• Title/Summary/Keyword: Design Based Education

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Design of STEAM Education Process applying 3D Printer for Computational Thinking

  • Kim, Woo Yeol
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.1
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    • pp.23-30
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    • 2018
  • Many practitioners in educational field, recently, are seeking to improve Computational Thinking through SW education. The purpose of this paper was, for promotion of SW education, to design the STEAM education process utilizing 3D printer. The project-based education process emphasized the cooperation in the process of producing common results and proposed a new STEAM education process. The designed products are expected to be used in the elementary school classes by linking with the camp and teacher training programs and the curriculum.

The Effect of Design-Oriented Model (NDIS) based on Computational Thinking in SW Education (SW 교육에서의 컴퓨팅 사고력 기반 디자인 중심 모형(NDIS)의 효과분석)

  • Ju, Soo-Jin
    • The Journal of Korean Association of Computer Education
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    • v.20 no.2
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    • pp.13-21
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    • 2017
  • The purpose of this study is to verify the effect of the design - oriented model (NDIS) for enhancing learner's computing thinking in SW education. NDIS is a project-based learning model in which learners find real-life problems, analyze their needs, and design and implement them. In order to verify the effectiveness of NDIS, we experimented with middle level G education university students who had previously experienced SW education class. The traditional project model was applied to the control group and the NDIS model based on CT was applied to the experimental group. The experimental group showed a higher CT narrative performance evaluation score than the comparative group, which showed a significant difference. In addition, students showed a positive perception of self-confidence and CT improvement in solving real-life problems using computing.

An Analysis on Educational Needs of Creative Engineering Design Ability of Engineering Students (공과대학생의 창의공학설계능력 교육요구도 분석)

  • Park, Shin Young;Lee, Yunso;Kim, Kyeong Eon;Kang, Seung Chan
    • Journal of Engineering Education Research
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    • v.21 no.2
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    • pp.7-16
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    • 2018
  • The purpose of this study is to develop and implement engineering education program by drawing out the educational needs creative engineering design ability. The importance and current level of creative engineering ability were surveyed and analyzed by using 29 sub - factors of creative engineering design ability presented by Kim Dae young et al(2006). from 234 engineering students in 6 universities. As a result, students recognized that all items of creative engineering design ability were important, and their level was generally recognized. The educational needs for creative ability and creative problem solving ability was high and the educational needs for creative engineering design project was relatively low. Based on these results, it is necessary to develop an educational program to enhance creative engineering design ability by considering learner's perception and professional and industrial recognition.

Abstraction of the Definition of Engineering Design Ability and its Subdivision and Element by the Survey of Experts' Recognition (전문가 인식 조사에 의한 공학 설계 능력의 정의 및 하위 영역과 요소 도출)

  • Kim, Taehoon
    • Journal of Engineering Education Research
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    • v.18 no.3
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    • pp.24-32
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    • 2015
  • The purpose of this research is to consider theoretical points of view on a preceding research related to an engineering design and abstract the definition of engineering design ability, its subdivision and element on the basis of experts' recognition. To achieve this goal, various literature researches were carried out by examining domestic and foreign articles in journals, lots of dissertations, and books related to engineering design through theoretical consideration. And to secure the validity on the definition of engineering design ability, its subdivision and element through the theoretical study, a feasibility evaluation method by the experts was applied. And the feasibility evaluation of the experts was conducted through 2 stages. The major conclusions of this study are as follows. Firstly, based on the experts' recognition on the definition of engineering design ability, its subdivision and element, which were revised through the 1st feasibility evaluation and then utilized in the 2st one, the validity was confirmed, and the subdivisions of the engineering design ability were divided into 5 and the elements of the subdivision ability were 33. Secondly, the engineering design ability was defined as "the one to design a realizable product with consumers' demand fully satisfying, based on a knowledge application ability, thinking ability, communication ability, problem-solving ability, and teamwork ability to solve engineering problems." Thirdly, the subdivisions of the engineering design ability were divided as a knowledge application ability, thinking ability, communication ability, problem-solving ability, and teamwork ability.

A study on the Application of Teaching and Learning Theory to Military School Education (교수·학습이론의 군 학교교육 적용에 관한 연구)

  • Lee, Deug-Woon
    • Journal of National Security and Military Science
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    • s.15
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    • pp.87-116
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    • 2018
  • This study is a study on applying the teaching-learning theory of education to military school education. For the purpose, the theories of constructivist, cognitive, and behavioral theories of teaching-learning theory are reviewed and applied to military school education. The application of teaching-learning theory to military school education suggested the application of constructivist, cognitive, and behavioral education methods to each core curriculum and OBC curriculum. In addition, Gagne's 9th instructional design model of teaching and learning theory was applied in school education design. Applying the teaching-learning theory of education to military, discussion of situation education is constructivist education method, L&T education is cognitive education method, mastery education is behavioral education method, teaching principle, applicable education method. Based on the teaching-learning theory presented in this study, it is expected that the design of military school education and the application of education method will achieve the goal of more effective military school education.

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A Prototyping Tool of Free-Coding-Type Microcontroller Board for Design Education

  • Nam, Wonsuk
    • International Journal of Advanced Culture Technology
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    • v.6 no.3
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    • pp.129-141
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    • 2018
  • As the scope of social expectations and roles in the design field has expanded, the demand for education to cope with changes in the technology environment is increasing in design education. In response to this trend, microcontroller board-type design-prototyping tools have also been introduced into design education, and much educational content is being developed. However, there is the perception that students who are majoring in design without engineering knowledge are still barred from entry. A variety of educational content and tools have been developed to solve these difficulties, although there are several limitations to their practical application. Especially, in the design education courses in universities, the functional expectation level for prototyping is high, but most of the content developed for solving the difficulties has been developed for the lower education levels, and it could be said that a great deal of learning is necessary to solve the problem. In this study, students were asked about microcontroller board utilization and their satisfaction with their design through questionnaires and with the developed microcontroller board development direction via Focus Group Interviews. Based on this, we tested microcontroller boards that eliminate the coding process and which students can use to create and prototype their work as a suggestion to fulfil demand. After using the board, both the usability and improvement of the product were checked. Confirmation of the usefulness of the free- coding-type microcontroller was obtained through this study along with the possibility of responding to various educational demands by applying the application design related to this product.

A Developing a Teaching-Learning Model of Software Education for Non-major Undergraduate Students (비전공 학부생 대상의 SW 교육을 위한 교수-학습 모델 개발)

  • Sohn, Won-sung
    • Journal of Practical Engineering Education
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    • v.9 no.2
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    • pp.107-117
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    • 2017
  • here are many cases that take a software education as a required course for non-major students in university curriculums. However, non-major students are experiencing various difficulties in the process of learning programming languages, and there is also the opposite opinion in terms of their effectiveness. In this study, we developed a design based software education model (DBSEM) and curriculum to solve these problems and applied it to undergraduate non-undergraduate students for the last 8 years. In the proposed method, we provide a specialized educational tool such as 'block-based programming tool', but developed 'core module' and 'concept learning module' for computational thinking and applied 'prototype design module' and coding strategy based on it. As a result, non-major undergraduates could easily learn block-based scripting tools and acquire core concepts of computational thinking.

Exploring the Possibility of Applying the Integrated Teaching and Learning Method based on AR for Environmental Education for Young Children (유아 대상 환경교육을 위한 증강현실 기반 통합교수학습방법 적용 가능성 탐색)

  • Kim, Insook;Jo, Yumi;Ko, Hyeyoung
    • Journal of Korea Multimedia Society
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    • v.22 no.8
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    • pp.950-959
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    • 2019
  • The purpose of this study was to investigate the effect of integrated teaching and learning method using augmented reality for effective promotion of child - friendly attitude and environmental preservation attitude and explored its applicability. For this purpose, based on the augmented reality fairy tale, we designed an experience - oriented integrated teaching and learning method such as reading book, story - telling, drawing, environmental conservation practice activity. The experimental group was divided into two groups: augmented reality reading fairy tales (A) and children's book reading fairy tales (B). First, interest, immersion, and empathy were higher in the application environment of integrated learning teaching method based on Augmented Reality. Second, there was no difference between the two groups in content understanding. Third, in terms of expressiveness, it was verified that various expressions were expressed in the applying environment of the integrated teaching - learning method based on augmented reality through drawing activities. Fourth, in practice activities, more students were practicing in the augmented reality - based integrated teaching - learning method applied environment, and the number of practice activities of individual students was also confirmed. This study suggests that the application of the integrated teaching and learning method can enhance the effect of education when using the smart teaching media using the augmented reality in early childhood education.

Students’ Perception of Landscape Design Studio Education (조경설계 스튜디오 교육에 대한 학생들의 인식)

  • Kim, Ah-Yeon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.2
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    • pp.9-24
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    • 2010
  • This study investigates how students perceive landscape design studio classes and provides basic data to set guidelines for future student-oriented pedagogical strategies in landscape architectural design education. This study is based on the premise that the current dominant educational method, which is based on positivism, should shift to a constructivist approach, which allows students to question objective and absolute truths and restructure knowledge based on their own experiences. Unlike lecture-oriented classes, studio education relies heavily on the perceptions, attitudes, and capabilities of individual students because the nature of the class asks each student to find solutions to given project problems in creative and visual ways. Therefore, it is important to understand the psychological state of students during these classes in order to set alternative criteria for design studio education. This study contains three parts. The first part reviews theoretical discourses to understand the demands for a student-oriented educational paradigm shift and the nature of the design studio at many levels. The second part analyzes how students perceive design studio classes in terms of their satisfaction and stress levels and how studio classes affect their decision making regarding future careers. The stress levels accompanying the design process are also investigated, based on a survey of undergraduate students who are enrolled in the landscape architecture programs of four universities in Korea. According to the findings, design studio classes play a specific role in students' decision making about their future careers. Almost half of students turn out to be dissatisfied with their design education, and half of students suffer from high stress levels caused by studio classes, especially in the early phases of the design process. The findings suggest that instructors should give more attention to discovering ways to help students initiate the design process and bridge ideas and forms, provide clear guidelines for evaluation of students' abilities, and develop a more holistic approach in design studio classes that is based on individual problem-solving processes.

Development of Problem-Based Learning in an English-Mediated College Science Course: Design-Based Research on Four Semesters Instruction

  • LAHAYE, Rob;LEE, Sang-eun
    • Educational Technology International
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    • v.19 no.2
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    • pp.229-254
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    • 2018
  • Universities in Korea have driven universities' new attempts to adopt more learner-centered and active learning in English. Problem-based Learning (PBL) is one of the well-known constructive teaching and learning methodologies in higher education. Our research goal was to design and develop the optimal PBL practices for a college physics course taught in English to promote learning and course satisfaction. For four semesters, we have tried and adjusted PBL components, and looked at the trend of the exam scores and group work achievement in each semester. We found that the number of problems and the duration of problem solving are the critical factors that influence the effect of PBL in a college physics course taught in English by going through iterative implementation. The iterative process of applying, designing, and constructing PBL to physics classes was meaningful not only in that we have found the optimal PBL model for learning a college physics course, but also in that we have been reflecting on the continuous interaction with learners during the course.