• 제목/요약/키워드: ADD Thinking

검색결과 21건 처리시간 0.021초

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

  • 박소현
    • 산경연구논집
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    • 제10권11호
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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.

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

  • 박소현
    • 한국정보시스템학회지:정보시스템연구
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    • 제28권4호
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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
    • 한국수학교육학회지시리즈D:수학교육연구
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    • 제25권3호
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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.

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

  • 박일우;최성훈
    • 한국신뢰성학회지:신뢰성응용연구
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    • 제15권1호
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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
    • 한국수학교육학회지시리즈D:수학교육연구
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    • 제9권3호
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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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시스템다이내믹스 기법을 이용한 공공정책 성과감사 모형개발에 관한 연구 (A Study on the Development of Performance Audit Model Using the System Dynamics)

  • 최남희
    • 한국시스템다이내믹스연구
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    • 제12권3호
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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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디지털 분더캄머의 시각화에 대한 연구: 마크 레키의 작품을 중심으로 (A Study on Visualization of Digital Wunderkammer Focusing on the Artworks of Mark Leckey)

  • 김상민;박혜수
    • 한국콘텐츠학회논문지
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    • 제18권5호
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    • pp.674-682
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    • 2018
  • 정보통신기술의 융합으로 온 차세대 혁명인 4차산업혁명의 시대 속에 살고 있는 우리들의 일상은 하루에도 몇 번씩 가상과 실제 사이를 오가고 있다. 이러한 일상 속에서 정보의 저장방식은 가상적인 방식으로 대체되어 가고 있다. 이제 한 사람의 디지털 기기는 그 사람의 정체성을 나타내는 수단으로 작용할 수 있으며 이는 마치 서구 근세 시대 '분더캄머'의 공간이 가상적으로 변한 듯하다. 본 논문은 디지털 기기를 '디지털 분더캄머'의 시각으로 바라보고 '디지털 분더캄머'가 오늘날 현대인들의 일상 속 상호작용, 인지와 이해, 사고방식을 어떠한 방식으로 변화시켰는지에 대해 논의한다. 그리고 이를 진화하는 디지털 기술과 소통에 대해 작품활동을 펼쳐온 영국의 시각예술 작가인 마크 레키의 작품 시리즈 'Universal Addressability of Dumb Things'와 'UniAddDumThs'와 연결시켜 분석을 진행하였다. 작품 속에 반영되어 있는 오늘날의 디지털적 환경과 특성, 이의 시각적 표현성에 대해 논의하고 이를 현 시대의 '디지털 분더캄머'의 특성과 연결지어 분석해 보았다. 본 연구를 통해 우리들이 직면하고 있는 새로운 패러다임의 전환에 대해 인지하는 계기가 되기를 바라며 이러한 시대 속에서의 창의적 표현의 가능성 역시 확장되기를 바란다.

캠핑 브랜드의 브랜드 아이덴티티(BI) 구축 및 전략 - 감성·인지적 접근을 기반으로 한 빅 데이터 및 마켓조사를 중심으로 - (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)

  • 최수아;이애진
    • 커뮤니케이션디자인학연구
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    • 제63권
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    • pp.336-347
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    • 2018
  • 오늘날 국내 캠핑인구는 500만이 넘었고, 캠핑관련 산업도 지속적으로 성장하고 있지만 미국, 유럽과 일본 등 캠핑선진국에 비해 다소 미흡한 캠핑 문화와 수입 캠핑브랜드의 높은 의존도가 문제되고 있다. 따라서 국내산 캠핑 브랜드의 정착과 글로벌화 브랜드 육성을 위한 노력이 필요하다. 이에 본 연구에서는 국내산 캠핑 브랜드 정체성 수립과 차별화 전략을 위한 자료 제공을 위해 감성 인지적 접근을 통한 조사를 시행하였다. 감성적 접근을 위해 '캠핑, 캠프, 캠핑 브랜드, 캠핑 디자인'을 키워드로 빅 데이터 조사를 실시하고 분석하였으며, 인지적 접근을 통해 해외 유명 캠핑 브랜드 17개와 국내산 브랜드 10개에 대한 마켓조사를 실시하였다. 빅 데이터를 통한 조사 결과 소비자들의 정보 교류 경로를 유추할수 있었다. 캠핑 관련 연관어 및 마켓조사를 통해 브랜드 가치를 형성하는 주요 요소를 알수 있었다. 또한, 세계적인 유명 브랜드의 경우 각자의 브랜드 정체성이 뚜렷하며 독자적인 브랜드 스토리와 로고 디자인, 상품 디자인, 색채를 구축하고 있었으며 일관성을 지니고 있었다.

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

  • 홍정표;정수경
    • 감성과학
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    • 제9권4호
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    • pp.385-394
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    • 2006
  • 미학적인 디자인이 상품가치를 갖게 될 현재 사회에서 디자인은 기존의 개념을 탈피하고 파괴하는 반동의 에너지와 부드럽고 유연한 감성을 불어넣는 것이어야 한다. 이러한 디자인 목표에 이르기 위한 '창조적 발상'은 디자이너가 갖추어야 할 가장 중요한 능력 중의 하나이며, 형태적 접근이나 이미지 개발은 물론 기능이나 성능 등 상품 컨셉(Concept)까지 관여하는 디자인 문제해결에 있어서의 총체적인 개념이다. 본 연구에서는 창조성의 정의, 디자인의 환경변화와 그에 따른 디자이너가 갖추어야 할 조건, 선행연구 된 창조적 디자인 발상법 등을 살펴보고 휴대폰을 대상으로 창조적 디자인 사고를 위한 디자인 방법을 제시함으로써 창조성의 중요성과 디자이너의 창조적 가치 향상에 기여하고자 한다.

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Benjaminian Ruskin: Redemptive Myth and Modernity

  • Sohn, Jitae
    • 영어영문학
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    • 제55권6호
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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.