• Title/Summary/Keyword: Convergence Ability for Creativity

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Basic Modeling Class Method to Improve the Spatial Perception Ability for Jewelry Design Majors (주얼리 디자인 전공자의 공간지각능력 향상을 위한 기초조형 수업 방법)

  • Chang, Chin-hee
    • Journal of the Korea Convergence Society
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    • v.12 no.10
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    • pp.249-254
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    • 2021
  • This study is about the class model that can demonstrate the modeling ability using the spatial perception capability on basic modeling required for jewelry design majors and the most important perspective method in jewelry design. The outputs were obtained by presenting the topics for creative activities to students after theoretical explaining how to present a spatial sense and presenting practical classes on basic shapes, stereoscopic shapes and perspective methods. While the existing basic molding classes were only practical classes, this study presented students with a class model that allows them to use creativity, basic perspective, and spatial sense together. And it was found out evaluation method that both students and professors can relate to each other through the intensive education effects and clear evaluation standards. I hope that this paper will continue to study more diverse materials and convergent class models.

A Study on Creative and Convergent SW Education Programs for improving Computational Thinking

  • Lee, Myung-Suk
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.8
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    • pp.93-100
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    • 2017
  • After the fourth industrial revolution came along, SW education to improve creativity and problem-solving ability began in elementary, middle, and high schools first and then in universities as well positively; however, research on the curriculum or what it has to pursue is not yet enough. Here, this study will investigate the current status of SW education provided in software-oriented schools operated in universities and also given as cultural studies in general universities and examines the curriculum or the standard plan for education. In most schools, it is operated as similar subject names, and diverse methods are tried on- and off-line to cultivate computing thinking skills. Also, to study SW education programs that can be operated in the general cultural courses of universities and find out how to utilize them, this author suggests the goal setting, educational contents, and teaching methods for SW education. As follow-up tasks, it will be needed to apply the suggested programs to the field and find out new evaluation methods in order to cultivate creative and convergent persons of ability.

A Study on Development and Application of STEAM Program for Middle and High School Students using Local Institution(KAIST) (지역기관을 활용한 중·고등학교 융합인재교육(STEAM) 프로그램 개발 및 적용)

  • Choi, Jinsu;Kim, Young-Min;Lee, Young-Ju
    • Journal of Engineering Education Research
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    • v.23 no.5
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    • pp.3-15
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    • 2020
  • With the 4th Industrial Revolution, educational change is required to cultivate the ability to adapt in the rapidly changing future. Accordingly, the importance of nurturing convergent talents to create new values using the humanities imagination, science and technology creativity, and engineering problem solving ability has emerged. The purpose of this study is to develop STEAM education program with Daedeok R&D Zone and KAIST resources for middle school and high school level. With this program, we investigated the effectivenss of STEAM education on creative problem solving ability, self-efficacy and the perception of STEAM education with pre-test and poste-test model. For this study, 91 students(46 middle school, 45 high school) participated in STEAM education program. As a result student participated in the STEAM program improved the creative problem-solving ability and students' interest in math and science. Also, students perceived STEAM program provided benefits of science-related career information. The suggestions were discussed based on the results.

Social Network Analysis of the Core Competencies of the Fourth Industrial Revolution on the Newspaper Articles : Focusing on in Engineering Students (신문기사에 나타난 제 4차 산업혁명의 핵심역량에 관한 사회연결망분석: 이공계 대학생을 중심으로)

  • Huh, Ji-suk
    • Journal of Engineering Education Research
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    • v.20 no.5
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    • pp.50-58
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    • 2017
  • The purpose of this study is to explore the core competencies of the Fourth Industrial Revolution in the major newspaper articles of social network analysis and to examine the core competencies required by each field and target. To do this, we reviewed prior research focusing on core competency concepts and core competencies of engineering students, and analyzed 227 articles related to core competencies of the 4th Industrial Revolution, focusing on five major newspapers. Through analysis, we analyzed social network with 118 refined core competency keywords. As a result of the research, it was found that core competencies of the 4th Industrial Revolution are the degree centrality in terms 'creativity', 'problem solving ability', 'convergence ability', 'collaboration ability', 'conductivity', 'software ability', 'human literacy', 'personality' order. Also, as a result of the analysis of the ego centric network by field and target, the required core competencies of university and industry were found to be different. Through these discussions, it is necessary to restructure the core competence of engineering students in order to nurture the engineering talents necessary for the 4th Industrial Revolution.

The Impact of Underlying Attributes of Design Team Members on the Group Creativity (디자인팀 구성원의 내재적 속성이 그룹창의성에 미치는 영향에 관한 연구)

  • Cho, Hee-Young;Chung, Kyung-Won
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.43-54
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    • 2006
  • Creativity is an essential ability for a successful design task, mainly because design is an activity creating something new. As the sphere of design has expanded and become complex, the design task goes beyond an individual designer's capability. Therefore, it is necessary to organize a design team consisting of various team members with diverse expertises. The aim of this study is to find out the impact of fundamental attributes of members on the group creativity in order to establish a guideline for building a creative design team. Heterogeneous teams and homeogenous teams were created according to three main factors of group creativity namely, personality, field and experience. The group creativity of each team were evaluated through protocol analysis of design activities as well as the comparison of problem solving processes and outputs. It was identified that the impact of design teams on the group creativity was distinctively different in four phases of the design process (preparation, divergence, convergence, and execution) regarding creativity properties such as fluency, elaboration, originality, usefulness. Based on these findings, a schematic model for building a design team in order to enhance the group creativity by composing the most appropriate team members for each phases of the design process was developed.

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Development of an integrate program for children using folktales of 『Samguk Yusa』 (『삼국유사』를 활용한 유아 융복합 프로그램 개발)

  • Kim, Jung-Sun;Kwon, Eun-Joo
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.257-264
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    • 2017
  • In the modern age where various knowledge and experiences are shared through communication, it is necessary to have an integrated educational experience that allows developing creative problem-solving ability that is organically related, not a segmented education experience and it is essential to have experience in history education that derives the present from the past and nourishes the logic. Therefore, this study has developed an integrated program for children using folktales of . A total of 4 stories were selected through consultation of expert group and 12 classes were planned. It is expected that the creativity and logic of children will be increased through the program and it will have a meaning that it provides the basis for the study of the integration program using the Samguk Yusa, However, since this study is on a program development, it has limitations that the effect on development is not verified. Once the effectiveness of the program in subsequent studies is verified, it can be a highly utilized program in the field.

A Case Study for the Development of a Competency-Based Fashion Design Curriculum in Gwangju Metropolitan City and Jeollanam-do (역량기반 교육과정 개발 사례연구: 광주·전남 패션디자인 전공을 중심으로)

  • Jie Yurn Kim;Hyun Jeong Oh
    • Human Ecology Research
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    • v.61 no.4
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    • pp.585-598
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    • 2023
  • This case study is centered on the developing process for the curriculum of fashion design major that is focused on the concept of competency, which is becoming increasingly more important in universities. The purpose of this study is to develop a competency-oriented curriculum for fashion design majors based on recent social changes that accentuate the importance of competency in such programs. In order to establish a competency-oriented curriculum of the Department of Fashion Design, the researchers examined environmental trends within the fashion industry, the curriculum and major competencies of other universities were examined. As a result, the key ability types of the Department of Fashion Design at A University, a local private university, were determined to be: communication and consideration, creativity and convergence, digital fashion, and practical adaptability. Four major abilities were selected to develop competencies suitable for the aforementioned ability types. These abilities are design planning and development, creative and convergent thinking, integrated information search and utilization, and field expertise application. From there, the curriculum was organized with these four major abilities in mind, and curriculum completion plans were developed for each grade and semester according to the stage and level of contents for each subject. To ensure the validity of the curriculum, it is necessary to develop a back-flow system that demonstrates whether the targer competency has been acquired through a competence-based curriculum.

Educaction program development applying capstone design for convergence talent development in the fashion field (패션분야 융합인재 육성을 위한 캡스톤 디자인 교육프로그램 학습 모형 개발 - NCS 패션분야 중심으로 -)

  • Kim, Shin Woo;Kim, Young In
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.4
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    • pp.195-211
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    • 2019
  • In this paper, Capstone Design Education Program Learning Model was developed and recommended in order to foster convergent talents armed with practical competences and real cooperative capabilities. In this era of convergence and creativity, the fashion world needs human resources with cooperative skills and true professional abilities. A case analysis, an in-depth interview, and 1,2 test method were used for data acquisition and analysis. The summary of this study is described below. First, this program needs to complement the NCS fashion design learning module. Second, material changes to creativity and practical competencies - knowledge, skills, and attitudes - of the students are assessed after applying Capstone Design to the NCS fashion design learning model. Third, the process of converging fashion curriculum with IT and electronic technology, developing a fashion design learning program, and applying the Capstone Design was tested to prove the effectiveness of convergent fashion design education. Among the changes observed between the trial and control groups, it was confirmed that sub-factors of creative personality, i.e. self-assurance and openness, were increased along with knowledge, core competences including communication capability, and self-directed learning capability. The greatest improvement on the technological side was observed in IT literacy while ability to respond to changes was also increased. Besides, effects were demonstrated in behavioral factors such as initiative, spirit of challenge, experience, and openness. Lastly, the Capstone Design Education Program Learning Model was proposed in order to foster convergent talents in the fashion world.

Creative Convergence Course 『Future Confluence IT Humanities』 Development and Operational Effectiveness Verification (창의적 융복합 『미래융합IT인문학』 교과목 개발 및 운영 효과성 검증)

  • Choi, Eunsun;Ko, Jeon;Choi, Keunbae;Kim, Heepil;Lee, Hosoo;Park, Namje
    • Journal of Korea Multimedia Society
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    • v.24 no.4
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    • pp.569-582
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    • 2021
  • Education emphasizes problem-solving skills based on convergent thinking power in an era of rising uncertainty and rapid progress. This paper proactively designed e-Learning team teaching convergence liberal arts courses for prospective teachers by these social needs. It analyzed the empirical effects on the operation of the subjects to foster future talent who can converge and apply knowledge in various fields. The curriculum consisted of professors of mathematics, practical Arts, computer, and education, and was operated to convey convergent knowledge of information technology and humanities, and consisted of 15 liberal arts courses at J University. Besides, textbooks and teaching materials were also developed by the faculty. As a result of the primary research, prospective teachers who took the course generally showed high satisfaction with the class, especially for the faculty. The students' overall convergent thinking ability has increased to a statistically significant level (p<.01), and the students' major has been found to be irrelevant. On the other hand, it can be seen that communication, content convergence, and caring factors, excluding creativity factor, have all risen to a significant level.

Analysis of 2015 Revised SW Curriculum in Elementary and Middle School based on Core Competency (핵심 역량 중심 2015 개정 초·중학교 SW교육과정 분석)

  • Ahn, Sung Hun;Lee, Sanghyeon
    • Journal of Creative Information Culture
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    • v.5 no.1
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    • pp.63-70
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    • 2019
  • In this paper, we analyzed 2015 revised curriculum for elementary school's practical art and middle school's information subject based on core competency. As a result, in 2015 revised curriculum for practical art subject, the ability to use information was well reflected in all achievement criteria and learning objectives. Also, problem solving ability and creativity·convergence ability were well reflected. In 2015 revised curriculum for information subject, the ability to use information was well reflected in all achievement criteria and learning objectives as like practical art subject. However, there were fewer learning elements to develop self-management ability. Therefore, it is proposed in this paper that the learning elements and teaching, learning activities and evaluation contents should be included in the SW curriculum, which can further enhance cooperative capabilities, self-management ability and communication ability.