• Title/Summary/Keyword: Creative Ability

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A Study on Analysis of Curriculum for Maker Education using 3D Printer at Elementary School Classroom

  • Kim, Woo Yeol
    • International journal of advanced smart convergence
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    • v.6 no.4
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    • pp.60-66
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    • 2017
  • The advent of the 4th industrial revolution made the importance of software education to be emphasized, and thus, the Maker Education is attracting attention. This paper analyzes the curriculum to find contents suitable for Maker Education and proposes a workbook design using the results. The curriculum analysis data and workbook examples are expected to contribute to design elementary school curriculum for Maker Education using 3D printer. The workbook-based creative Making activities are, in addition, also expected to improve the computational thinking ability and to provide the insufficient instruction hours of SW education with an expandability.

A Study of Computer-Creativity Development for Bringing up of Creative Man of Ability in the Ubiquitous Age (유비쿼터스 시대의 창의적 인재양성을 위한 컴퓨터 창의성 개발에 관한 연구)

  • Kim, Woo-Kyung;Kim, Jong-Jin;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2005.08a
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    • pp.193-201
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    • 2005
  • 제 3의 혁명이라 불리고 IT 분야의 새로운 패러다임으로써 부각되는 유비쿼터스 패러다임의 도래에 따른 컴퓨터 교육의 방향을 모색함과 동시에 유비쿼터스 패러다임을 반영한 컴퓨터 창의성 개발 과정을 설계하여 적용해 보고자 한다. 유비쿼터스 패러다임을 반영한 컴퓨터 창의성 개발은 창의적인 마인드와 사고를 지닌 미래 유비쿼터스 시대를 담당할 창의적인 인재를 육성하는데 그 목적이 있다. 따라서 유비쿼터스 시대의 IT 동향과 발전 방향을 이해하고, 실제 유비쿼터스가 구현되는 생활 모습을 통하여 우리 생활과 유비쿼터스와의 관계를 더욱 창의적인 시각에서 바라볼 수 있도록 하는데 역점을 두었다. 또한 미래의 유비쿼터스를 예견해 보는 과정을 통하여 제기되는 여러 가지 문제를 찾고 그 해결 방안을 모색해 봄으로써 학습자 자신이 미래 유비쿼터스 시대를 만들어 나가는 주역임을 스스로 깨닫도록 하는데 역점을 두어 교육 과정을 설계해 보았다.

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A Study on the Influence of I.M.F. System on Domestic Fashion (I.M.F. 체제가 국내 패션에 미친 영향)

  • 최해주
    • Journal of the Korean Society of Costume
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    • v.51 no.4
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    • pp.43-56
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    • 2001
  • Articles on fashion of major daily newspapers for about one years after I.M.F. system were analyzed. The influence of I.M.F. system, values, the importance of costumes at economic crisis were studied through fashion at that time. The major conclusions of the study are as follows : 1. Costumes made in Korea, national brands In Korean words, practical styles, multi-functional design, economic tastes and mixed fashions were emphasized. 2. The sound and patriotic values were pursued through domestic fashion and creative ideas were developed to overcome economic crisis. 3. The meaning of costumes was still important under shrink of consumption. Costumes were useful tools to estimate ability and express aesthetic appreciation. The sound fashion trends under I.M.F. system reflect the reflection on overconsume and the will to overcome economic crisis. Such trends should be fixed for the establishment of economic prosperity for the nation.

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Development of Robot Game System for IT Education (정보기술 교육을 위한 로봇 게임 시스템의 개발)

  • Choi, Young-Suk
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.3 no.2
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    • pp.73-78
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    • 2004
  • In this paper, the instrument for scientific education in elementary school is developed with the application of basic robot technology for coming IT future world. Particularly, a kind of robot game to fun a race with each other is planed to give a motive or interest in scientific education. This robot game is played with two robots per player, One robot is moved wirelessly with a remote controller and the other robot is moved automatically with intelligence given by computer program made by a player. This game system will be in spotlight as multi-objective educational system not only to teach basic technology of IT, but also to improve the ability for logical and creative thought in elementary school students.

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A Study on the Possibility of a Robot as a New Learning Tool for Creativity (로봇이 새로운 창의성 학습도구로서의 가능성 탐색)

  • Moon, Wae-Shik
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.259-264
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    • 2010
  • This study examined a possibility of a new learning method using a robot to improve elementary school students' creativity and problem solving ability. It researched and analyzed school teachers' tendency about robot education and based on this it developed curriculum and teaching materials to teach and evaluate the education after school. According to the findings, a robot is found to have a possibility of a creative learning method.

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A Study on Definition and Role of 'USER' in Contemporary Architecture (현대건축에서 사용자의 개념 및 역할 변화에 대한 연구)

  • Lee, Hyuk-Chan;Choi, Wang-Don
    • Korean Institute of Interior Design Journal
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    • v.18 no.5
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    • pp.80-88
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    • 2009
  • The relationship between architects and users has been multifarioiusly changed through architectural history. From the viewpoint of using a building, users who experience and interpret the building are as important as architects who design it. In the past, architects are not interested in the role of users. Modern architects only emphasized the concepts of users based on efficiency, and therefore users had the passive role following the design intentions in the space architects had created. However, since the end of modern movement, diverse definitions of users have been attempted. Especially the aesthetics of reception reilluminates the role of users neglected in modern movement. Therefore the one-way relationship between architects-buildings are changing into the interactive relationship between architects-buildings-users, and it results from the fact that users have the ability to reinterpret and create architectural space as well. Users have more creative and positive role in architectural space making and architects, too, reflect these trend in their architecture.

Individual Control over the Physical Work Environment to Affect Creativity

  • Samani, Sanaz Ahmadpoor;Rasid, Siti Zaleha Binti Abdul;Sofian, Saudah Bt
    • Industrial Engineering and Management Systems
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    • v.14 no.1
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    • pp.94-103
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    • 2015
  • The purpose of this paper is to provide a review of the background information regarding to the impact of personal control over the physical work environment on satisfaction with work environment and creativity at work. Today creativity has a significant and special place in business especially in innovative organizations which need creative people to generate new, and useful ideas for produce new products, services, work methods, systems etc. Moreover the design and appearance of workspace and individual ability to control the ambient conditions of the workplace have significant effect on their behavior, satisfaction and overall outcome including creativity. So the result of this study will contribute towards enhancing the understanding of the effect of office design to enhance employees' creativity.

Creating the Optimal Product Business Management System for Social and Enterprise Development

  • Liao, Shih-chung
    • Journal of Distribution Science
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    • v.11 no.6
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    • pp.21-30
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    • 2013
  • Purpose - This paper examines product design management, the current design focus of which has shifted to the need to produce innovation applications that can effectively respond to the market's consumption changes in a timely manner. Research design, data, methodology - This study discusses several methodologies that are widely used in experimental processes, such as fuzzy theory, multi-criteria decision-making theory, and managing decision making. The designers will better understand their customers by applying these methodologies. This study examines how the current trend in product innovation design observes customer needs, controls innovation, and stimulates design ability. Results - This paper takes innovative telephone design as an experimental case to investigate how to create a product using market-oriented and customized management concepts and creative design abilities. Conclusions - If accompanied by an innovative product value chain, a product can further the development of enterprise management, now the main element of every developed country's social and economic development.

Building a Product Design of Innovative Strategy for Creating Enterprise Development

  • Liao, Shih-Chung
    • The Journal of Industrial Distribution & Business
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    • v.5 no.1
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    • pp.17-25
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    • 2014
  • Purpose - Nowadays, the innovative design concept is being implemented in product design. In order to satisfy market trends and the demand for quality, designers should employ customer satisfaction questionnaires and analyze them with various experimental processes. Research design, data, and methodology - These methodologies would help designers have a better understanding of their customers and judge the market size and clustering validity, by diverse product strategies, for dealing with the rapid change prevailing in the market today. Results - By considering the innovative design with regard to telephones as an experimental case, the study investigates and demonstrates how the product can benefit from market-oriented and customized management concepts, when creative design ability is utilized for developing the product. Conclusions - Along with the benefit of having an innovative product value, the product can stimulate progress inthe development of the enterprise management, which has emerged as the main issue in the area of social and economic development in every developed country.

Learning Effects of Divide-and-Combine Principles and State Models on Contradiction Problem Solving and Growth Mindset (분할-결합 원리와 상태모형에 대한 학습이 모순문제 해결과 성장 마인드세트에 미치는 영향)

  • Hyun, Jung Suk;Park, Chan Jung
    • Knowledge Management Research
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    • v.14 no.4
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    • pp.19-46
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    • 2013
  • This paper aims to show the learning process and the educational effects of Divide-and-Combine principles and State Models, which are included in the Butterfly Model for creative problem solving. In our State Models, there are Time State Model, Space State Model, and Whole-Parts State Model. We have taught middle school students (for 18 hours), high school students (for 24 hours), and undergraduate students (for 1 semester) about our proposed Models when they solved contradiction problems. Also, we have made the students learn our contradiction resolution algorithms by themselves based on team-based discussion. By learning and by using our Models, the students had the higher level of expertise in contradiction problems and had the growth mindset that made them have confidence in themselves and kept them challenging themselves about problems. Also, learning and solving with our Models improved the students' growth mindset as well as their problem-solving ability.

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