• Title/Summary/Keyword: maker movement

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Fostering Entrepreneurship by Maker Education: A Case Study in an Higher Education (메이커 교육(Maker Education)을 통한 기업가정신 함양:대학교 사례연구)

  • Kang, In-Ae;Kim, Yang-Soo;Yoon, Hyea-Jin
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.253-264
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    • 2017
  • The advent of the $4^{th}$ industrial Revolution requires entrepreneurship to the student as one able to produce creative solutions of complex problems embedded in society with active engagement. Maker Education indicates a new educational approach in which students produce a tangible output as a concrete solution to their problems, experiencing spirits of productive failure, sharing and openness with others during the process due to its educational values and effects which are well-matched with entrepreneurship. This study, in this context, aimed to verify the effect of the maker education in the sense of cultivating entrepreneurship: For this purpose, this study conducted a case study of Maker Education to 56 university students during 7 weeks (14 hours) in K university. The results based upon data analysis collected from reflective journals and interviews showed attitude change of the students in terms of entrepreneurship characterized as self-directedness, risk-taking, and creativity. For more active practices of Maker Education in higher education, both instructors' role as the facilitator, and easily and freely accessible Maker Space should be considered.

Exploring the Ways to Use Maker Education in School (학교 교육 활용을 위한 메이커 교육 구성 요소 탐색)

  • Kwon, Yoojin;Lee, Youngtae;Lim, Yunjin;Park, Youngsu;Lee, Eunkyung;Park, Seongseog
    • Journal of Korean Home Economics Education Association
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    • v.32 no.4
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    • pp.19-30
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    • 2020
  • Maker education started on the basis of the maker movement in which makers gathered in makerspace share their activities and experiences, and the educational value pursued in maker education is based on the constructivist paradigm. The purpose of this study is to present maker education components to be used in school education, focus on the characteristics and educational values of maker education, and explore ways to use them. To this end, this study explored the theoretical grounds to re-conceptualize maker education, drew statements based on in-depth interview data of teachers conducting maker education classes, and reviewed its validity through experts. Based on these statements, by deriving the components for the use of maker education, the direction of maker education in school education was set, and an example framework that could be used in subject class and creative experiential learning was proposed. Research shows that in maker education, makers cooperate to carry out activities, share ideas with others and try to improve them, and include self-direction such as learning, tinkering, design thinking, sharing and reflection. can see. In addition, maker education emphasizes experiential learning that can solve real problems that students face, rather than confining specific activities to student choices as needed. It emphasizes the learner's course of action rather than the outcome of the activity, tolerates the learner's failure, and emphasizes the role of the teacher as a facilitator to promote re-challenge. In the future, it can be used in various ways in each subject (curriculum expert, teaching/learning expert, elementary and middle school teachers, parents, local educators, etc.) and school activities, and it will contribute to setting future research directions as a basic research for school maker education.

Development and Application of Real-Time Monitoring System for Efficient Operation of Workplace in Plant Equipment Maker (플랜트 기자재 업체의 효율적인 작업장 운영을 위한 실시간 모니터링 시스템 개발 및 적용)

  • Jeong, A-Reum;Cho, Chi-Woon;Baek, Tae-Hyun
    • IE interfaces
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    • v.25 no.1
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    • pp.114-126
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    • 2012
  • This study describes a real-time location monitoring system developed for efficient operation of workplace in plant equipment maker. This monitoring system can be applied for indoor and outdoor working environment respectively. By using the real-time tracking system based on RTLS, it is possible to track worker's movement and location of working object under indoor working environment. For outdoor working environment, the real-time monitoring system based on IDGPS is applied for work safety and balanced workload. A case study is provided to evaluate the performance of the real-time monitoring system.

Invigorating Makerspaces in Korea: Empirical Analysis on Operating Components of Makerspaces (한국형 메이커스페이스 활성화를 위한 운영요소 분석 연구)

  • Kwon, Hyeog-In;Kim, Ju-Ho
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.2
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    • pp.105-118
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    • 2019
  • New manufactural innovation was generated with combination with Do It Yourself(DIY) culture and Information and Communication Technology(ICT). It led people to make their creative idea in real things and share them. This social movement has been called as 'Maker' culture. As maker culture was developed, the places named 'Makerspace' with high-tech equipment and sharing environment have been widely spread and gotten spotlight. Futhermore, makerspaces have been diffused rapidly in Korea; because of its importance for the fourth industrial revolution. However, the operation of makerspaces is not matured as much as its popularity, so problems occurred in operating aspects. The number of related studies is not enough to foster domestic maker culture in Korea. Of that, studies on operation of makerspaces were limited and the quantity of survey sample was insufficient. Therefore, firstly, in this study, operation elements of makerspaces were extracted by literature review. And, survey for examining the extracted elements was conducted to four policy makers and researchers, four makerspace operators and four makers. Final survey was carried out by Importance-Performance Analysis(IPA) method to fifty recipients composed of policy makers and researchers, operators, and makers. In result, importance located above performance in every elements and in-depth interview was followed to understand domestic surroundings and suggest way to invigorate makerspaces in Korea. The suggestion shows as follows. First, online and offline platform for makers should be expanded; second, makerspace should connect private sponsorship with makers or their projects; third, policy direction has to be improved from venturing business to diffusion of maker culture; fourth, basic maker education should be enlarged.

Study on Larchiveum Introduction Strategy of Library as a Multi Cultural Facilities (복합문화시설로서 도서관의 라키비움 도입전략 연구)

  • Kwak, Seung-Jin;Lee, Jeong-Mi
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.29 no.3
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    • pp.339-359
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    • 2018
  • The purpose of this study is to suggest a strategy of introduction of Larchiveum, which is a concept of multi cultural space in libraries. Problem of library space programs are discussed in terms of Larchiveum and Maker space, and recently it has been studied in various aspects such as Europeana, GLAM and DPLA from the view point of digital Larchiveum. As a multi cultural space, it is a strategy for constructing Larchiveum that reflects the recent maker's movement. Maker space that explores new ideas and encourages active participation of users, nature and health, curiosity and the construction of an attractive space using ecological concepts as key words. The processes and methods for constructing Larchiveum are classified into 3 types of space configuration, service, program, and operating regulation, and twelve details are laid out to derive the process and method of building Larchiveum as a future type library.

Direction of Designer-makers Business Activation through Strategic Design Support Policy-Focusing on 'Young man's Creative Work & Startup Support Project' (전략적 디자인 지원정책을 통한 디자이너-메이커스 비즈니스 활성화 방향 -청년 창의인력 취·창업지원사업을 중심으로-)

  • Park, Jun-Hong;Jeon, Young-Ok
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.291-298
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    • 2019
  • This study discusses the core contents and implications of the design support policy of government in the creation of the designer-makers' business ecosystem through the analysis of 'Young man's Creative Work & Startup Support Project'. This case, which aims to cultivate a design brand based on maker technology and to create jobs for young people, suggests the role of government as a creative culture creator so that designer-makers are able to create creative activities in a more free and creative atmosphere. Furthermore, this study emphasizes the importance of efficient integration and reorganization of similar maker support policies implemented by each government department, the necessity of a roadmap for realizing this, and the support for quality improvement. As a result, the design support policy of government for the designer-makers' business activation should evolve into the qualitative development of intellectual property based on a mature shared culture and the discovery of a new production paradigm model of the manufacturing industry based on the open manufacturers beyond the economic and numerical goals of creating new jobs.

Public Policy Research on Maker Cultre: the case of Makercity Sewoon (메이커문화를 대상으로 한 공공정책 연구 - '메이커시티 세운'을 중심으로 -)

  • Oh, Kyoungmi;Park, Sohyun
    • Korean Association of Arts Management
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    • no.56
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    • pp.243-274
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    • 2020
  • Maker culture in Korea began to receive public attention after the 2012 Maker Fair Seoul. Central and local governments took note of this trend and subsumed makers' culture into its policy domains such as Creative Industry, Creative Cities, 4th Industrial Revolution, and the all-encompassing Creative Economy. Creative Economy was a public policy discourse formed in the public sector for the purpose of overcoming economic depression and revitalizing the economy. Under Creative Industry and Creative Economy, creativity and culture/arts are deemed indispensable but at the same time objectified and alienated as their ultimate value are recognized only as the basis for economic production. In this article, makers' culture itself goes through the same process of objectification and alienation that creativity and culture/arts suffered as the relevant policies were pursued under Creative Economy. The authors attempted to corroborate this through the case of Makercity Sewoon, and found that the Seoul City's urban development plan surrounding Sewoon Plaza proceeded in a direction destructive to the local technological ecosystem and therefore conflicts with the pronounced goal of leading 4th Industrial Revolution by encouraging and nurturing makers' culture. Makercity Sewoon, although packaged in a discourse of Creative Economy and Creative City, betrayed the same problem of alienating arts/culture and labor that the previous discourse showed.

Visualization Study of the Floating Body Behavior in a Short-Distance Wave Maker (소형 조파기 내에서 부유체 거동에 대한 가시화연구)

  • Kim, Se-Young;Lim, Hee-Chang
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.38 no.5
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    • pp.381-388
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    • 2014
  • Our aim was to simulate ocean waves in a small-size wave flume and observe the motion of a cylindrical floating body placed in an offshore environment. To precisely visualize the oscillation of the body, a set of light-emitting diode illuminators and high-speed charge-coupled device camera were installed in the flume. Spectral analysis was performed of the movement of the floating body. The wave generator and absorbers worked well to simulate stable regular waves. As the period of the oncoming waves changed, the movement of the floating body substantially differed when tethered to a tension-leg mooring cable. In particular, when connected to the tension-leg mooring cable, the natural frequency of the floating body suddenly appeared at 0.391 Hz as the wave period was increased.

A study on film expressed composition factor in interior space (영화 속에 표현된 실내공간 구성요소를 통한 의미 분석)

  • 최근식
    • Korean Institute of Interior Design Journal
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    • no.33
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    • pp.62-67
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    • 2002
  • Architecture and Film have been interested in each other since 1895. This concern manifests various aspects and is continued up to now. If we examine into detail of relationship between film and architecture, those share the integration of time and space as the art of time and space. Film makes inexpressible time into space by showing the change of space in the issue that is the merger of time and space. Then, this is the issue of movement that compiling element was intervened. And the creative space of film which is the timely expression stimulates the person to experience whole form through spatial experience. Consequently, the architecture as an image maker must be developed through a research about film as an image creator. Also a discussion about film and architecture do not apply one to the other but must be focused on the mutual relationship.

Corps-Level War-Game Model (군단급 워${\cdot}$게임모델)

  • Oh, Hyung-Jae
    • Journal of the military operations research society of Korea
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    • v.3 no.1
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    • pp.51-82
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    • 1977
  • Decision making is a function of many variables, but among these, human burden (soft-ware) and machine burden (hard-ware) are critical. Decision Maker is rather concerned with the soft-ware and just wants to have machine calculate the quantitative arithmetic involved in the decision-making study, because he is responsible for that decision whether or not he knows details about the techniques used by his staffs. From the point of these considerations, computer-assisted war game model has its significance in military decision making. The major outcome of this model is time-phased FEBA movement. FEBA is moved mainly by the ratio of the Index of Combat Effectiveness (ICE). To calculate ICE, Ground Forces are concerning the Index of Firepower (IFP) of individual weapons and in the case of Air Force, sorties are allocated into each sector, and added to the Ground Force IFP. With the ratio of total ICE, FEBA is moved according to the War Game Tables and process is repeated after consideration of casualties. This model is used by IBM-370/135 in MND computer room and also tested by IBM-3741/3717 established at ROKA HQ.

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