• Title/Summary/Keyword: Creative Application

Search Result 652, Processing Time 0.022 seconds

Development of Technology and Enterprise Assessment Model for Commercialization of Public Technology (공공기술의 사업화를 위한 기술수준 및 기업역량 평가모델 개발)

  • Kim, Taeil;Song, Joo-Young
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.17 no.5
    • /
    • pp.153-163
    • /
    • 2016
  • Intellectual output, such as research papers and patents, has increased due to the consistent investment of the government R&D budget, however, the economical outcome leaves much to be desired. These unsatisfactory results originate from the lack of information sharing about the technology's business compatibility and enterprise's business capability between technology supplier and technology user. This study aims at investigating the decision making process of technology commercialization by proposing an assessment model of the technology's business compatibility and enterprise's business capability. The assessment model was completed by selecting the key index through a literature survey, field survey and consultation with experts. The technology assessment model can be effectively utilized for technology licensing, technology start-up and technology selection in R&BD projects. However, the assessment indexes required for the basic science are not investigated in this study and some assessment indexes are differently interpreted by the individual appraisers. The assessment model will be improved through field application and additional studies will be conducted to develop the assessment model of basic science.

A Study on the Application of Information Design to Korean Cultural Heritage Education (한국 문화유산 교육의 정보디자인 적용 방법 고찰)

  • Barng, Keeung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.9 no.11
    • /
    • pp.475-489
    • /
    • 2019
  • This study seeks to explore the method of imagination through creative new thinking in cultural heritage education and the most effective model of education in education. Research methods were organized by the methods of reviewing literature, browsing the Internet, and comparative analysis of prior research. We hope to realize the need for differentiated Korean cultural heritage and make efforts to incorporate our identity in the design. Through this study, we hope to realize the need for differentiated Korean cultural heritage and make efforts to incorporate our identity in the design. In the process of visualizing information, the focus should be on identifying the structure, characteristics, and the correlation between pattern and trend analysis, and the heterogeneity analysis, and should be made with the characteristics considered. Texting, graphics, sound, animation, lighting, and Navigation are often used as the expressive elements of information visualization for educational models. To facilitate the understanding of learners, accurate information transmission visuals should be presented. To do so, the use of infographic can be the answer. It is necessary to develop appropriate multimedia visual data, such as the use of infographic to be applied, and to develop various infographic multimedia visuals. These work should not be merely a research dimension, but should be carried out with the aim of helping develop actual cultural heritage educational content.

Development of Curriculum Framework for Entrepreneurship of Youth (청소년 기업가정신 교육과정 틀(Framework) 개발)

  • Kang, Kyoung Kyoon
    • Journal of vocational education research
    • /
    • v.36 no.4
    • /
    • pp.79-102
    • /
    • 2017
  • The purpose of this study was to develop curriculum framework for entrepreneurship development for adolescents. In order to achieve this goal, we studied and developed entrepreneurship semantics, entrepreneurship education, entrepreneurship education, entrepreneurship education contents. This study was developed through Delphi survey. The results of this study were as follows. First, the meaning of entrepreneurship is Innovative mind-set to create true value by experience into life in order to pursue 'self full-filling life' as the organizer of life. Second, the nature of entrepreneurship education for youth is that entrepreneurship education aims to find and solve new problems through self-management to young people who will lead the future, and to create dynamic challenges and creative changes to create innovative values. Leadership skills, challenging spirit, and ability to solve practical problems'. Third, we developed a general goal for youth and elementary, middle and high school goal for entrepreneurship education. Fourth, as a domain of entrepreneurship education, we have developed 'core discovery', 'entrepreneurial skills', 'becoming an entrepreneur' and developed key themes. Based on the results of this study, we developed a systematic entrepreneurship education linkage and educational condition creation for young people outside schools; entrepreneurship program application and educational condition development according to the operation of the free-learning semester system; the strengthening of business start-up support for youth in late adolescence, the establishment of measures to utilize related institutions in local communities and others.

Educational Needs of the Core Competencies for Low-Carrier Technology Teachers (초임 기술교사를 위한 핵심 역량의 추출과 교육 요구도 분석)

  • Choi, Yuhyun
    • 대한공업교육학회지
    • /
    • v.44 no.1
    • /
    • pp.209-231
    • /
    • 2019
  • The purpose of this study was to extract the factors of core competency required for technology teachers and to analyze the educational needs for extracted core competency factors and to search for the application of core competencies in the in-service technology teachers education. This study was conducted by literature review, expert validation, and needs assessment method. The survey was conducted by 92 low-carrier technology teachers who participated in in-service technology teachers education for upgrading to first grade teacher certificate. Data were analyzed the factor analysis, needs assessment, and IPA analysis using SPSS 24. The core competencies with high education needs were selected by the score of the Borich formula and the IPA analysis. As a result of the study, 29 factors of core competencies were chosen as the priority: challenge, planning ability, decision making ability, future orientation, intellectual property utilization ability, communication ability, and creative thinking etc. Based on the conclusions of this study, I would suggest the following. It is to create a new in-service education program reflected on core competencies that have high educational needs of low-carrier technology teachers. In addition, a strategy that reflects core competencies methodically in existing in-service teachers education program is needed. Future research should be followed by research on curriculum design to enhance high needed core competencies of low-carrier technology teachers.

Current Transmission of Intangible Cultural Property in Ibuk 5-do and Proposal for its Development (이북5도 무형문화재의 전승현황과 발전방안)

  • Cha, Ji-eon
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.8
    • /
    • pp.653-666
    • /
    • 2019
  • This study is designed to find out the protection system of intangible cultural property as the current national policy and analyze the foundational problems in order to suggest the future vision in a way of transmitting the traditional cultural heritage to the descendants, based on the policy support for the intangible cultural property under the control of Commission for Ibuk 5-do (5 Northern Provinces of Korean peninsula). The research issue is first, the aging of the holders of the important cultural properties in Ibuk 5-do and the overcoming of the incomplete transmission system. The second issue is the protective policy of the transmission from the national perspective and the justification of the government's financial support. The third issue is the development of cultural contents by using the intangible cultural properties in Ibuk 5-do and the suggestion of the creative development for the resourcing of culture. As for the research methods, reference research and analysis on interview data and data from the related entities was done were analyzed and the results were actively adopted. The research results showed the followings to be required; first, the aged holders of the cultural properties shall be treated well and at the same time, the holders recognized to hold the transmission ability shall be dually designated. Second, the training system for the younger generation to keep the traditional cultural heritage shall be established; Third, the educational program and school education shall be extended so that the importance of the transmission of the intangible traditional cultural properties in Ibuk 5-do (northern 5 provinces of Korea) shall be recognized; Fourth, the recording system shall be constructed and its application system shall be required. In the end, in order for such development methods to be implemented effectively, active government support is desperately required.

Development and Application of the Butterfly Algorithm Based on Decision Making Tree for Contradiction Problem Solving (모순 문제 해결을 위한 의사결정트리 기반 나비 알고리즘의 개발과 적용)

  • Hyun, Jung Suk;Ko, Ye June;Kim, Yung Gyeol;Jean, Seungjae;Park, Chan Jung
    • The Journal of Korean Association of Computer Education
    • /
    • v.22 no.1
    • /
    • pp.87-98
    • /
    • 2019
  • It is easy to assume that contradictions are logically incorrect or empty sets that have no solvability. This dilemma, which can not be done, is difficult to solve because it has to solve the contradiction hidden in it. Paradoxically, therefore, contradiction resolution has been viewed as an innovative and creative problem-solving. TRIZ, which analyzes the solution of the problem from the perspective of resolving contradictions, has been used for people rather than computers. The Butterfly model, which analyzes the problem from the perspective of solving the contradiction like TRIZ, analyzed the type of contradiction problem using symbolic logic. In order to apply an appropriate concrete solution strategy for a given contradiction problems, we designed the Butterfly algorithm based on decision making tree. We also developed a visualization tool based on Python tkInter to find concrete solution strategies for given contradiction problems. In order to verify the developed tool, the third grade students of middle school learned the Butterfly algorithm, analyzed the contradiction of the wooden support, and won the grand prize at an invention contest in search of a new solution. The Butterfly algorithm developed in this paper systematically reduces the solution space of contradictory problems in the beginning of problem solving and can help solve contradiction problems without trial and errors.

The Effects of STEAM Program on Preservice Science Teachers' Communication Competency: Their Experiences and Reflection on STEAM Education (STEAM 프로그램이 예비 과학교사의 의사소통역량에 미치는 영향: STEAM 교육에 대한 경험과 성찰)

  • Kim, Sun Young;Jeon, Jae Hyeong
    • Journal of Science Education
    • /
    • v.43 no.1
    • /
    • pp.136-156
    • /
    • 2019
  • This study examined the effects of STEAM program on preservice science teachers' communication competency and further explored their experiences of and reflection on STEAM program. The study design is one group pretest-posttest with mixed methodology using both quantitative and qualitative data. The STEAM program consists of three stages: introduction of STEAM, participation in STEAM activities, and reflection on the STEAM program. The preservice science teachers improved their communication competency after the STEAM program (p < .01). The preservice science teachers represented statistically higher scores on the three subscales of communication competency: Interpretation ability, self-presenting ability, and understanding others' viewpoints. In addition, the preservice science teachers reflected on their STEAM experiences. During the first stage of 'Presentation of the Problem Situation,' the preservice science teachers mentioned that they roused their curiosity due to everyday experience-related, social issues or present issues. In the stage of 'Creative Design,' the preservice science teachers mentioned that they selected the final idea through mutual consent of the members, the practical possibility of everyday life, the previous experience-based decisions, or persuasive power. Further, about 87.5% of preservice science teachers mentioned that they were fully engaged in the 'Emotional Learning' stages due to the application of integrated thinking, everyday related issues, and communication among group members. About 85% of the preservice science teachers mentioned that they could challenge new problems in future situations.

Case Study of Elementary School Classes based on Artificial Intelligence Education (인공지능 교육 기반 초등학교 수업 사례 분석)

  • Lee, Seungmin
    • Journal of The Korean Association of Information Education
    • /
    • v.25 no.5
    • /
    • pp.733-740
    • /
    • 2021
  • The purpose of this study is to present the direction of elementary school AI education by analyzing cases of classes related to AI education in actual school settings. For this purpose, 19 classes were collected as elementary school class cases based on AI education. According to the result of analyzing the class case, it was confirmed that the class was designed in a hybrid aspect of learning content and method using AI. As a result of analyzing the achievement standards and learning goals, action verbs related to memory, understanding, and application were found in 8 classes using AI from a tool perspective. When class was divided into introduction, development, and rearrangement stages, the AI education element appeared the most in the development stage. On the other hand, when looking at the ratio of learning content and learning method of AI education elements in the development stage, the learning time for approaching AI education as a learning method was overwhelmingly high. Based on this, the following implications were derived. First, when designing the curriculum for schools and grades, it should be designed to comprehensively deal with AI as a learning content and method. Second, to supplement the understanding of AI, in the short term, it is necessary to secure the number of hours in practical subjects or creative experience activities, and in the long term, it is necessary to secure information subjects.

A Case Study on the Expansion Transmedia Storyworld of K-POP Idol Group : Focusing on Reboot and Homage (K-POP 아이돌 그룹의 트랜스미디어 스토리월드 확장 사례 연구 :리부트와 오마주를 중심으로)

  • Choi, Yoon-Young;Ko, Jeong-Min
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.4
    • /
    • pp.723-733
    • /
    • 2021
  • 'Reboot' and 'Homage' are using as creative techniques in traditional storytelling media fields such as movies or dramas, but the possibility of expanding the transmedia story world has not yet been presented. This study was written to present a new concept of transmedia story world expansion type using the 'Reboot' and 'Homage' methods. 'Reboot' and 'Homage' are typical storytelling methods of K-POP idol groups that need to develop content. I selected , , and , which have built their story world, and examined both the narrative creation section and the marketing application section. The result of the study is as follows. First, EXO is an example of a reboot case. They set the original set as 'past' and insert the new storylines. Second, BTS is an example of a character's reboot. They built a story world by paralleling 'Idol BTS' and 'Character BTS'. Third, Wanna One is an example of the original story world's homage. They reorganize the story world of and attracting the attention of the existing audience. Fourth, BTS is an example of other media homage which reinterprets the meaning of BTS characters and story world by using the meaning of classic works.

The Effectiveness of the Living Lab-based Elementary School Data Science Program (리빙랩 기반 초등학교 데이터 과학 프로그램의 효과성 분석)

  • Son, Jungmyoung;Kim, Taeyoung
    • Journal of The Korean Association of Information Education
    • /
    • v.26 no.2
    • /
    • pp.105-120
    • /
    • 2022
  • In addition to the rapid changes in the times caused by the pandemic, the revision of the new curriculum coincides with the change in the proportion of the three elements of learners, society, and subjects that make up the curriculum. In particular, along with the proportion of 'social' in the curriculum, the scope of the word 'educational community' has increased, and the allowable range of curriculum restructuring centered on it has expanded. In order for the intended direction of education to be properly established in the new curriculum, various educational method studies are needed to cultivate newly emerged competencies and literacy. In this study, after selecting the contents and goals of the convergence curriculum based on various criteria for subject selection, the data science program was designed by reconstructing Living Lab's PDIE methodology. As an evaluation factor for this, we tried to analyze the effectiveness of 'creativity', 'problem-solving ability', 'communication ability', 'collaboration ability' among future competencies emphasized in the curriculum. As a result of the study, it was effective in improving creative and communication skills, and this study focuses on verifying the effectiveness of School Living Lab, suggesting the necessity of post-research that expands the application space of research and diversifies the role of educational community subjects.