• Title/Summary/Keyword: Design Based Education

Search Result 4,014, Processing Time 0.023 seconds

Case Study on Competency-based Maker and Design Education using Marine Robot (해양로봇 활용의 역량중심 메이커 및 설계 교육 사례 연구)

  • Kim, Hyun-Sik
    • Journal of Engineering Education Research
    • /
    • v.24 no.2
    • /
    • pp.12-19
    • /
    • 2021
  • Recently, the need of the future education in youth and univesity is rapidly increasing according to 4th industrial revolution. However, the maker and design education as a kind of youth and university future education has the following problems: it is implemented as an interesting convergence education including software education, it is managed by integrating youth and university competencies, it is composed in the form of blended class of consilient subject and nonsubject, it requires considering satisfaction in competency measurement and management, it is connected with entering school and getting job. To solve these problems, a case study on competency-based maker and design education using marine robot, which is based on the process-based learing method, integrated competency of youth and university, blended-type curriculum in terms of online and offline, is executed. To verify the competency-based maker and design education, the satisfaction survey in subject and nonsubject is performed. Study results show the example of the marine robot-based maker and design education and the need for additional study.

Design Guidelines of Convergent Education Environment Based on Design Thinking through STEAM Theory

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
    • /
    • v.11 no.2
    • /
    • pp.56-63
    • /
    • 2023
  • I proposed the architectural guideline for educational environment based on design thinking approach to integrate and enhance learners' activities and achievements. The physical environment of design education learning space should be applied by teaching methods and learning activities, especially for STEAM-based convergent education, the architectural space conditions should support the design process based on design thinking. The learning environment conditions influence design education with physical design factors and learners' communication, and the flexible environment based on design thinking, which is crucial for design education. The 3 steps of design thinking experiences also allow students to learn the context of ideas, skills and outcomes. Therefore, I argued that the learning surrounding based on design thinking needs flexible and mobile, connected, integrated, organized, and team-focused environments to support learners' understanding, participation, and collaboration, and to achieve the design process based on research findings. For spaces for convergent learning environments based on design thinking, common design principles should be reviewed, such as coexistence with technology, safety and security, transparency and spatial extension, multi-purpose space and outdoor learning.

Design Principles for Learning Environment based on STEAM Education

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
    • /
    • v.9 no.3
    • /
    • pp.55-61
    • /
    • 2021
  • In this study, a learning environment based on STEAM theory was proposed to support and improve learners' activities and achievements for convergent design education. The learning environment design influence STEAM education with intentional design and schedule coordination, schools can create informal environments that are crucial to STEAM education. The physical surroundings of the learning space should be applied to teaching methods and learning activity, especially for STEAM-based education, physical space conditions should support the learner's design thinking and process. Furthermore, STEAM-based education environment should support a vast array of experiences that allow students to learn the context around ideas and skills. For spaces for learning environment based on STEAM, common design principles should be considered such as technology integration, safety and security, transparency, multipurpose space, and outdoor learning. Therefore, the learning environment based on STEAM needs flexible and mobile, connected, integrated, organized, flipped, and team-focused surroundings to support the learners understand, participate, cooperate, and accomplish the design process.

Design-Based Learning for Computational Thinking (Computational Thinking 향상을 위한 디자인기반 학습)

  • Kim, Soohwan;Han, Seonkwan
    • Journal of The Korean Association of Information Education
    • /
    • v.16 no.3
    • /
    • pp.319-326
    • /
    • 2012
  • In this paper, we studied a design-based learning for Computational Thinking in Computational Literacy. The design-based learning for computational thinking in computational literacy education started from a MIT media laboratory in 2011. We revised the design-based learning and applied it to educational field. We considered educational strategies and derived the implications, after teaching fourth grade gifted students. Moreover we conducted and analyzed a questionnaire survey, observations and interviews. As the result, the design-based learning in computational literacy is effective for creative computational thinking that students create their ideas and make a meaningful artifacts from it. We expect that this study provides the basic data to apply a design-based learning for computational thinking to Computer education.

  • PDF

Designing a Project-based Service-Learning Course for Pre-dental Education: A Theoretical Exploration

  • LEE, Jihyun
    • Educational Technology International
    • /
    • v.16 no.2
    • /
    • pp.249-272
    • /
    • 2015
  • This study is a theoretical exploration of project-based service-learning and its application in designing pre-dental curricula. As a response to the limitation of community service courses, service-learning has been implemented as pedagogy in higher education practices. Service-learning connects service and learning by engaging students in activities that address community needs with intentionally designed learning opportunities while adding value to and transforming both service and learning. Project-based service-learning is an extended and more active version of service-learning. Whereas service activities are arranged by instructors in the original service-learning, project-based service-learning provides students with opportunities for exploring problems and root causes on site and then devising and implementing solutions of their own using their talents and creativity. This study proposes a theoretical approach to project-based service-learning and suggests six design components, namely, related curriculum, reflection, reciprocity, service and community engagement, evaluation and recognition, and creative problem solving. Based on the components, 20 design strategies are formulated. The exploration is aimed to provide design guides for professionals attempting to implement project-based service-learning in higher education.

A New Triterpenoid Saponin from Pulsatilla cernua

  • Fan, Wenhao;Liu, Jianyu;Gong, Yixia;Ma, Jing;Zhou, Nan;Xu, Yongnan
    • Natural Product Sciences
    • /
    • v.19 no.2
    • /
    • pp.150-154
    • /
    • 2013
  • A new oleanane-type triterpenoid saponin together with six known saponins were isolated from the roots of Pulsatilla cernua. Their structures were elucidated on the basis of spectroscopic data, including 2D NMR spectra and chemical evidence. Compounds 1 and 6 are reported from this genus for the first time.

Design of Artificial Intelligence Education Program based on Design-based Research

  • Yu, Won Jin;Jang, Jun Hyeok;Ahn, Joong Min;Park, Dae Ryoon;Yoo, In Hwan;Bae, Young Kwon;Kim, Woo Yeol
    • International journal of advanced smart convergence
    • /
    • v.8 no.4
    • /
    • pp.113-120
    • /
    • 2019
  • Recently, the artificial intelligence(AI) is used in various environments in life, and research on this is being actively conducted in education. In this paper, we designed a Design-Based Research(DBR)-based AI programming education program and analyzed the application of the program for the improvement of understanding of AI in elementary school. In the artificial intelligence education program in elementary school, we should considerthat itshould be used in conjunction with software education through programming activities, rather than creating interest through simple AI experiences. The designed education program reflects the collaborative problem-solving procedures following the DBR process of analysis - design - execution - redesign, allowing the real-world problem-solving activities using AI experiences and block-type programming language. This paper also examined the examples of education programs to improve understanding of AI by using Machine Learning for Kids and to draw implications for developing and operating such a program.

A Fundamental Study on K-12 Design Education Emphasizing 'Design Based Education' (초.중등 디자인교육에 대한 기초연구 :‘디자인을 기초로 한 교육’을 중심으로)

  • 권은숙
    • Archives of design research
    • /
    • v.20
    • /
    • pp.87-96
    • /
    • 1997
  • Design education has been developed on the basis of higher education and continuing education for professional designers. This professional education has been regarded as a top priority in order to establish the discipline of design and status of designers in the society for the birth of design as a new discipline. Education of designers, however, should not be limited within the professional education led by higher education system. In order to educate designers having the competitiveness for the 21st century, it is necessary to expand the range of design education from higher education to general education by developing new programs. This paper is designed to investigate the importance and characteristics of 'Design-Based Education' by emphasizing design educational methods which are applied to the general education. As case studies, the current educational situations of England and United States of America are analyzed on the basis of their efforts and children's education programs. This study will provide the fundamental guideline for the development of K-12 design education in Korea.

  • PDF

A Design-Based Research on Application of Artificial Intelligence(AI) Teaching-Learning Model in Elementary School

  • Kim, Wooyeol
    • International journal of advanced smart convergence
    • /
    • v.10 no.2
    • /
    • pp.201-208
    • /
    • 2021
  • Recently, artificial intelligence(AI) has been used throughout society, and social interest in it is increasing. Accordingly, the necessity of AI education is becoming a big topic in the education field. As a response to this trend, the Korean education authorities have also announced plans for AI education, and various studies have been performed in academic field to revitalize AI education in the future. However, the curriculum research on what differentiates AI education from existing SW education and what and how to train AI is still in its infancy. In this paper, Therefore, we focused on the experiences of elementary school students in solving problems in their own lives, and developed a teaching-learning model based on design-based research so that students can design a problem-solving process and experience the process of feedback. We applied the developed teaching-learning model to the problem-solving process and confirmed that it increased students' understanding and satisfaction with AI education.

A Study to Design the Instructional Program based on Explainable Artificial intelligence (설명가능한 인공지능기반의 인공지능 교육 프로그램 개발)

  • Park, Dabin;Shin, Seungki
    • 한국정보교육학회:학술대회논문집
    • /
    • 2021.08a
    • /
    • pp.149-157
    • /
    • 2021
  • Ahead of the introduction of artificial intelligence education into the revised curriculum in 2022, various class cases based on artificial intelligence should be developed. In this study, we designed an artificial intelligence education program based on explainable artificial intelligence using design-based research. Artificial intelligence, which covers three areas of basic, utilization, and ethics of artificial intelligence and can be easily connected to real-life cases, is set as a key topic. In general design-based studies, more than three repetitive processes are performed, but the results of this study are based on the results of the primary design, application, and evaluation. We plan to design a program on artificial intelligence that is more complete based on the third modification and supplementation by applying it to the school later. This research will help the development of artificial intelligence education introduced at school.

  • PDF