• Title/Summary/Keyword: Design Ability

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The Development of Children's Emotional and Cognitive Perspective-taking Ability (아동의 정서적, 인지적 조망수용능력의 발달에 관한 연구)

  • Kim, Jung Jin;Choi, Kyoung Sook
    • Korean Journal of Child Studies
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    • v.12 no.1
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    • pp.5-20
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    • 1991
  • The purpose of this study was to investigate developmental tendencies and age-related differences in the relationship between children's cognitive and emotional perspective-taking ability. The subjects were 4-year-old (N=60), 6-year-old (N=60) and 8-year-old (N=60) children. In each group, there were an equal number of boys and girls. Feshbach & Roe's child perspective-taking ability test was modified for this study. The test included four facial expression cards and six different stories inducing three types of emotion: happy, sad and angry. This experiment consisted of a 3 (age) by 3 (emotional stories: happy, sad and angry) factorial design. The dependent measures were two response types: emotional and cognitive perspective-taking ability. The results showed that both cognitive and emotional perspective-taking ability increased with age. Happy emotional perspective-taking ability developed earlier than sad and angry perspective-taking ability. The correlation between cognitive and emotional perspective-taking ability increased with age.

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A Study on Limitations and Possibilities of Convergence Education in Engineering (이공계 대학 융합 교육의 한계와 가능성 탐색)

  • Huh, Jisuk
    • Journal of Engineering Education Research
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    • v.22 no.2
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    • pp.46-54
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    • 2019
  • The purpose of this study is to discuss the current status and limitations of convergence education in universities and to explore new possibilities of engineering convergence education by analyzing characteristics and cases of self - design semesters as convergence education. As a result of this study, it was found that the education for fostering convergence ability is insufficient for the viewpoint of education. The types of convergence education could be classified into three categories. However, the concept and paradigm of convergence education has not been established precisely because it is made in a 'top-down' manner by the government. In addition, there was a limit of the lack of a foundation to operate the convergence education. However, A university's self-design semester, it shows the possibility of cultivating the overall convergence ability by giving autonomy and subjectivity to learners and through the acquisition of contextual knowledge and the ability of collaboration.

An Empirical Analysis of a Process Design Considering Worker's Cognition (작업자의 인지를 고려한 공정 설계에 대한 실증 연구)

  • Kim, Yearnmin
    • Journal of Korean Institute of Industrial Engineers
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    • v.42 no.2
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    • pp.80-85
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    • 2016
  • This study suggests a process design using cognitive processes. Job characteristic model for job design and recent cognitive engineering studies for process design are reviewed briefly. By using these concepts, the lean production system is re-interpreted in terms of cognitive engineering and the latent dimensions of the lean production system are revealed as the application of cognitive engineering principles. An integrated process design framework for cognitive manufacturing system using job characteristic model is suggested for the effective design of manufacturing system. Propositions for empirical analysis of this model are also analyzed through a questionnaire survey. Propositions are (1) experiential cognition and motivation potential affect the ability, role perception, and need for achievement of the operator in the manufacturing system, (2) the ability, role perception, and need for achievement of the operator affect the job performance. Both propositions are supported by correlation analysis and path analysis.

Effects of Analytic Rubrics on Learners' Self-Directed Learning Ability in Information Technology Unit Assessment (정보기술단원 평가에서 분석적 루브릭의 적용이 학습자의 자기주도 학습력에 미치는 영향)

  • Nam, Seung-Kwon;Choi, Won-Sik
    • 대한공업교육학회지
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    • v.30 no.1
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    • pp.56-67
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    • 2005
  • The purpose of this study was to examine the effects of analytic rubrics on learners' self-directed learning ability in information technology unit assessment. The experiment and control groups were 4 classes of the 2nd grade in B middle school located in Daejeon. The pretest was performed to check the group homogeneity. For the experiment design, the nonequivalent control group design as a type of quasi-experimental design was used. The experiment was composed of 5 sessions. Statistical significance was p < .05 to verify the hypothesis, and SPSS 12.0 for Windows was used for statistical treatment. The results from this study were as follows: (1) The application of analytic rubrics in information technology unit assessment affected learners' self-directed learning ability in a positive way in 4 factor's(openness, self-concept, intrinsic motivation, self-evaluation) but does not affected in 3 factor's(autonomy, creativity, problem solving). (2) The difference in sex was not a statistically significant factor in the application of analytic rubrics in information technology unit assessment. Based on the results of the experiment, two suggestions were made to promote the application of rubrics in technology education assessment. (1) Research and development of many types of rubrics for technology education are needed. (2) Systematic training of rubrics for technology teachers is needed.

Development of STEAM Instructional Materials using Arduino for Creative Engineering Design Class in High Schools and Its Application (일반계고의 창의공학설계 수업을 위한 아두이노 기반 STEAM 수업자료 개발과 적용)

  • Lee, Dae-Seok;Lim, Yeong-Dae;Kim, Jinsoo
    • Journal of Engineering Education Research
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    • v.23 no.1
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    • pp.3-9
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    • 2020
  • The purpose of the study was to develop the Arduino based STEAM instruction materials for creative engineering design class. PDIE model was used in this study. We developed a STEAM lesson plan and a STEAM lesson worksheet for a total of six sessions through the steps of preparation, development, implementation and evaluation. The validity of the instruction materials was evaluated by the 10 experts using a survey. The instruction materials were applied to the class (52 students attended) of the creative engineering designs unit in technology and home economics subject. The class satisfaction and the creative solving-problem ability were examined after the calss. The class satafacition was high as the average of 10 item was 4.57 (out of 5). The paired t-test was conducted to compare the means of the creative solving-problem ability. It was observed that 'understanding and mastery of knowledge, thought, function and skills in a specific domain', 'divergent thinking', 'critical and logical thinking' and ' motivational factors' were significantly increased after the class. The instruction materials develped in this study were successfully designed to enhance the creative solving-problem ability by designing creative tasks and to intrique the interest by adding visual and auditory stimuli with the Arduino.

An Analysis of Mathematical Modeling Process and Mathematical Reasoning Ability by Group Organization Method (모둠 구성에 따른 수학적 모델링 과정 수행 및 수학적 추론 능력 분석)

  • An, IhnKyoung;Oh, Youngyoul
    • Journal of Elementary Mathematics Education in Korea
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    • v.22 no.4
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    • pp.497-516
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    • 2018
  • The purpose of this study is to compare the process of mathematical modeling in mathematical modeling class according to group organization, and to investigate whether it shows improvement in mathematical reasoning ability. A total of 24 classes with 3 mathematical modeling activities were designed to investigate the research problem. The result of this study showed that the heterogeneous groups performed better than the homogeneous groups in terms of both the performance ability of mathematical modeling and mathematical reasoning ability. This study implies that, with respect to group design for applying mathematical modeling in teaching mathematics, heterogeneous group design would be more efficient than homogeneous group design.

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The Effect of Knowledge Sharing Activity on Computational Thinking through Design Thinking Project and Team Activity Satisfaction (디자인씽킹 프로젝트와 팀활동만족도를 매개로 한 지식공유활동이 컴퓨팅사고력에 미치는 영향)

  • Park, Jeongseon;Park, Sanghyeok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.4
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    • pp.1-11
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    • 2017
  • Our society has changed from an industrial society to a knowledge - based society, and the need for new knowledge creation activities through the convergence of various knowledge is emphasized. In accordance with these changes, universities aiming at nurturing human resources for society have sought new approaches and changes. The discussion of various curriculum for the future talent training in the university is aimed at the goal of developing problem solving ability irrespective of the subject of education or major. In this study, we tried to show that computational thinking ability can be improved by strengthening creative team activities by combining design thinking method in computer curriculum of general education course of university. To do this, we conducted a design thinking team project for students of computer general education course at G university in Gyeongnam province and conducted a survey. The results of the questionnaire were verified by statistical methods. The variables of this study satisfied both the validity and the reliability. Multiple regression analysis showed that knowledge sharing, team activity satisfaction, and design thinking project satisfaction factors all affect computing thinking ability.

A Study on the Characteristics of the Creativity Development Teaching Method for Promoting Fashion Design Ability (패션디자인 능력 육성을 위한 창의성 개발 교육법 특성 연구)

  • Lee, EunRung
    • Fashion & Textile Research Journal
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    • v.20 no.2
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    • pp.156-166
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    • 2018
  • The purpose of this study is to present the suitable material that can be a real help to make the creativity development teaching method for creative inspirations of fashion design. To achieve these goals, researched and analyzed the creativity studies in the fields of psychology, education, and design (visual design, product design, fashion design, etc.) published in the national journal. Through this analysis, were extracted the characteristics of creativity, teaching methods for creativity learning, and expression methods. Based on this, intend to provide the creativity characteristic, the expression method, and the problem solving process in teaching methods for promoting fashion design ability. After the analysis, the results are as follows; First, the classical 4P (Place, Person, Process, Product) is important to a creativity development teaching method for fashion design. The elements of creativity of a creativity development teaching method for fashion design are 5elements; curiosity, openness, originality, patience, and synthetic ability. Second, the typical method is a drawing (such as a sketch) when visually express and embody ideas in fashion design. Drawing is an important activity that is working with the right brain and the left brain. Drawing exercises will reduce the burden of expressing ideas, providing pleasure and fulfillment in the development of creative ideas. Third, offered 5stages to solve problems of a creativity development teaching method for fashion design; understanding stage, idea stage, visualization stage, evaluation stage, and verification stage. Abstract intangible ideas are concreted and elaborated through stages of visual manifestation such as language, symbol, and drawing.

Investigation of the Components for Assessing the Ability of Engineering Design (공학설계능력의 평가 요소 구명)

  • Kim Tae-Hoon;Lee So-Yee;Rho Tae-Cheon
    • Journal of Engineering Education Research
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    • v.8 no.3
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    • pp.49-56
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    • 2005
  • The purposes of this study are to select assessment components for the engineering design ability and to verify the validity of the selected assessment components. From the results of the study, the following conclusions were made. $\cdot$ Social Ability : 'Communication' and 'Teamwork' $\cdot$ Procedure Ability : 'Acknowledging and Defining Problems', 'Planning and Maintaining', 'Collecting Information', 'Deriving Ideas' and 'Evaluating Ideas' $\cdot$ Experience : 'Engineering Experience' and 'Science Experience' $\cdot$ Knowledge : 'Engineering Knowledge', 'Science Knowledge' and 'Mathematics Knowledge', 'Visualization Ability': 'Sketching' and 'Drawing' $\cdot$ Reasoning : 'Converging Reasoning' 'Inductive Reasoning' and 'Intuitive Reasoning'

A Study on the Development of Library Space Planning Major Based on the Self-Designed Major (자기설계전공기반 도서관공간기획전공 개발에 관한 연구)

  • Noh, Younghee;Shin, Youngji
    • Journal of the Korean Society for Library and Information Science
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    • v.53 no.1
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    • pp.5-31
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    • 2019
  • In this study, in order to foster human resources equipped with expertise in libraries and spatial organization that contributes to the development of libraries, planning, design, and construction, the self-designed library space planning major was developed and the education goal, human resources award, and major capabilities were presented. To this end, the relevant literature analysis, expert opinion collection, and consumer survey were conducted, and the results are as follows. First, the person-in-person awards required for library space planning were identified as space planning personnel, design thinking personnel, and creative working people. Second, the person-specific majors were derived with the ability to analyze the library environment, ability to express spatial concepts, ability to analyze user needs, ability to coordinate interests, ability to understand spatial design, ability to understand spatial design, and ability to apply practical applications. Based on the plan, subjects should be developed that can fulfill the educational goals of the future library space planning major, human resources award, and human resources status, and operation plans should be designed so that the library space planning major can adapt students without fail due to its own design-based major.