• Title/Summary/Keyword: 교수 디자인

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Screen Printing Designs using the Lotus as a Source of Inspiration and Selected Design Criteria by E. Paul Torrance (E.Paul Torrance 의 디자인 기준에 의하여 선택된 연화문(蓮花紋)을 응용한 스크린 프린팅 디자인 연구)

  • 한명숙;남기선
    • The Research Journal of the Costume Culture
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    • v.5 no.3
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    • pp.118-128
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    • 1997
  • 본 연구의 목적은 「Guiding Crieative Talent」의 저자이자 교수인 E.Pual Torrance에 의하여 제시된 디자인 기준(design criteria) 중에 3가지 디자인 기준을 선택하여, 스크린 프린팅기법에 의거, 일련의 디자인을 제작하는 것이다. 이 디자인 기준은 1958년, Torrance에 의하여 수행된 \"The Minnesota Tests of Creative Thinking\" 중 일부이다. 그는 \"창의적인 발상전개에 있어서 보다 더 주의를 요하는 것은 마지막 생산물(the products)이 아니라 그것의 과정(the process)인 것이다.\"라고 강조해 왔으며, 창의적 사고에 관한 개념을 제시해 왔다. 본 연구의 디자인은 그 창작의 착상의 모티브(motif)로써 연화문(蓮花紋)을 선택하여 다양한 디자인의 스크린 프린팅을 창작하였다. 12개의 디자인이 제작되었데, 그것은 Torrance에 의하여 제안된 약 20개의 기준(criteria) 가운데 저자가 디자인 착상에 있어서 최소한의 기본요소라 생각되어, 임의로 선택한 3가지 기준에 의하여 만들어졌다. :3가지 기준이란 1) 모티브(motif)의 수적증가(multiplication) 2) 모티브(motif)의 위치변화 3) 모티브(motif)의 모양변화이다. 전체적인 디자인과 테두리 디자인(border design)이 선택적으로 디자인 과정에 포함되었으며, 최종적으로 12개의 디자인이 선택, 1가지의 색채를 이용하여 스크린 프린팅에 의하여 제작되었다. 디자인 제작과정으로, Torrance의 각각의 디자인 기준에 의한 여러 장의 스케치를 그린 후, 그중 12개의 스케치를 임의로 선택하여 옷감위에 프린팅하였다. 디자인 제작 결과, 저자가 선택한 3개의 디자인 기준만으로도 다양한 수의 서로 다른 디자인 창작이 가능하였으며 본 연구에서는 1개의 디자인 기준을 선택 응용하였으나 보다 많은 디자인 기준을 선택하여 동시에 비교 연구하는 것도 필요하다고 본다. 그리고 1개 이상의 디자인 모티브(motif)를 함께 디자인 착상에 이용하는 것도 가능하다고 본다.

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Software Teaching.Learning Strategy for Improvement of Software Adaptability (SW 적응력 향상을 위한 SW 교수.학습 전략)

  • Yoo, In-Hwan;Koo, Duk-Hoi
    • Journal of The Korean Association of Information Education
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    • v.8 no.4
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    • pp.501-510
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    • 2004
  • The activation of the latest ICT(Information and Communication Technology)education has been putting more importance on the education of the application SW(software). By the way, the geometric progression of knowledge and the fast development of computer technology have continuously created new SW. Accordingly, the previous traditional SW learning paradigm runs into various problems. This study starts from the recognition of such problems. In this study, the SW adaptability is defined as the ability that learners can efficiently find and apply the suitable functions of SW to those problems in the problematic circumstances as well as promote retention and metastasis. With these premises, this paper makes an inquiry into the teaching-learning method. Besides, This paper explores the SW usability and the principles of UI(User Interface) design and deduces the SW learning strategy. Furthermore, it probes problems of the SW teaching-learning of the demonstration practice method and proposes the inquiring master for SW adaptability teaching-learning model.

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The Case Study of Using Technology in Education of Pre-service Mathematics Teachers. - Developing Materials Assisting Teaching-Learning for 7th-9th Grade Mathematics Classroom - (예비수학교사교육에서의 공학적 도구 활용 사례연구 - 7${\~}$9단계 수학수업과 연계된 교수$\cdot$학습보조자료 개발을 중심으로 -)

  • Kim, Nam-Hee
    • School Mathematics
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    • v.7 no.4
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    • pp.337-352
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    • 2005
  • In this study, we carried out a case study with 38 pre-service mathematics teachers. A theoretical basis of this study is the 'technology principle' by NCTM(2000) and teaching-learning methods by the 7th curriculum. Using mathematics program(Grafeq.), we executed classroom activities for developing materials assisting teaching-teaming for 7th-9th grade mathematics. Pre-service mathematics teachers constructed mathematical designs for each grade by Grafeq. program. We tried to find the results for three research problems. On the basis of observation data, interview data and document materials, we analysed our results as follows. First, our activities help Pre-service mathematics teachers to examine and understand each grade mathematics. Second, we can developamathematicaldesignineachgrade mathematics. Therefore mathematical designs developed in this study can be used middle school mathematics classroom. Third, pre-service mathematics teachers gained the belief that the activities using mathematical in this study can be applied program. effectively to teaching and loaming school mathematics.

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The Changes of the College Level Visual Communications Design Curriculum in Korea - Focused on 3 Design Schools: Hongik Univ., Seoul National Univ., Ewha Univ. (한국의 시각디자인 교과과정 변화에 대한 분석 -서울대학교, 이화여자대학교, 홍익대학교 시각디자인 전공의 교과과정 변화를 중심으로-)

  • Kim, Jeong-Deok
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.73-84
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    • 2007
  • This research takes an introspective and critical approach to the college level visual communication design education in Korea. As such, the changes of the college-level visual communication design curriculum in Korea are analyzed. Selected were 3 major design schools which have a relatively long design educational history in Korea. Those 3 schools are Hongik University, Seoul National University and Ewha University. The curricula were categorized and its changes were followed. The faculty members of those 3 schools were also analyzed. The college level design education began from 1946 at Seoul National University. The Koreas design education was influenced from the Japanese Design curriculum and then the American design curriculum from the beginning. The Korean design educators accepted those new design educational paradigm without any criticism, and it is now structurized in our design educational system. It caused the curriculum with practice-centered classes mostly, and the function centered design education without understanding of socio-cultural environments. The Korean design education needs more liberal arts which will lead us to more discourses about ourselves, and needs to employ more local design educators to solve the intellectual skewness in the Korean academic society in the field of Design.

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Actual G-Math Game Design for Directly Constructivism (직접적 구성주의에 의한 실체적 G-Math 게임 디자인)

  • Lee, Ji-Won;Chang, Hee-Dong;Park, Sung-Jun
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.39-40
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    • 2012
  • G-러닝 게임은 게임의 집중력과 재미 요소를 기반으로 학습의 목적을 가진 콘텐츠로, 최근 아동 교육용 G-러닝 게임의 시장 규모가 증가하고 있다. 그러나 기존에 연구된 G-러닝 게임은 교육성과 게임성의 디자인 방향이 일치하지 않아 균형 있는 효과를 기대하기 어렵다. 본 논문에서는 초등학교 4학년을 대상의 분수 학습을 위한 G-러닝 게임의 게임디자인 방법을 논한다. 분수 개념은 4학년 교과 과정 중 학습 난이도가 높고 이해가 어려워 단순 교수법보다 구성주의 학습법이 적합하다. 게임과 교육의 융합을 위한 디자인의 일환으로 G-Math 게임을 개발하였다. G-Math 게임은 구성주의 학습방법을 기초하여 ETC(탐구, 협동, 대화, 이해)이론으로 디자인 하였다. 본 연구는 G러닝 게임의 교육성과 게임성을 융합함과 동시에 효과적인 학습 방법을 디자인함으로서 G-Math에 특화된 콘텐츠를 제공한다.

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Effects of professor's images on learning immersion and satisfaction in blended learning (face-to-face + non-face) classes - For Koreans and foreign students majoring in beauty at H University in Seoul - (블렌디드 러닝(대면+비대면)수업에서 교수자 이미지가 학습몰입도 및 학습만족도에 미치는 영향 - 서울소재 H대학 뷰티전공 내·외국인학생 대상으로 -)

  • Kwon, Oh Hyeok
    • Journal of the Korea Fashion and Costume Design Association
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    • v.23 no.3
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    • pp.87-98
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    • 2021
  • Due to the influence of COVID-19, many changes have been made in the education methods in universities. In respomse, this study intendsto present an efficient learning method by identifying the impact of professor images on learning immersion and the learning satisfaction of classes taught with blended learning for university students majoring in beauty at H University in Seoul. For final analysis, 232 of the 234 questionnaires administered from May 17, 2021 to June 2, 2021 were analyzed. For statistical analysis, SPSS 21.0 was utilized; frequency analysis was conducted to identify demographic characteristics, factor analysis was used to verify the research model, and regression analysis was conducted to verify the hypothesis. First, images of professors have been shown to affect learning immersion. Second, the professor image were shown to affect learning satisfaction. Third, education immersion has been shown to affect educational satisfaction. In order to overcome the limitations of online lectures in universities that suddenly began with onset of COVID-19, it is believed that students' satisfaction can be increased by applying blended learning as a way to improve the quality of classes.

The Study on the Perception Difference in the Engineering Education between Industrial Managers and Engineering Faculties and the Way to Resolve This Difference (공과대학 교육에 대한 교수와 기업담당자의 인식차이 및 해소방안 연구 - 경원대학교를 중심으로 -)

  • Yoo, In-Sang
    • Journal of Engineering Education Research
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    • v.13 no.6
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    • pp.49-56
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    • 2010
  • In this study, we investigated the perception difference of industrial managers and engineering faculties in the engineering education, and searched for a rational solution to resolve this perception differences. Both engineering faculties and industrial managers place strong emphasis on practical training, but they showed a significant difference in addressing the issues on the graduates of engineering education have. This different perceptions are occurred since the industrial managers prefer "the instant(or ready-made) human resource type", the ones to put to work right away whereas professors prefer the ones with the strong basic knowledge, "the potential human resource type", who may in the long run contribute to the development of the industry. We believe Finland Helsinki Engineering School's co-op course and Pennsylvania State University's Capstone Design Education are the good examples of nurturing "practical" human resource although both programs are conducted in very different imaginative ways.

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A Study on Analyzing the Degree of Conforming to Web Accessibility by the Center for Teaching and Learning Support of Cities and Provinces (시·도 교육청 교수학습지원센터의 웹 접근성 준수 정도 분석)

  • Kim, MiJeong;Kim, JaMee
    • The Journal of Korean Association of Computer Education
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    • v.21 no.2
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    • pp.59-71
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    • 2018
  • The purpose of this study is suggesting the direction for improving web accessibility by analyzing the state of abiding by the web accessibility by the centers for teaching and learning support at the education offices in cities and provinces which provide the learning and teaching materials to the K-12 members and the interested people. For this aim, nine centers for teaching and learning support were evaluated. The primary manual evaluation by two experts and the evaluation by 18 users were conducted. The users were comprised of hearing-impaired people, visually-impaired people, brain-disabled people, the elderly, various browser users, and a variety of operating system users. As a result of the analysis, not a single center for teaching and learning support had conformed to web accessibility in the expert evaluation and the user evaluation. As a result of the expert evaluation, the errors regarding web design improvement, HTML source error correction, and provision of alternative measures for the disabled were found. This study is meaningful in the sense that it provided various discussions with regard to the direction of the future web accessibility evaluation based on the improved web accessibility evaluation method.

A study on the Subjectivity in Capstone Design Subject with Teaming Teaching -The case of Culinary Art Major Students in Y College- (팀티칭 교수법을 적용한 캡스톤디자인과목의 주관적 인식연구 -Y대학 식음료조리계열 조리전공자를 중심으로-)

  • Shin, Seoung-Hoon;Kim, Chan-Woo
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.450-460
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    • 2019
  • This study analyzed the culinary arts major students' subjective perception toward capstone design subject which was thought by team teaching method through applying Q methodology. Generating future suggestions of the operation of the subject and finding common structure of students's responses are the main aim of this study. From the typological analysis, four types of common structures were found. There were Differentiation Curriculum Satisfaction Type(Type 1, N=14), Restaurant business plan Type(Type 2, N=5), Prefer franchise education Type(Type 3, N=3), Prefer menu development lesson Type(Type 4, N=3) and each type showed its own distinctive characteristics. In the future research, additional literature research and empirical study will be applied for adjusting and developing more sophisticate questions of Q methodology and analysing process for gathering diverse responses and specific analysis.