by sensible & cognitive approaches. The keywords for the sensible research are 'camping, camp, camping brand, and camping design'. Then 17 representative oversea brands and 10 Korean brands were analysed for the market researches. From related word research from big data, we can find out the thinking process of potential consumers, how people communicates to exchange information, and what can be the sources to add brand values. Also from the market researches, we were able to find that successful brands have distinctive brand identities, stories, logos with representable colors and they continuous produce signature designs and own way of color matching.

Design Methodology for Creative Design Thinking (창조적 디자인 발상을 위한 디자인방법론)

  • Hong, Jung-Pyo;Jeong, Su-Kyoung
    • Science of Emotion and Sensibility
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    • v.9 no.4
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    • pp.385-394
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    • 2006
  • In the present society where aesthetic designs would have product value, designs must be the ones that add flexible sensation as well as the energy of counteraction which escapes from and destroys existing concept. The 'creative expression' to reach such design objectives is one of the most important abilities which designers must possess and is an overall concept in problem solving of designing which participates in formative approach or image development as well as product concepts such as function or performance . In this research, the definition of creativity, environmental change of designing, conditions designers must possess followed by these things and creative design expressions researched in the past, etc are examined and by presenting design method for creative designing concept targeting mobile phones, it will attempt to contribute in the importance of creativity and improve creative value of designers.

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Benjaminian Ruskin: Redemptive Myth and Modernity

  • Sohn, Jitae
    • Journal of English Language & Literature
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    • v.55 no.6
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    • pp.937-959
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    • 2009
  • The Queen of the Air, John Ruskin-s highly elliptical publication of 1869, elaborates a complex mythology as a way of responding to the prevalence of scientific thinking, widespread environmental degradation, the pernicious effects of political economy, and mechanistic labor. Benjamin-s desire to rescue human experience from prevailing scientific conceptions is reminiscent of Ruskin-s fear that the peculiar power that shapes the unities of the natural world is simultaneously being "beaten down by the philosophers into a metal or evolved by them into a gas" and obscured by the dreams and theories of philosophers and theologians. As a critic remarks, in Benjamin-s-and, we would add, Ruskin-s-view, "what the modern era lacked was a basis for continuity which would prevent experience from disintegrating into a desultory and meaningless series of events." Despite its frenetic hyper-associativity, then, The Queen of the Air contains a key element that Benjamin believes is necessary for "redemption": the desire for a new form of consciousness that recognizes links to the past and thus to the longings and dreams of our forebears. Thus, although Ruskin most immediately influences Proust, who in turn influences Benjamin, Benjamin-s thought is far more Ruskinian than critics have heretofore observed. Just as Benjamin helps us make sense of the ways in which The Queen of the Air is caught in the grip of the shocking associativity of modern life, so Ruskin assists us in discerning similar impulses in Benjamin-s attraction to a form of archaic consciousness that can, by altering the modern form of perception, reenchant the present.