• Title/Summary/Keyword: creative thinking process

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An educational effect analysis of a short-term TRIZ program in industry-university cooperation (산학연계 트리즈(TRIZ) 단기 프로그램의 교육적 효과 분석)

  • Han, Jiyoung;Kim, Sung-Hui
    • Journal of Engineering Education Research
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    • v.19 no.2
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    • pp.26-33
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    • 2016
  • A camp program where the theory of inventive problem solving TRIZ is applied to real problems of the industry was developed and taught at a five-day seminar apart from the standard curriculum at a university D in Gyeonggido. This study focuses on the educational effect that the TRIZ method has on the engineering students when their creative problem solving skills are required to solve industry problems on their own with the knowledge from their courses. For five days, the students were educated about TRIZ and assigned a real industry problem "Removal of friction caused by bubble formation in water heating pipelines". By applying TRIZ to the problem, the students developed an "Air removing Air Arrester" which received the evaluation, "with understanding the system architecture and the task objective causes and formation of the problem could be handled which directly helps the company's R&D". In this case, TRIZ offers the students a guideline and knowledge on how to approach problems and as a result the students provided a practical solution. During the process, the TRIZ method instilled confidence in the students and proved to be a motivation. It becomes obvious that this short-term program has a positive effect on students' way of thinking creatively and increasing their problem-solving abilities.

A Study on Effects of Make-A-Thon Program based on Engineering Problem Solving for Science high school students (과학고등학교 학생을 대상으로 한 공학적 문제해결 중심 메이커톤 프로그램의 개발 및 효과)

  • Kim, Youngmin;Choi, Jinsu
    • Journal of Engineering Education Research
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    • v.23 no.3
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    • pp.13-19
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    • 2020
  • The purpose of this study is to develop and apply a make-a-thon program based on engineering problem solving for science high school students and to analyze the changes of participating students. Through the consultation of teachers and experts, a team-based and student-driven engineering problem-solving-oriented make-a-thon program was developed. And, the program operated using KAIST's human and material resources for 51 students. Students composed of 12 teams studied 12 topics through an engineering problem-solving process, and the overall program satisfaction was very high, on average 4.62. Through this program, students' creative leader competency have been positively changed, especially in cognitive characteristics (diffusion thinking, problem solving ability) and social characteristics (pursuit of social values). Attitudes toward engineering also changed positively, especially in terms of difficulty of engineering, interest in engineering, gender role in engineering, and engineering and occupational factors. In conclusion, it was confirmed that this program is very effective for science high school students with high demand for engineering education.

The Development of 3D Printing Primary Education Program Using CAD SW (CAD SW를 이용한 3D 프린팅 초등 교육 프로그램 개발)

  • Koo, Dukhoi
    • Journal of The Korean Association of Information Education
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    • v.22 no.5
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    • pp.557-564
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    • 2018
  • As promotion of the 3D printer supply policy, need for 3D printer education is emphasized. But it is few that study of 3D printing educational program teachers can utilize at school. Especially study of CAD SW is very urgent because most of the CAD SW for 3D modeling is difficult and expensive. So in this study, we examine the CAD SW for educational purposes and propose educational programs that can be used at primary school. The instructional model is called "MDIAP" which consists of five stages : Motivation, Demonstration, Imitation, Application, Presentation. Instructional process is consisted of performing tasks and projects. We expect to enhance the function of 3D modeling and creative thinking which is essential to the Fourth Industrial Revolution society.

A Study on the STEAM Program Development of Zero Energy House Design for Middle School Students (중학생을 위한 제로에너지 주택디자인 STEAM 교육프로그램 개발 연구)

  • Lee, Yun-Hee;Lee, Myung-A;Han, Hae-Ryon;Lee, Jae-Kyung
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.24-32
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    • 2017
  • STEAM education is an effective teaching method to develop self-problem-solving skills through creative thinking. In order to revitalize STEAM education, various program models are being developed recently. The purpose of this study is to develop a STEAM education program based on the project-based learing method that includes the process of solving global environmental problems. The STEAM element was extracted by linking the zero energy house design with the middle school curriculum, and the STEAM education program was developed considering career activities. It was analyzed whether the developed program can improve STEAM core competence and job preparation ability. The education program was conducted for middle school students and the program was evaluated through questionnaires. In order to strengthen the STEAM competency, project-based learning method was applied and it was able to enhance the active problem solving ability of learners. In addition, opportunities for career experience could be provided through career exploration programs and various activities. Through this STEAM education program, it is expected to contribute to cultivating human resources with convergence knowledge and core competency.

A research study on the cultivation of professionals in the foodservice industry (외식산업 전문인력 양성에 관한 연구(공급자 관점에서))

  • Yun, Ji-Yeon;Hong, Wan-Soo;Kim, Tea-Hee
    • Journal of the Korean Home Economics Association
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    • v.45 no.1
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    • pp.91-99
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    • 2007
  • The purpose of this study was to determine a is finding the process for the development of professionals in the foodservice industry. The Questionnaire used in this study was designed to measure the capabilities of professional foodservice employees, investigate the importance and accomplishments of curriculum of the major subject, and determine areas matters of the for improvement in the of field. It was distributed to 101 professors (include lecturers) of foodservice departments, from February 1 to 28, 2006. A total of 101 usable questionnaires were received amounting to a 100 percent response rate. Statistical data analysis was completed using SPSS Win(11.0) for frequency, t-test, one sample t-test, and IPA(importance performance analysis). The results were as is follows. Regarding the As regard capabilities of professional foodservice employees, they remarked that the fair values and creative thinking are the most important. Regarding the curriculum of the major subject, generally the importance degree is higher than the accomplishment degree. The areas improvement are as follows: development of curriculum, securing the excellent faculty, academic-industrial cooperation, expanding and improving the university facilities in university, and increasing the experience during the term.

A Follow-up Study on the Level of Corporate Utilization of MOT Methods (기술경영 연구방법론 기업 활용수준 후속연구)

  • Lee, Jae-Ha;Oh, Hyung-Sool
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.44 no.4
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    • pp.136-144
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    • 2021
  • This study focuses on the necessity of MOT methods in companies, especially the utilization level. Based on the analysis structure of the previous study (2012), this study was conducted to compare the results with the previous results. We investigated the settlement level of MOT, the degree of necessity for MOT methods, the degree of actual use, and the Product Realization Process (PRP) for MOT-related researchers in electronic companies (n=184). It was confirmed that the higher the demand for MOT methods in the corporate field, the higher the utilization level (ratio). In particular, the need for and utilization of techniques such as Environmental Analysis, Business Opportunity Analysis, Project Feasibility Review, Roadmap, Risk Management was high. These methods were beneficial along with cost management and quality management techniques. The most challenging part of using MOT methods was the lack of systematic use, the absence of experts, and the difficulty in selecting suitable techniques. The necessity of opening subjects such as Creative Thinking, Communication, Teamwork, and Professional Ethics was high among the PRP subjects. Furthermore, the necessity of opening courses in Cost and Safety Design and Applied Statistics was higher than in the previous study.

Development and application of a STEAM program using classroom wall gardens

  • Kwack, Hye Ran;Jang, Eu Jean
    • Journal of People, Plants, and Environment
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    • v.24 no.4
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    • pp.365-376
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    • 2021
  • Background and objective: This study aims to develop and apply programs in agriculture and life sciences for promoting divergent thinking in STEAM using classroom wall gardens. The process of the STEAM program such as presentation of the situation, creative design, and success experience is proposed to utilize STEAM education as a distinguished program. Methods: Four types of classroom wall gardens were used in this program, such as the 'plaster pot wall garden', 'attachable LED wall garden'. 'coffee pack wall garden', and 'hanging wall garden' for each classroom. For this purpose, official letters were sent to relevant institutions (elementary schools) specified by the research institute, and classes were conducted on the selected elementary school students. Results: A satisfaction survey and effect analysis were conducted on the students participating in the program. The program was designed to take a total of 11 hours, comprised of teaching plans including the topics, purpose of production, subject outlines, learning goals, and elements of STEAM subjects and stages. Conclusion: According to the survey on student satisfaction and understanding, it was found that students participating in the program have a high level of understanding and participation, as well as increased interest in science. Also, the program helped the students to connect with other subject areas. The level of student satisfaction was especially high in the upper grades. It is believed that the results of this research contribute to the development of STEAM education programs in agriculture and life sciences as well as other subject areas.

A Case Study for the Development of a Competency-Based Fashion Design Curriculum in Gwangju Metropolitan City and Jeollanam-do (역량기반 교육과정 개발 사례연구: 광주·전남 패션디자인 전공을 중심으로)

  • Jie Yurn Kim;Hyun Jeong Oh
    • Human Ecology Research
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    • v.61 no.4
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    • pp.585-598
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    • 2023
  • This case study is centered on the developing process for the curriculum of fashion design major that is focused on the concept of competency, which is becoming increasingly more important in universities. The purpose of this study is to develop a competency-oriented curriculum for fashion design majors based on recent social changes that accentuate the importance of competency in such programs. In order to establish a competency-oriented curriculum of the Department of Fashion Design, the researchers examined environmental trends within the fashion industry, the curriculum and major competencies of other universities were examined. As a result, the key ability types of the Department of Fashion Design at A University, a local private university, were determined to be: communication and consideration, creativity and convergence, digital fashion, and practical adaptability. Four major abilities were selected to develop competencies suitable for the aforementioned ability types. These abilities are design planning and development, creative and convergent thinking, integrated information search and utilization, and field expertise application. From there, the curriculum was organized with these four major abilities in mind, and curriculum completion plans were developed for each grade and semester according to the stage and level of contents for each subject. To ensure the validity of the curriculum, it is necessary to develop a back-flow system that demonstrates whether the targer competency has been acquired through a competence-based curriculum.

Gender Characteristics in Virtual Fashion Design -Virtual Avatars' Genders and Genderless Fashion Design Concepts-

  • Minji Lena Kim;Sang Ha Yun;Inzali Moe;Eun Kyoung Yang
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.3
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    • pp.397-416
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    • 2024
  • This study investigated gender characteristics in contemporary virtual fashion design, focusing on avatars and genderless fashion in recent collections from Auroboros, Republiqe, Placebo Digital Fashion House, RTFKT, and Tribute. Employing content analysis within a theoretical framework of gender-related research, the study coded virtual avatars in terms of biological sex, appearance, and sociological perspectives. The results showed a preference for female-type avatars, through which androgynous aesthetics were embraced and traditional gender norms were challenged. Male-type avatars reflected experimentation with blending masculine elements, emphasizing inclusivity. Human-like avatars indicated a preference for designs that promoted inclusivity and, in the process, challenged binary classifications. The examined brands strategically capitalized on compromise, sensuality, and playfulness, thereby breaking away from traditional values to opt for more diverse styles. Genderless features combined elements from traditional men's and women's clothing, espousing sensuality and playful exaggeration. These findings signify a dynamic shift away from conventional gender standards to foster inclusivity and experimentation. They can serve as a reference for promoting creative strategies and design innovation, challenging the traditional gender perspective in the fashion industry. Implementing these strategies can lead to a more inclusive representation of fashion styles, encouraging critical thinking about gender norms.

Developing English Communicative Ability for Science Gifted Students through Project-based Learning of Publishing English Newspapers (프로젝트 기반 학습의 영자 신문 발간을 통한 과학 영재 학생의 영어 의사소통능력 향상)

  • Kim, Young Mee
    • The Journal of the Korea Contents Association
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    • v.14 no.5
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    • pp.480-486
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    • 2014
  • This study aims to assure the positive influence of publishing English newspapers on improving English communicative ability and explores possibilities of enforcing an explicitly collaborative and independent learning atmosphere through a cooperative project-based publishing process. The project of publishing first KSA English newspapers has completed with a series of processes adopted from project-based learning and teaching strategies. The project involves the initiative process of selecting student editors based on their English abilities and commitment levels followed by planning subjects, themes and materials, distributing tasks and articles, and integrating and editing the outcome. Throughout the whole process volunteers participated independently and collaboratively with minimum supervision. The survey shows that the successfully published English Newspaper resulted in facilitating volunteers' positive self awareness and independent learning attitude as well as improving general English ability. The study discusses possibilities and advantages of publishing newspapers and magazines not for limited language education only, but for integrated project-based learning and teaching with suggestions for further related studies.