• Title/Summary/Keyword: Convergence Ability for Creativity

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A Study on Comparative Analysis for Competitiveness of Success Factors of the Platform Business (플랫폼비즈니스 성공요소의 경쟁력 비교 분석에 관한 연구)

  • Chang, Chung-Hoon;Lee, Kwang-Hyung;Noh, Kyoo-Sung
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.243-250
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    • 2016
  • The importance of platform businesses in the global market is growing, but in Korea, platform businesses with a global competitive edge are rare. This study compared the competitiveness of the local and international platform businesses by analyzing the six success factors of platform businesses. It surveyed 104 professionals in ICT regarding the competitiveness of SNS services (Kakao Talk, Facebook), mobile payment systems (Samsung Pay, Apply Pay), digital content (Naver, YouTube), online shopping (G Market, Amazon) and education (K-MOOC, MOOC). In sum, the local platform business sector, compared to its U.S. counterpart, is lagging behind in creativity, value creation, cost reduction, networking effects and the ability to build, change and develop new ecosystems.

Development and application of SW fusion safety education program applying Novel Engineering (Novel Engineering을 적용한 SW융합 안전교육 프로그램 개발 및 적용)

  • Hong, Ji-Yeon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.2
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    • pp.193-200
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    • 2019
  • The 2015 revised curriculum aims to cultivate a 'creative fusion talent' capable of creating new knowledge and fusing various knowledge to create new value. Therefore, it is strengthening reading education to raise humanistic imagination and software education to promote scientific creativity. In addition, we have created [Safe Living] textbooks based on experiential activities as a way to strengthen safety education that is becoming a social issue. And we use it to conduct safety education at creative activity time. Novel Engineering believes that it can develop thinking skills in the process of reading books and finding and solving problems in life in them. Therefore, in this study, we will develop software education programs for safety education that are applied with Novel Engineering and apply them to actual classes to verify the educational effectiveness of students' creative problem solving skills and safety education.

Associative Interactive play Contents for Infant Imagination (유아 상상력을 위한 연상 인터렉티브 놀이 콘텐츠)

  • Jang, Eun-Jung;Lim, Chan
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.371-376
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    • 2019
  • Creative thinking appears even before it is expressed in language, and its existence is revealed through emotion, intuition, image and body feeling before logic or linguistics rules work. In this study, Lego is intended to present experimental child interactive content that is applied with a computer vision based on image processing techniques. In the case of infants, the main purpose of this content is the development of hand muscles and the ability to implement imagination. The purpose of the analysis algorithm of the OpenCV library and the image processing using the 'VVVV' that is implemented as a 'Node' in the midst of perceptual changes in image processing technology that are representative of object recognition, and the objective is to use a webcam to film, recognize, derive results that match the analysis and produce interactive content that is completed by the user participating. Research shows what Lego children have made, and children can create things themselves and develop creativity. Furthermore, we expect to be able to infer a diverse and individualistic person's thinking based on more data.

Analysis of the Secondary Chemistry Materials at 5 Centers for the University Affiliated Science-Gifted Education and Investigation of the Gifted Students' Perception (대학부설 5개 과학영재교육원의 중등화학 교재 분석과 영재학생들의 인식 조사)

  • Lee, Sang Kwon;Mo, Ran
    • Journal of Science Education
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    • v.36 no.1
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    • pp.106-119
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    • 2012
  • In order to promote national competition on knowledge based-society in 21centuries, it is important for us to train talented people who have much creativity. Comparing curriculums and contents studied in SECG (Science Education Center for the Gifted) and other organizations is object of this thesis. Finding implications of proper GATE(gifted and talented education) by understanding the present conditions is also a part of this thesis. We select 5 Science Education Centers for the Gifted and devise framework for analysis in order to analyze chemical textbooks in GATE programs. The framework consists of 6 categories including the contents, the level of activities, the opening extent of experiments, and the ability to think creatively. In our study of textbooks, we have found that the contents of chapters are divided properly but lacked the field of frontier and convergence science. Their activity types will have to develop programs which consist of various activities such as lectures and experiments. Precedent studies and study activities to promote scientific thinking were rated highly in general ratio. The level of studies that we analyzed lacked creative activities very much. In the opening extent of experiments, activities in the level 2 and the level 3 were low-rate. And in our study of thinking creatively, activities of promotion for expanded and related-ability to think seemed to lack. In order to achieve specific education for the gifted children, developments of GATE program is required. In the in-depth analysis from the questionnaires of Likert's method's descriptions, narrations, and interviews, it is divided into two answers in depth: contents of program, management of program. These also divided into two answers by attitude: positive answer or negative answer. According to the responses of the contents of program, the result of analysis shows that most respondents have positive reactions to not only contents and the managing method of SECG programs, but also to individual enhancing-abilities overall.

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Exploring the Educational Needs of Learning Supporting Program on the Students' Perception of Current Competencies and Important Competencies (역량 인식을 통한 대학생 학습지원 프로그램의 교육요구도 탐색)

  • Eom, Mi-Ri;Choi, Won-Ju;Song, Yun-Hee
    • Journal of Convergence for Information Technology
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    • v.8 no.3
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    • pp.175-181
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    • 2018
  • The purpose of this study is to explore the educational needs of learning supporting program on the students' perception of current competencies and important competencies. The data was collected by using the online type (e-mail survey) and the offline type (printed survey) with survey instrument developed by researcher. Survey instrument was composed of 3 categories and 10 competencies. Collected data was analyzed using the SPSS 21.0 for Windows statistical package. And 159 cases were analyzed finally. The paired t-test was conducted to analyze the difference between importance-performance of students' competencies. The educational needs of learning supporting program were calculated by using the Borich's formula. The findings were as follows: The first, 3 categories and 10 competencies were significant difference exists statistically. The second, The high ranks of the educational needs of learning supporting program were 'Major field knowledge', followed by 'Creativity', 'Problem solving ability', 'Global capability', 'Technology capability' in sequence. The results of this study reflected the authentic needs of students will be used a basic data to establish the curriculum for learning supporting program.

An Study on Creative Problem Solving Experiences in Engineering Production Design Class Using Design Thinking (디자인씽킹을 활용한 공학제품 설계수업에서의 창의적 문제해결 경험 연구)

  • Ryoo, Eunjin;Kim, Minjeong
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.223-233
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    • 2021
  • This study is was conducted for 37 first-year students (including 27 males and 10 females) enrolled in the engineering product design class opened as a regular class in the second semester of 2018 at 'A' University in Seoul to examine creative problem solving experiences in class using design_thinking. In this study, creative problem-solving ability was divided into creative personality and problem-solving ability and in the results of examining the difference in pre- and post-creative problem solving abilities through Hotelling's T-square test and t-test, among the creative personality, the tolerance & passion, humor, curiosity, and progressive attitude were found to significantly increase after class. Next, in the results of examining the process of creative problem solving through the reflection journal, in the empathy and prototyping and testing stages of design thinking, more activities for problem solving appeared, and at the stage of problem definition and idea generation, it can be seen that more activities expressing creative personality appear. The results of this study show that creative problem-solving abilities can be improved through design thinking, suggesting that instructional support for effective design thinking should be designed.

A Study on the evaluation technique rubric suitable for the characteristics of digital design subject (디지털 디자인 과목의 특성에 적합한 평가기법 루브릭에 관한 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.525-530
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    • 2023
  • Digital drawing subjects require the subdivision of evaluation elements and the graduality of evaluation according to the recent movement of the innovative curriculum. The purpose of this paper is to present the criteria for evaluating the drawing and to propose it as a rubric evaluation. In the text, criteria for beginner evaluation were technical skills such as the accuracy and consistency of the line, the ratio and balance of the picture, and the ability to effectively utilize various brushes and tools at the intermediate levels. In the advanced evaluation section, it is a part of a new perspective or originality centered on creativity and originality, and a unique perspective or interpretation of a given subject. In addition, as an understanding of design principles, the evaluation of completeness was derived focusing on the ability to actively utilize various functions of digital drawing software through design principles such as placement, color, and shape. The importance of introducing rubric evaluation is to allow instructors to make objective and consistent evaluations, and the key to research in rubric evaluation in these art subjects is to help learners clearly grasp their strengths and weaknesses, and learners can identify what needs to be improved and develop better drawing skills accordingly through feedback on each item.

A Study of the method about Improving engineer by YeGamChang creating mechanism (예술창조 매커니즘을 통한 창조적 공학인의 육성 방안 연구 -교육 사례를 중심으로-)

  • Kwon, Yong Rang;Lee, Kyung Hwan;Kim, Su Jeong
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.2
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    • pp.11-17
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    • 2011
  • As a rapid rate of social change and competitive, paradigm of industry environment manufacturing products and services is shifted. Engineers design, develop, manufacture the products and services are strongly asked competency of different new creative practices. This means while industrial structure has been shifted from mass production to various allied production and social engineering based production, qualifications of engineers are required to individual creative competency as alternatives. In order to improve the competency, engineer become the creative people have ability to develop the professional knowledge competency and expand the competency to convergence the new product and services with sensing the life and social structure shift, human engineering, psychology, and emotion. For the competency, we develop the training program "improving convergence, creativity through Art." we intend that the program should be composed of creative engineering mechanism combined creative arts mechanism. It has been operated to the engineers for 17 weeks. we will discuss the program result and research direction and utilization in depth.

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A Case Study on the Operation of Artificial Intelligence Camp for Elementary School Students (초등학생을 위한 인공지능 캠프 운영 사례 연구)

  • Youngseok Lee;Jungwon Cho
    • Journal of Practical Engineering Education
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    • v.15 no.1
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    • pp.23-29
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    • 2023
  • For given the importance of elementary school students developing the ability to solve problems using artificial intelligence (AI), problem-solving abilities should be developed using AI along with education to develop problem-solving abilities. Such students need a form that allows them to understand the concepts and principles of AI and to be easily educated in a fun way to understand basic understanding of how AI works. To this end, this study planned an 8-hour AI convergence program and operated based on self-driving cars, demonstrating that it was effective in improving elementary school students' problem-solving abilities, creativity, and AI understanding. As a result of operating the camp, students' understanding of AI was 3.56 (standard deviation 0.85), 4.00 (standard deviation 0.71), and t-value was -5.412 (p<0.001), indicating statistically improved understanding of AI, and high satisfaction and interest of students. In the future, it will be necessary to develop an educational program that allows elementary school students to devise their own ideas and create products to which AI models can be applied.

The Effect of STEAM Camp Program for Gifted High School Students on Their Creative Leader Competency and STEAM Literacy (STEAM 캠프를 통한 영재학급 고등학생의 융합인재소양과 창의적 인재 역량 변화)

  • Kim, Hak Bum;Cha, Jeongho
    • Journal of Science Education
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    • v.45 no.2
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    • pp.231-246
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    • 2021
  • The Korean Ministry of Education has emphasized the convergent ability for human resource cultivating the development of science and technology in the future. Based on this, Korean STEAM education aims to enhance students' interest and their understanding of science and technology as well as to develop students' convergence thinking and problem-solving skills. Through the camp for gifted students, students are generally introduced to produce self-directed outputs in order to solve the problem in everyday life. In this study, the author aims to find out whether the gifted high school students' creative leader competency and STEAM literacy changed after they experienced STEAM-based camp. 517 gifted students from 52 high schools in the Metropolitan city region join the camp, which is focused on generating student-centered outputs for problem-solving in daily life context. Before and after the camp, the creative leader competency and the STEAM literacy of participants were tested and compared. From the result, we found that the gifted high school students' creative leader competency and STEAM literacy improved after participating in the STEAM camp. In particular, all the sub-factors except for the social value pursuit domains in the social characteristic area of creative leader competency and the areas of creativity, respect, and communication in STEAM literacy increased. Educational implications will be discussed.