• 제목/요약/키워드: 교수 디자인

Search Result 215, Processing Time 0.024 seconds

A Study on UX Design Process Lecture Based on Modified PBL (Problem-Based Learning) (변형된 PBL 기반의 UX 디자인 수업 설계 연구)

  • Kim, Jung-Yi
    • Journal of the Korea Convergence Society
    • /
    • v.9 no.1
    • /
    • pp.117-131
    • /
    • 2018
  • PBL is expected to be very useful in the engineering project course that leads students to active learning in problem solving process. But it is not actively utilized because of various problems. In this study, modified PBL lectures were laid out for a course that practice UX design process. Modified PBL lectures provide theoretical class and two PBL practices. The variant is that the problem design is made by the students themselves on a weekly basis, rather than by the instructor, and that the two PBL processes consist of one project. The results of this study are meaningful as a basic data in PBL-based engineering college project class. Additional discussion of how to evaluate grades needs to be specified.

디지털미디어 시대의 시각디자인 교육시스템 연구

  • 정봉금
    • Archives of design research
    • /
    • v.16 no.3
    • /
    • pp.341-350
    • /
    • 2003
  • The topic of 21st century's culture is the appearance of digital media. It made changes as big as the industrial revolution, and our society is now ruled by the digital media. The main objective of this study is to forecast the direction of current visual design education by researching and analyzing how the introduction of digital media is influencing the evolution of visual design's identity, which is an ever changing and developing science. Also, since the rain target of digital media is the young generation, the change in the method of expressing visual language is inevitable In fact, there have been a lot of changes in the methods of creating and distributing visual communication due to the introduction of digital media. In the past, most educational institutions of design had similar objectives, curriculums and teaching methods to provide education that prepares students for practical business. However, in this digital media era, the application and utilization of visual design are uncomparably diversified, and it is generally classified as interaction. The purpose of this study is to find a wat to train visual design professionals in this digital era. For this purpose, this study will identify a new educational system that fulfills the demands of this society by fusing the traditional education and the new digital education, and will suggest what an design education institute that is ahead of the demands of society should be like.

  • PDF

Development of Convergence Education Program for Elementary School Gifted Education Based on Mathematics and Science (초등학교 영재교육을 위한 수학·과학 중심의 융합교육 프로그램 개발)

  • Ryu, Sung-Rim;Lee, Jong-Hak;Yoon, Ma-Byong;Kim, Hak-Sung
    • Journal of the Korea Convergence Society
    • /
    • v.9 no.10
    • /
    • pp.217-228
    • /
    • 2018
  • The purpose of this study is to develop STEAM program for gifted education by combining educational contents of humanities, arts, engineering, technology, and design into various subjects, focusing on mathematics-science curriculum of elementary school. The achievement standards and curriculum contents of elementary mathematics-science curriculum were analyzed while considering 2015 revised national curriculum. And then, a 16 class-hour convergence education program consisting of 3-hour block time was developed by applying the STEAM model with 4 steps. The validity of the program developed through this process was verified, and four educational experts evaluate whether the program can be applied to the elementary school. Based on the evaluation results, the convergence education program was finalized. As a result of implementing the gifted education program for mathematics-science, students achieved the objectives and values of convergence education such as creative design, self-directed participation, cooperative learning, and interest in class activities (game, making). If this convergence education program is applied to regular class, creative experiential class, or class for gifted children, students can promote their scientific creativity, artistic sensitivity, design sence, and so on.

인터뷰-인쇄교육발전협의회 신임 회장 서정술 교수

  • Jo, Gap-Jun;Jang, Hong-Il
    • 프린팅코리아
    • /
    • s.39
    • /
    • pp.72-73
    • /
    • 2005
  • 인쇄 관련 교원들의 모임인 인쇄교육발전협의회가 지난 7월16일부터 17일까지 양일간 정기총회를 갖고 서정술 서울정보기능대학 컴퓨터디자인학과장을 회장으로 선임했다. 이에 본지에서는 서정술 신임회장을 만나 앞으로의 계획에 대해 들어봤다.

  • PDF

Increase in dental hygienists' competency and self-directed capacity after capstone design course on community dental hygiene (캡스톤 디자인 지역사회치위생학 수업이 치과위생사 역량 및 자기 주도력 증가에 미치는 효과)

  • Seon-Ju Sim;Sun-Mi Lee
    • Journal of Korean society of Dental Hygiene
    • /
    • v.24 no.2
    • /
    • pp.99-108
    • /
    • 2024
  • Objectives: This study aimed to verify the effect on students' competency and self-directed capacity after a capstone design teaching method with community dental hygiene class. Methods: The study participants were 34 dental hygiene students taking a 4-year community dental hygiene course at a university located in City C. The research tool consisted of 52 questions on major competency and 20 questions on self-directed capacity. Results: After the capstone design class, overall dental hygienists' competency increased (p<0.05), and competencies of clinical dental hygiene and community health promotion showed a high increase (p<0.001). As a result of analyzing the increase in dental hygienists' competency according to self-directed learning ability, the group with low self-directed capacity showed high improvement in clinical dental hygiene competency and community oral health promotion competency. Conclusions: This study confirmed that the capstone design course in community dental hygiene improved students' competency and self-directed capacity, and suggests that it is an excellent teaching method for training competencies required for future society.

A Study on Process of User Experience Observation for Service Enhancement of Educational Website (교수학습 사이트 서비스 개선을 위한 사용자 경험 관찰 프로세스에 관한 연구)

  • Lee, Kun-Pyo;Lee, Jung-Joo;Seo, Jong-Hwan;Kim, So-Mi
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02b
    • /
    • pp.474-479
    • /
    • 2006
  • 교수학습 사이트는 교과 교육 지원이라는 특성상 그 서비스 개선에 있어서 사용자 중심적 디자인이 특히 요구된다. 기존 웹사이트 개선 연구는 단순히 웹사이트와 사용자 간의 인터랙션에서 발생하는 문제점에 초점을 맞추어 왔는데 사용자의 근본적인 니즈를 발견하고 만족시키기 위해서는 웹사이트 사용 정황의 이해라는 보다 확대된 개념에서의 접근이 필요하다. 따라서 본 연구에서는 웹사이트의 문제점 발견 및 사용자의 근본적 니즈 파악을 위하여 오프라인과 온라인 환경에 걸친 사용자 경험 관찰 프로세스를 기획하고 교수학습 사이트 서비스 개선을 위해 이를 적용하였다. 사이트 비지팅(Site Visiting), 비디오 에쓰노그라피(Video Ethnography), 사용자 다이어리 및 셀프카메라(User diary and Self camera), 그리고 인터뷰 기법이 현장 조사에서 이용되었으며 원격 사용성 평가 소프트웨어를 활용한 사용성 평가 및 카드소팅 테스트가 온라인 환경에서 진행되었다. 관찰 후 분석을 통해 교수학습 사이트의 새로운 컨텐츠 및 서비스 방향을 도출할 수 있었으며 웹사이트 사용자 경험 관찰 방법론 정립에의 가능성을 제시하였다.

  • PDF

The Study on the Software Educational Needs by Applying Text Content Analysis Method: The Case of the A University (텍스트 내용분석 방법을 적용한 소프트웨어 교육 요구조사 분석: A대학을 중심으로)

  • Park, Geum-Ju
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.20 no.3
    • /
    • pp.65-70
    • /
    • 2019
  • The purpose of this study is to understand the college students' needs for software curriculum which based on surveys from educational satisfaction of the software lecture evaluation, as well as to find out the improvement plan by applying the text content analysis method. The research method used the text content analysis program to calculate the frequency of words occurrence, key words selection, co-occurrence frequency of key words, and analyzed the text center and network analysis by using the network analysis program. As a result of this research, the decent points of the software education network are mentioned with 'lecturer' is the most frequently occurrence after then with 'kindness', 'student', 'explanation', 'coding'. The network analysis of the shortage points has been the most mention of 'lecture', 'wish to', 'student', 'lecturer', 'assignment', 'coding', 'difficult', and 'announcement' which are mentioned together. The comprehensive network analysis of both good and shortage points has compared among key words, we can figure out difference among the key words: for example, 'group activity or task', 'assignment', 'difficulty on level of lecture', and 'thinking about lecturer'. Also, from this difference, we can provide that the lack of proper role of individual staff at group activities, difficult and excessive tasks, awareness of the difficulty and necessity of software education, lack of instructor's teaching method and feedback. Therefore, it is necessary to examine not only how the grouping of software education (activities) and giving assignments (or tasks), but also how carried out group activities and tasks and monitored about the contents of lectures, teaching methods, the ratio of practice and design thinking.

A Study on Teaching and Learning Cases and Effects Using Virtual Reality (VR) in Practice Subjects (실습교과목에 가상현실(VR)을 활용한 교수·학습 사례 및 효과 연구)

  • Choi, Nayoung
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.25 no.3
    • /
    • pp.41-52
    • /
    • 2023
  • This study developed and taught VR content to be used in clothing design and composition practice, which are practical subjects for home education students at the College of Education, and examined the learning effects on students who participated in VR experiences. First, after experiencing classes using VR content, students' perceptions of classes were examined considering participation, class level, expectations, and satisfaction through a survey. As a result of examining the experience of learning sewing machines in classes using VR content and changes in perception of classes, it was found that the class level, class expectations, and satisfaction were affected. As a result of comparative analysis of VR experiences and the perception of VR classes prior to experiencing VR content related to sewing machines developed for practical subjects, VR experiences affected class participation, class level, expectations, but satisfaction was not affected. The advantages of the VR class that students mentioned in the subjective evaluation included interest in the class, the degree of participation, the VR experience, and the use of VR. As for the disadvantages, difficulties in using the device, dizziness, frustration when using the device, and limitations of the program were mentioned.

An Investigation about the acceptance of the modern design in Korea - The case of Design Education and Korean Students at Teikoku ART College 1929-1945- (한국에 있어서의 근대 디자인 수용에 관한 고찰 - 제국미술학교의 도안공예교육과 조선인 유학생(1920-1945)을 통하여 -)

  • Shin, Hee-Kyoung
    • Archives of design research
    • /
    • v.18 no.2 s.60
    • /
    • pp.47-58
    • /
    • 2005
  • As a part of ${\square}$ project to discover Korean modern design and Korean modern an, this thesis is based on collaborated research with Musashino Art College about Teikoku Art College in Japan (renamed as Musashino Art School in 1948 and promoted as Musashino Art College in 1962) and Korean students of Teikoku Art College. In accepting modern art and design, Teikoku Art College. In accepting modern art and design, Teikoku Art College is important since most Koreans studied there to learn modern art and design. Especially, this focuses on activities of Korean students in Design (Zuan) program at Teikoku Art College and their relationships with professors to examine the influence of design study and acceptance through Teikoku Art College in Japan and the relationship with design education in Korean after the World War II. This research made it possible to renew the lists of 147 Korean students and 13 Korean students in Design (Zuan) program. Thus, this could be essential data to reconstruct the history of Korean modern design which has lacked basic documents.

  • PDF

A Study of Fashion and Textile Design Education in the UK (영국의 패션 및 직물 디자인 교육에 관한 연구)

  • Choo, Tae-Gue
    • Journal of the Korean Society of Costume
    • /
    • v.33
    • /
    • pp.55-72
    • /
    • 1997
  • 우리나라 복식산업의 전문인력 양식은 주로 대학교나 전문학원에서 이루어지고 있으며 수적인면에서는 충분한 인력이 양성되고 있다. 그러나 질적인 면에서 산업체에서 요구되는 역량을 가진 전문인은 부족한 편이다. 이에 따라 산업체의 요구에 부합하는 인력야성을위하여 교육과정의 개선이 절실히 요구되고 있다. 따라서 본 연구에서는 실기교육 산학협력 및 산업체 현장실습이 활발히 이루어지고 있는 영국의 복식관련학과에 대하여 조사해 봄으로써 우리 교육의 개선방향을 모색하고자 한다. 영구의 경우 다양한 자격증 및 학위과정이 개설되어있으나 본 연구에서는 우리나라 학사학위에 해당되는 BA 및 Bsc만대상으로 하였으며 설문조사 문헌조사 및 사례연구를 통하여 현황 및 교과과정을 분석하였다 영국의 복식관련학과들은 그 교과과정 및 내용에 따라 크게 6개 전공분야로 분류되었으며 각 하과는 다시 세분화되어 전문성이 있는 교육이 이루어지고 있었다 또한 수업연한 및 과정의 형태에 따라 5개 유형으로 분류되었다, 이유형 중 특히 일년간의 현장실습을 학위과정으로 포함시켜 의무적으로 산업체에 근무하도록 되어있는 Sandwic Mode는 적극적인 산학협력의 한 형태로 매우 효율적으로 평가되는 교육체계이며 여러다른 학문 분야에서도 널리 활용되고 있는 체계이다. 교수진의 경우 전임교원이 수적인 면에서 다소 부족한 것으로 나타났으나 관련 산업체 인사 등을 시간강사로 고용함으로써 이를 보완 할 뿐 아니라 산학연계를 이루고 있었다. 또한 전임교원의 경우 주로 학사 혹은 석사의 학력을 가지고있었다. 그러나 모든 전임교수 뿐 아니라 시간강사의 경우도 산업체 경력을 필수 적으로 가지고있어 고학력위주의 우리나라 실정과는 매우 상이했다. 교과과정에 대한 사례연구에서 직물디자인에 집중된 2개 과의 교과과정을 보았으며 그중 한 개 과는 다시 편물 프린트 및 직물 디자인의 3분야로 세분화되어 심도 있는 교육이 이루어질 수 있는 것을 살펴보았다 또한 다른 3개의 예에서 볼수있듯이 2개 이상의 전공코스를 도입하여 공통과목과 전공 코스 과목을 둠으로써 시설 및 인적 자원의 활용 등 운영상 효율성을 추구함을 알수 있었다 또한 학생들의 경우 전문화된 코스의 선택을 할수 있게 하였다 이런 실례는 전문인력양성이 매우 필요하고 따라서 전공코스제의 도입의 필요성이 대두되고 있는 이시점에서 매우 유용하게 이용될수 있으리라고 생각된다. 영구의 교육이 우리나라 실정에 그대로 적용될 수는 없지만 본 연구 결과를 바탕으로 다음과 같은 시사점을 고려하여 우리교육을 개선해 나갈 수 있으리라고 생각한다. 첫째 교수진 인적 물적상황 및 지역적 상황등을 분석하여 각 대학별로 그 특성에 맞는 세분화되고 심도있는 전공교육과정을 개발 발전시켜 야 할 것이다 둘째 산업체 방문 산업체인사와의 면담 및 특강 등 산학협력을 좀더 적극적으로 모색하여야 할 것이다. 셋째 학생들의 산업체 현장 연수를 실질적으로 도입하여 산업체의 인력요구에 적극적으로 대처 할수 있어야 하겠다.

  • PDF