• Title/Summary/Keyword: design Thinking

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Design of Instructional Models for Underserved Science Gifted Students (소외된 과학영재들의 사고력 향상을 위한 수업모형 설계)

  • Park, Ki-yong;Park, Eun-young;Jung, Eun-shik
    • Journal of Science Education
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    • v.33 no.2
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    • pp.321-335
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    • 2009
  • The purpose of this study was to design of instructional models for underserved science gifted students, especially developing the thinking skills. We made orientation and methodology to design of instructional models. According to these orientation and methodology, we designed instructional models that improving cognitive thinking and affective attitude of underserved science gifted students. Particularly, we designed instructional models that is composed of objective, activity, evaluation. According to the Bloom's cognitive educational objective taxonomy(cognitive thinking process) and Krathwohl's affective educational objective taxonomy(affective attitude), we designed integrated(cognitive and affective) and progressive 4 stages or steps instructional models.

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An Exploratory Study of the Competence of Computational Thinking: for Software Developer (컴퓨팅사고력의 역량 탐색 연구: 소프트웨어개발자를 중심으로)

  • Park, Seongbean;Ahn, Seongjin
    • The Journal of Korean Association of Computer Education
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    • v.19 no.5
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    • pp.41-53
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    • 2016
  • Due to increase in software-based new technologies, software developers are being required to creative problem solving. Especially, for a successful business change of software developers into a new industrial field, software analysis phase and design phase are important and it is an important task to strengthen these competences. In this study, two independent researches were conducted. First, a survey with 300 software developers was conducted and it was explored that uniform thinking of software developers caused by application of "standard software development methodology" made it difficult to approach creative problem solving. Based on this finding, the influences of 9 competences of computational thinking on software developers were analyzed after selecting 111 software developers with over 10 years of experience in the IT industry. As a result, it was revealed that abstraction was an important competence. The study finding demonstrates that software developers recognized design phase as the most important thing and abstraction of CT is the basics of other competences.

Development of Emotional Intelligence through A Maker Education Program Based on Design Thinking Process for Undergraduate Students in an University (디자인씽킹 프로세스 기반의 메이커교육 프로그램을 통한 감성지능의 향상 연구: 대학교 사례를 중심으로)

  • Ryu, Yeaeun;Kang, Inae;Jeon, Yongchan
    • Journal of the Korea Convergence Society
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    • v.9 no.7
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    • pp.163-175
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    • 2018
  • The age of the $4^{th}$ Industrial revolution characterized with artificial intelligence leads to increased interest in emotional aspects representing humanity as counterpart competence to the digital literacy, As the educational model to foster emotional intelligence, noticed is 'maker education based on design thinking process,' since it cultivates the spirits of empathy, intuitive thinking, collaboration, communication, sharing, and openness. In this context, this study aimed to examine relationship between the educational model and emotional intelligence. For this purpose, a case study has been conducted with 37 undergraduate students in an University general education class, and the results of data collection and analysis confirmed positive influences of the program in enhancing most components of the emotional intelligence.

The Effect of Simulation Practical Education of Nursing Students at University (일 대학 간호대학생의 시뮬레이션 실습 교육 효과)

  • Song, Jung-Hee;Woo, Ju-Hyun
    • Journal of Convergence for Information Technology
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    • v.11 no.11
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    • pp.75-84
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    • 2021
  • The purpose of this study is to confirm the effect of simulation practice education applied to nursing students on communication competency, critical thinking tendencies, and professionalism. This study is a one-group pre-post test design-like experimental design study, and 89 fourth graders of the Department of Nursing at one university were targeted. Data collection was from September to December 2019. The collected data were analyzed through frequency and percentage, mean, standard deviation, paired t-test, and Pearson correlation using the SPSS 20.1 program. As a result of the study, the subject's communication competency after simulation practice training (t=3.41, p<.001), critical thinking tendency (t=2.75, p<.007), professionalism was found to have increased statistically significantly (t=2.56, p<.012). After simulation practice, it was found that communication competency, critical thinking tendencies, and professionalism each had a positive correlation.

Study on Development Process of Furniture Design Class by Applying Role-playing (Role-playing을 적용한 가구 디자인 수업 개발 사례 연구)

  • In, Chi Ho
    • Journal of the Korea Furniture Society
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    • v.27 no.4
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    • pp.280-290
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    • 2016
  • In design education enhancement of design methodology and creativity can be stimulated through taking on several creative roles within an interactive and enjoyable studio course. To overcome blocks to creativity I developed a intermediate course, 'Furniture Design Studio I' at the sophomore advanced level course. Inventive thinking and a sense of aesthetic are the essential element for all studnets to grow as a professional designer. And to develop their creative thinking skill I introduced a system that utilizes each element into a role-playing type of projects. Students will be able to demonstrate their underlying creativity in a more open environment. Instead of stressing to solve a lot of complicate issues, the main focus is to allow freedom of expression and creativity. Role-playing are executed in a design studio environment rather than in a psychodrama situation. There are two different type of role-playing : Inventor and Designist (Designer + Artist). Students will be able to work in groups, incorporate problem solving into their projects and concentrate on more personal creative form developments. Through this process, students will enhance their problem solving abilities and broaden their scope for innovation. Thus increases the student's participation and creativity. Investigating the problems of domestic design education through these sort of special programs and developing systems that enhance creativity based on the results and the process methods.

A Study of Cultural Design Thinking Included in the Works of Shigeru-Uchida and Berner Panton (우치다시게루와 베르너팬톤의 작품에 내재된 문화적 디자인 사고)

  • Oh, Mihyun;Kim, Jong-seo
    • Journal of the Korea Furniture Society
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    • v.28 no.3
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    • pp.198-206
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    • 2017
  • In this study, analysis of the cultural effects on design expressions and comparative analysis of designers' cultural background on their expression methods were implemented. The purpose of this study is to help the professionals and learners who pursue towards cultural designs in the design field utilize this research work as reference data and academic materials, and to contribute to the development of designs in the Eastern cultures. The author compared the differences between the viewpoints depending on background, either the Eastern or the Western culture, based on the existing studies and literatures, and analyzed the relationship between the viewpoints and expressions. Also, analyses of the expression methods related with cultural viewpoints and design viewpoints were conducted, especially with analysis of works of Uchida Shigeru from the East and Berner Panton from the West. Although both of their works were produced contemporarily and expressed with similar techniques, each of the conceptual approaches to their works represents different characteristics of the cultural viewpoint. Such a finding suggests that the approach to the design process should take place in a different way based on its cultural background, and it is accordingly required to seek for a new method for cultural design process.

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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    • v.17 no.8
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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.

Design Strategies to Enhance Resilience of Ecosystem Services in Urban Wetland - Using System Thinking - (생태계서비스 회복력 향상을 위한 도시 습지 설계 전략 - 시스템 사고를 활용하여 -)

  • You, Soo-jin;Ham, Eun-Kyung;Lee, Jung-a;Cho, Dong-Gil;Chon, Jin-hyung
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.20 no.4
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    • pp.43-61
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    • 2017
  • The wetlands are facing environmental changes such as desiccation that occurs with the passage of time and reduced ecosystem services from wetlands in the city. In order to maintain the ecosystem services provided by wetlands in urban areas, a system thinking about the trade-off phenomenon of ecosystem services occurring as the wetlands undergo environmental changes is needed. Therefore, the purpose of this study is to develop strategies for wetland design using system thinking approach to enhance the resilience of ecosystem services degraded by the desiccation of wetlands and other disturbances. The objectives of this study include the system boundary and variables. Second, analyzing the dynamics of wetland design strategy. Third, it analyzes the trade-off phenomenon of ecosystem services in terms of the hydrology, hydric soil, and plants strategies to mitigate these effects. Fourth, wetland basic design to improve the resilience of ecosystem services. A wetland in Abuk-Mountain Neighborhood Park, Miryang-si, Gyeongsangnam-do, has been selected as a case study. Causal loop diagrams(CLDs) are used to analyze feedback in the wetland regime. In summary, hydrology, hydric soil, and plants is suggested as system boundaries to design plan. Design strategies for the wetland focused on robustness, redundancy, rapidity, and resourcefulness as a result of CLD analysis are first proposed in order to effectively maintain the wetland regime over the long term. Secondly, in a section related to hydrology, the CLD results show the trade-offs between provisioning-cultural services and regulating services. In order to control these services, a "water cycling system" has been implemented due to its strength in terms of robustness. The CLDs for hydric soil showed the trade-offs between regulating services and supporting services. An "installation of storm drainage for maintaining water levels" was selected due to the strength offered in terms of redundancy and rapidity. The CLDs for plants showed the trade-offs between provisioning - cultural services and regulating services. In order to control the strategic points, the "planting of indigenous vegetation" was suggested given the strength in terms of redundancy. In this study, a wetland design method is proposed that can improve the resilience of wetland ecosystem services by analyzing the dynamics overtime. The results of this research can theoretically be applied to help restore ecosystem services in wetlands using ecological landscape design. In addition, this study will contribute to reducing maintenance costs by improving wetland resilience.

Literature-Based Instruction for Fashion Design Class: Using Alice's Adventures in Wonderland by Lewis Carroll (영문학을 활용한 의상디자인 전공을 위한 영어교육: Alice's Adventures in Wonderland by Lewis Carroll 을 활용한 학습 모형)

  • Kim, Minjung
    • Fashion & Textile Research Journal
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    • v.20 no.3
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    • pp.287-292
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    • 2018
  • The present study proposes a model for literature-based instruction within the context of a fashion design curriculum at a Korean university. The fashion design market continues to grow. The fashion design market now requires more cultural-bound strategies and efficient communication skills. The literature provides authentic resources and is highly relevant to the development of students' culture awareness as well as language awareness. Alice's Adventures in Wonderland written by Lewis Carroll contains various cultural contexts of the Victorian Era. The text provides explicit knowledge of the era depicted in both illustrations and satire languages. This study instructs students to analyze and interpret texts and illustrations so that they can engage critically and analytically in reading text to increase culture awareness and language awareness. The integration of literature and fashion design can provide students an opportunity to explore language choice and acquire refined knowledge of the target culture. Along with the text, illustrations in the literature provoke student's imaginative and creative thinking skills. Students can think and discuss many issues that deal with Victorian values and reinforce creative thinking skills. In the final stage, students can design fashion inspired by Victorian values and present their own designs using the acquired languages. This eventually leads students to adapt to a new notion for the fashion market and become competent communicators in the fashion world.