• Title/Summary/Keyword: 디자인과 학습

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Effect of Design for Interactive Narrative App, a Mobile App for Children's Education, on Enhancement of Learning Immersion and Intention to Continue Use (어린이 교육용 모바일 앱 인터랙티브 내러티브 디자인이 학습몰입도 증진, 지속사용의도에 미치는 영향)

  • Qing, Guo;Han, Hyun-Suk
    • Journal of Industrial Convergence
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    • v.20 no.10
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    • pp.157-167
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    • 2022
  • The purpose of this study is to verify the educational effectiveness of interaction design in mobile APP by observing the impact of interaction design for elementary school education on enhancing learning immersion and continuous use intention, and propose an interaction design scheme based on elementary school education APP. The research methods are literature research and questionnaire survey. Specifically, through the literature research method, the concepts and prior studies on the concept, reviews the continuous use intention and previous research of interaction design. Then, conducts a questionnaire survey on elementary school students in South Korea and China to understand the interaction design, learning immersion, and continuous use intention, and analyzes the relationship between variables.The research result of this study is to observe the influence of interaction design elements within interaction on learning immersion and continuous use intention with elementary school students who are users of elementary school education application as the objects. The results show that interaction design within interaction has a positive impact on improving learning immersion and continuous use intention. It can be thought that this is because in mathematics/science education, it is easy to understand theoretical concepts or explanations, and stories and images will be continued at each stage to help students learn without being bored.In conclusion, this study can confirm that interactive inline design has a positive effect of enabling learners to engage in learning and continue to use.

Design Edrcation of Elementary School in the Unite States-Design Principles, Color, and Design Related Area- (미술 교과서에 나타난 미국 초등학교 디자인 교육에 관한 고찰-조형 원리, 색채 및 분야별 디자인 교육을 중심으로-)

  • 박은덕
    • Archives of design research
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    • v.14
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    • pp.43-51
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    • 1996
  • To analyze the design education of elementary school in the united states, the content of Discover art, one of the popular art textbooks for elementary school student, has been examined. Focusing on the developmental stage and sequential curriculum across all grades, design principles, color and criteria of design are investigated. The subjects studied are as follows: an introduction of new word or concept of design principles and color, repetition of the learning, the number of color taught, looking at products of design and making design at each grade level. The curriculum of design principles is well composed, but line, shape and form parts are redundant throughout all grades. The learning order of the color at one grade is well organized but the repetition is too much. The portion of design part is too small. It is adequate that the history of design is introduced at grade 5 where children start to learn history. However, it should be more strengthened for the continuous development of design ability. Looking at product design is introduced before grade 4, and making product design is taught just once at grade 4, although sequential learning is necessary in late elementary grades.

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A Study on the method Education of Basic Floral Design (베이직 플라워 디자인 기초교육 방법)

  • Wang, Kyung Hee;Chung, Jin Hee
    • Journal of the Korean Society of Floral Art and Design
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    • no.45
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    • pp.47-56
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    • 2021
  • It was applied by making the models such as the prior learning (e-learning), modeling by manual, learner's practice, 1:1 teaching coaching, self evaluation, coaching behavior assessment(primary, secondary), and self-directed practice. First, the cognitive practice education through the prior learning is very essential in the practice of floral design. Second, the practice class of floral design is a class where the professor generally set an example first, and the learners followed. Third, this study was to prepare the checklist, reflect it through the self evaluation, and prepare the evaluation form in accordance with the element, principle, and technical parts of floral design about the finished works. Fourth, contrary to the existing class completing within the class hour, the practice class is a process of trying to do self-directed practice, returning to home. Fifth, this study was to evaluate the works the learner made once again through the sketching and photographing by placing the work process of portfolio at the last step. To conclude, this study has found that such series of process through six steps on the practice form by the learner only would be excellent teaching learning model to improving the basic capacity of floral design. Accordingly, the development of teaching materials related to this and adaptation in the field in the future is considered as it will be very helpful to the learners' self-directed learning.

Application of Creative Design-inducing, Teaching-Learning Method for Improvement of Creativity (창의성 향상을 위한 창의적디자인도출 교수학습법 적용사례)

  • Seo, Mi-Ra;Kim, Ae-Kyung;Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.448-457
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    • 2015
  • This study aims to suggest a creative design-inducing, teaching-learning method which can enhance the efficiency of design education by helping learners improve their creative thinking and solve problems and apply it to diverse curriculums with a goal of having a positive effect on the development of learners' creativity. For this, it was actually applied to game character design from Department of Game Engineering, formative arts from Department of Beauty Care and Digital Graphics from Department of Visual Design using the action research method, and a teacher defined course topic, contents of the course and creative thinking tools and promoted the class. As a result, it was confirmed that it is effective in deriving creative design and increasing learners' interest and participation in class. When a creative thinking tool was used, however, the outcomes of creative learning slightly varied depending on learners' competence.

Open Education System for Learning Design Patterns (디자인 패턴 학습을 위한 개방형 교육 시스템)

  • Kim, Hun-Sung;Ahn, Joo-Eon;Kim, Eun-Ji;Kim, Yong-Hwan;Kim, Min-Chul;Kim, Woo-Je;Kim, Ja-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.175-176
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    • 2016
  • 본 논문에서는 개방형 교육시스템 학습모형을 적용한 디자인 패턴 교육을 위한 개방형 교육 시스템을 통한 학습을 제안한다. 소프트웨어 디자인 패턴은 정형화된 답이 없으며 상황에 따라 유동적으로 사용되지만, 기존의 디자인 패턴 온라인 교육 시스템은 일방적으로 이루어져 있고 시중에 판매되는 책을 통해 디자인 패턴을 이해하기에는 어려운 부분이 많이 존재한다. 따라서 이러한 문제를 해결하고자 디자인 패턴 교육을 위한 개방형 교육 시스템을 제안한다. 디자인 패턴의 개념과 사례를 통해 기본적인 지식을 습득하고 디자인 패턴의 퀴즈와 실습을 해 이해도를 높인다. 또한, 일방적인 학습이 아닌 사용자들 간의 토론을 통해 한 방향에서 디자인 패턴을 보는 것이 아닌 다양한 시점에서 볼 수 있어 창의력도 함께 증진할 수 있다.

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A study on the process of thinking of development of text model (디자인 학습의 프로세스적 접근을 위한 TEXT 모형 개발에 관한 연구-사고과정을 중심으로-)

  • 이은주;류성현
    • Archives of design research
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    • no.16
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    • pp.113-122
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    • 1996
  • ilesi gn is on process. j)esign is not a result, but a process, It requires organizatiun ui design process to ubtain the most efiectivc design. The urganizatiun of design process means to understand the inner ur outer problems. to cr-eate r-esonable process, and to hale ability of problem soiving, In this paper, we suggest lhal student need to understand the importance oi 'discovering \ulcornerrOCeflB'. not 'd iscovered process'. _\ nd we also SUi(\{est text model of instructor with respeCl to the basic concept of creative ability and den]opmcnt of imagination ahality.

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Designing learning service in real life contexts using smart device - focused on science learning - (스마트 디바이스를 활용한 일상생활 속 맥락 기반의 학습 서비스 디자인 - 과학 학습을 중심으로 -)

  • Choi, Hojeong;Ryoo, Han Young
    • Design Convergence Study
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    • v.14 no.4
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    • pp.151-167
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    • 2015
  • This research suggests scenarios of learning in real life contexts with smart devices and provides user interface prototypes to show their characteristics more effectively. For this, literature review was conducted to understand the strength and limitations of current learning in which real life contexts are used. Then, the characteristics of smart devices as a support tool of learning service was reviewed. With such understand, a user research was executed to establish 10 design guidelines for learning service in real life contexts. Finally, this paper suggested two scenarios that shows learning in real life contexts as case studies and their detailed user interface protypes.

User Expectation Values for Smart Device based Education Service Design (스마트 디바이스 기반 교육서비스 디자인을 위한 사용자 기대 가치)

  • Choi, Hojeong;Yoon, Young Sun;Ryoo, Han Young
    • Design Convergence Study
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    • v.14 no.1
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    • pp.1-13
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    • 2015
  • The purpose of this paper is to find out what values users pursue from a smart device based education service. For this purpose, a survey was conducted using a questionnaire that was developed based on the results of literature review and user interviews. Thirteen user expectation values were developed from the results of the survey: individually customized learning, anytime anywhere learning, learning for career, learning through interaction, learning from diverse resources, learning through cooperation, learning through interchange, self-directed learning, learning within actual context, learning with feedback, learning in spare time, learning with motivation & compensation, and step-by-step learning. In addition, the results of the survey also showed that the user expectation values of women, high school students and people who responded that they knew the smart device based education service very well were higher than those of other users.

Design Framework for Math Educational Serious game Based on Cognitive Psychology (인지 심리적 모형을 기반으로 한 초등 수학 교육용 기능성게임 디자인 설계전략)

  • Choi, Eun young
    • Cartoon and Animation Studies
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    • s.45
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    • pp.299-320
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    • 2016
  • The interests of education methods using Serious games have been increasing recently. But resu,lt-oriented game design framework have not been reflected intrinsic motivation. To increase usage of educational serious game as resource, it is needed game design framework for providing the immersion and collaborative active learning that cognitive Psychologic theories recommend. By outlining the background of the serious game design framework and exemplifying its use, a constructive structure to examine purposed based games is introduced.

교육개혁 지원도구로써의 웹(web)활용에 관한 연구(3) -근대 디자인사를 위한 웹(web)상에서의 학습 모형 개발

  • 조형수;김종기
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.10a
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    • pp.46-47
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    • 1999
  • 현재 인터넷을 통한 멀티미디어 서비스는 전자잡지, 전자신문, 키오스크, 게임, 참고물, 광고 및 홍보 그리고 교육용 타이틀 등 그 활용분야가 광범위하다. 이렇게 각 분야에서 인터넷을 활용한 멀티미디어 서비스를 확대하는 시점에서 교육부는 '21세기 지식 한국' 이라는 새로운 교육발전 계획에 '사이버 공간과 지구촌을 학습의 장으로 만드는 교육의 정보화와 세계화'라는 실천 과제를 두어 교육매체로써의 웹(web)의 활용을 높이려하고 있다.(중략)

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