• 제목/요약/키워드: Interdisciplinary Thinking

검색결과 34건 처리시간 0.022초

융합인재 양성을 위한 컴퓨터 프로그래밍 교육의 필요성에 대한 사례연구 (A Case Study on Necessity of Computer Programming for Interdisciplinary Education)

  • 김경미;김현숙
    • 디지털융복합연구
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    • 제12권11호
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    • pp.339-348
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    • 2014
  • 학문 간의 융합 현상이 더욱 더 강화될 미래 사회에서 살아남는 인재를 양성하기 위해서는 대학의 교양교육과정에서 융합인재로서 갖추어야 할 융합 역량들을 배양할 수 있는 교양교육과정을 제공하는 것이 바람직하다. 지금까지 대학 교양 IT교육 교과에서 이미 만들어진 소프트웨어를 활용하는 방법을 강의하고 실습하도록 구성하여 제공하였지만, 미래 사회를 이끌어 갈 창의적인 융합 인재들에게 필요한 것은 컴퓨터과학을 이해하고 자신들이 필요한 소프트웨어를 만들어 내는 능력을 훈련하는 교과과정이다. 그래서 교양 IT교육과정에서 컴퓨팅적 사고능력 배양을 위하여 프로그래밍 교육을 시행하였다. 프로그래밍 언어로는 파이썬을 활용하였다. 신입생대상 프로그래밍 교육을 통하여 얻을 수 있는 교육효과를 분석하여, 융합인재가 갖추어야 할 사고력, 문제해결능력, 창의력, 의사표현능력, 자기 주도적 학습능력이 향상되었음을 보였다.

영재학교의 수학 중심 융합 교육과정 평가 사례 연구 (A Case Study Evaluating Math-Oriented Convergent Curriculums in Schools for the Gifted)

  • 정민석;고호경
    • East Asian mathematical journal
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    • 제34권4호
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    • pp.511-536
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    • 2018
  • There is currently a growing need to nurture creative and convergent talent in the face of the fourth Industrial Revolution. Developing such talent requires interdisciplinary convergent education across the science, engineering, humanities, social studies, and arts disciplines. Such interdisciplinary convergence could cultivate humanities and social knowledge and qualities along with scientific expertise. In Korea, there are currently six science schools for the gifted that aim to discover and nurture science, technology, engineering, and mathematics (STEM) researchers from an early stage, and two science and art schools for the gifted that aim to cultivate new talent combining students' scientific and artistic qualities. These schools establish and follow curriculums that are suited to achieving the education objectives guaranteed by the Gifted Education Promotion Act and its Enforcement Decrees. This study compares the curriculums and curriculum tables of the science schools for the gifted to those of the science and art schools for the gifted to evaluate their methods of operation and performance. Additionally, it determines which curriculums provide an opportunity for students to nurture convergent thinking, and discusses how suitable curriculums could be implemented to develop convergent thinking.

컴퓨터 교육의 전망과 과제: 계산적 사고 및 협력적 문제 해결 능력 향상을 위한 융합적 접근 (Perspectives and Challenges of Computing Education: Interdisciplinary Approaches for Collaborative Problem Solving and Computational Thinking)

  • 이은경
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2013년도 제48차 하계학술발표논문집 21권2호
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    • pp.203-206
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    • 2013
  • 본 논문에서는 컴퓨팅 집약적인 현대와 미래 사회를 대비하기 위한 컴퓨터 교육의 목표를 계산적 사고 및 이를 바탕으로 한 협력적 문제 해결 능력의 향상으로 보고 이를 실현하기 위한 컴퓨터 교육의 전망과 과제를 제시하였다. 계산적 사고 향상을 위한 컴퓨터 교육은 컴퓨터과학을 전공하는 학습자 뿐 아니라 모든 학습자를 대상으로 이루어져야 하며 이를 위해 초 중등학교 컴퓨터 교육과정의 체계적인 개선 및 계산적 사고를 바탕으로 한 간학문적 융합 학습 활동의 설계 및 평가 전략의 개발이 요구된다. 또한 여학생, 특수교육대상 학생과 같은 정보 소외 계층 학습자들의 컴퓨터과학에 대한 관심과 참여를 조장하고 협력적 문제 해결 활동을 지원하기 위한 학습 환경을 제시하여야 한다. 따라서 이러한 과제를 해결하기 위한 새로운 접근으로 예술과 컴퓨터과학의 융합 교육 활동인 E-Textiles 프로젝트의 특성과 연구 동향, 국내 적용 방안을 제시하였다.

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A Study on the Current State of Artificial Intelligence Based Coding Technologies and the Direction of Future Coding Education

  • Jung, Hye-Wuk
    • International Journal of Advanced Culture Technology
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    • 제8권3호
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    • pp.186-191
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    • 2020
  • Artificial Intelligence (AI) technology is used in a variety of fields because it can make inferences and plans through learning processes. In the field of coding technologies, AI has been introduced as a tool for personalized and customized education to provide new educational environments. Also, it can be used as a virtual assistant in coding operations for easier and more efficient coding. Currently, as coding education becomes mandatory around the world, students' interest in programming is heightened. The purpose of coding education is to develop the ability to solve problems and fuse different academic fields through computational thinking and creative thinking to cultivate talented persons who can adapt well to the Fourth Industrial Revolution era. However, new non-computer science major students who take software-related subjects as compulsory liberal arts subjects at university came to experience many difficulties in these subjects, which they are experiencing for the first time. AI based coding technologies can be used to solve their difficulties and to increase the learning effect of non-computer majors who come across software for the first time. Therefore, this study examines the current state of AI based coding technologies and suggests the direction of future coding education.

Brand Fandom Dynamic Analysis Framework based on Customer Data in Online Communities

  • Yu Cheng;Sangwoo Park;Inseop Lee;Changryong Kim;Sanghun Sul
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제17권8호
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    • pp.2222-2240
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    • 2023
  • Brand fandom refers to a collection of consumers with strong emotions toward a brand. Studying the dynamics of brand fandom can help brands understand which services or strategies influence their consumers to become a part of brand fandom. However, existing literature on fandom in the last three decades has mainly used qualitative methods, and there is still a lack of research on fandom using quantitative methods. Specifically, previous studies lack a framework for locating fandoms from online textual data and analyzing their dynamics. This study proposes a framework for exploring brand fandom dynamics based on online textual data. This framework consists of four phases based on the design thinking model: Preparing Data, Defining Fandom Categories, Generating Fandom Dynamics, and Analyzing Fandom Dynamics. This framework uses techniques such as social network analysis and process mining, combined with brand personality theory. We demonstrate the applicability of this framework using case studies of two Korean home appliance brands. The dataset contains 14,593 posts by consumers in 374 online communities. The results show that the proposed framework can analyze brand fandom dynamics using textual customer data. Our study contributes to the interdisciplinary research at the intersection of data-driven service design and consumer culture quantification.

Kirkpatrick 모형을 적용한 예술-에너지 융합 비교과 프로그램의 학습 효과성 분석 (Analysis of Learning Effectiveness of an Arts-energy Convergence Extracurricular Program using the Kirkpatrick Model)

  • 최지현
    • 한국과학교육학회지
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    • 제44권5호
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    • pp.487-499
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    • 2024
  • 본 연구의 목적은 창의·융합적 사고 향상을 위한 예술-공학 융합 교육의 학습 효과성을 분석하는 것이다. 이를 위해 K대학에서 운영한 예술-에너지 융합 비교과 프로그램을 수강했던 263명의 응답자료를 사용하여 Kirkpatrick의 4단계 모형에 따라 분석하였다. Excel 2018, SPSS 25.0, Process macro 4.0 프로그램을 사용하여 분석한 주요 결과는 다음과 같다. 첫째, STEP1 수강 만족도(M=4.43), STEP2 이해도(M=4.52), STEP3 에너지에 대한 관심증가(M=4.26), STEP4 창의·융합적 사고확장(M=4.41)의 전체 평균은 모두 높게 산출되어 학습이 효과적이라는 것을 보여주었다. 둘째, STEP1은 학습자 특성에 따른 차이가 없었으나, STEP2와 STEP3은 남성이 여성보다 유의하게 높았다. 그리고 STEP4는 남성이 여성보다, 이공계열 학습자가 비이공계열 학습자보다 유의하게 높았다. 셋째, STEP1은 STEP2에, STEP3은 STEP4에 긍정적인 영향을 미쳤으나, STEP2가 STEP3에 영향을 미치지 않아 Kirkpatrick의 4단계 모형이 단계별 순차적으로 인과성이 있다는 가정이 충족되지 않았다. STEP1, STEP2, STEP3는 STEP4에 직접적인 영향을 미쳤고, STEP2와 STEP3는 각각 STEP1과 STEP4의 관계를 매개하였다. 그러나 STEP2와 STEP3이 STEP1과 STEP4의 관계를 연속매개하지 않았다. 본 연구 결과를 토대로 논의하고 공학 및 과학교육의 관점에서 학문적, 실무적 시사점을 제공하였다.

설치미술의 조형적 사고와 표현특성 (The Artistic Thinking and Expressive Characteristics of Installation Art)

  • 김주미
    • 한국실내디자인학회논문집
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    • 제26호
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    • pp.104-111
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    • 2001
  • This study deals with the expressive characteristics of Installation Art and their applicability to environmental design, and as such, aims to specify a artistic methods from the contemporary art. What Installation Art is search of in their works is "the state of relationships" which is "to replace the concept of form with that of structure, and the concept of space with that of the environment" that is, the terms of relations in the overall environment of time and space. Installation Art essentially relies on a multiplicity of forms and attitudes leading to projects which positively make use of "spatial-temporal process" to reaffirm and "problematise" their open-endedness manifest in complex contextuality and shifting temporality. This study presents a new interpretation of spatial-temporal dimension, site-specificity, and intermedia art that we find in Installation Art and tries to combine that new artistic insight a with environmental design to provide a basis for integrated art. This study places a great emphasis on the interdisciplinary approaches to the environment we inhabit, which I hope will contribute to generating a greater number of creative possibilities for environmental design.

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창의적 인재 양성을 위한 IT & 디자인 분야의 융합 교육 연구 (A Study on Convergence Education of IT & Design for Training Creative Talent)

  • 권효정
    • 한국멀티미디어학회논문지
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    • 제17권11호
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    • pp.1354-1362
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    • 2014
  • In order to solve the complicated problems faced by the spread of diversified information devices and changes in the user environment in recent years, the importance of training creative talent as well as the need for interdisciplinary convergent approach have emerged. As a future technology development project, convergence education with the design sector for training creative talent in the IT field is also urgent. In this study, we recognized the importance and problems of the convergent approach between IT and design sector by examining the convergence theory and cases with a focus on effective creativity development and sought a new direction for convergence education in the future by investigating the awareness on the convergent approach of college students and analyzing the results. This will be able to have significance as a basic study for discovering creative and innovative convergent talent in the IT and design sector in the future and strengthening basic competence.

Design of Learning Process with Code Reconstruction Principle for Non-computer Majors

  • Hye-Wuk, Jung
    • International Journal of Advanced Culture Technology
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    • 제10권4호
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    • pp.175-180
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    • 2022
  • To develop computational thinking skills, university students are learning how to solve problems with algorithms, program commands and grammar, and program writing. Because non-computer majors have difficulty with computer programming-related content, they need a learning method to acquire coding knowledge from the process of understanding, interpreting, changing, and improving source codes by themselves. This study explored clone coding, refactoring coding, and coding methods using reconstruction tools, which are practical and effective learning methods for improving coding skills for students who are accustomed to coding. A coding learning process with the code reconstruction principle was designed to help non-computer majors use it to understand coding technology and develop their problem-solving ability and applied the coding technology learning method used in programmer education.