• Title/Summary/Keyword: 디자인분야 교육과정

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The Construction and Internal Validation of Lifelong Education ISD Model (평생교육 교수체제설계 모형 개발 및 내적 타당화)

  • Yun, Gyuwon;Kim, Moon-Seup;Kim, Jin-Sook
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.213-219
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    • 2022
  • The purpose of this study is the construction and internal validation of DT ISD model that incorporates Design Thinking process into Instructional Systems Design. The study proceeded in 3 steps. Firstly, literature review was conducted to examine the process and components of Instructional Systems Design model such as ADDIE. Design Thinking models were also reviewed to determine the probability of integrating Design Thinking with ISD. Secondly, DT ISD model was constructed by adopting 3 principles of Design Thinking to ISD process. Thirdly, the internal validation research was conducted through 3 rounds delphi study and DT ISD model was finally validated by experts of instructional technology and lifelong education. DT ISD model is based upon constructionism in learning theory rather than behavioral or cognitive learning theory such as ADDIE. Hence, DT ISD model is an effective instructional design model for adult lifelong education program. It is suggested that action research is necessary to examine the external validation of DT ISD model.

Design Plan for Digital Textbooks Applying Augmented Reality Image Recognition Technology -A Study on the Digital Textbooks for Middle School Science 1- (증강현실(AR) 영상인식 기술을 적용한 디지털 교과서 디자인 기획 -중학교 과학1 디지털 교과서 중심으로-)

  • Yoo, Young-Mi;Jo, Seong-Hwan
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.353-363
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    • 2018
  • According to the Digi Capital forecast, the global augmented reality market is expected to grow rapidly by 2020 to reach 150 billion dollars. In particular, high value added effects are expected in education. As ICT advances, digital textbooks are also leading innovative education by adding interactive functions. Advanced countries, including the U.S., are already using digital textbooks that use augmented reality technology in their classes. In line with this technological outlook, the ministry proposed a design plan that applies augmented reality technology to middle school science 1 digital textbooks. A study on middle school science 1 digital textbooks showed that each unit provided short videos. In addition, an investigation into the augmented reality class case showed that it was difficult to establish experimental equipment, lack of equipment (devices), and 3D design contents that did not continue despite the excellence of learning effects. Based on this demand, we designed an augmented reality scenario and system configuration to be applied to the instrument-specific experiments of middle school science 1 digital textbooks to explore and explore the contents of augmented reality by students. This research will replace the dangerous experiments and time consuming experiments for teachers and students by applying augmented reality to science subjects that are essential for the development of digital textbooks.

A Case Study and Survey for Development of New Curriculum and Learning Method for Mechanical and System Design Engineering (기계.시스템 디자인 공학 교과과정 개발을 위한 설문조사 사례 연구)

  • Han Byoung-Kee;Choi Sung-Joon;Kim Byung-Joo;Cho Sung-San;Kim Jung-Soo;Jee Hae-Seong;Park Seoung-Ho
    • Journal of Engineering Education Research
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    • v.7 no.2
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    • pp.40-50
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    • 2004
  • To keep pace with rapidly changing social and technological trends, the Department of Mechanical and System Design Engineering at Hongik University is in the process of updating teaching materials and learning methodologies while evaluating/revising our existing curriculum. In order to be better apprised of the employment needs and student aspirations, we have conducted three separate but related surveys by targeting experienced professionals and managers, alumni working in industries as practising engineers, and our current students. The surveys have furnished us with valuable insights that, we hope, will lead to a new curriculum and learning methods more in tune with needs of our students as well as their future employers. Among other findings, the analysis of the survey responses points towards expansion of integrated laboratory and design experiences, cultivation of improved written and oral communication capabilities involving individual and team efforts, and development of interdisciplinary courses encompassing related fields of engineering as well as emerging fields such as nano and information technologies.

Plagiarism dispute Cases of Fashion Design and Undergraduate Students' Perceptions Regarding Plagiarism of Fashion Design (패션디자인의 표절 분쟁 사례와 대학생들의 패션디자인 표절에 대한 인식)

  • Kim, Jang-Hyeon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.10
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    • pp.480-489
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    • 2020
  • Controversy and legal disputes over counterfeit fashion designs have recently arisen in the fashion industry. The purpose of this study is to examine cases of counterfeiting disputes over fashion designs, and how the perception of counterfeit fashion designs is fostered from the learner's point of view, suggesting implications for the counterfeiting problem. As a result of this study, first, counterfeiting disputes over fashion design started from a lack of utilization of the Design Protection Act and the ambiguity in counterfeit design criteria. Second, the negative perceptions of counterfeit designs were mainly about unethical behavior, inhibiting the growth of the fashion industry, and reducing consumers' willingness to buy the genuine article. Positive perceptions were mainly about the process of creation, the promotion of a developmental environment for the fashion industry, and the expansion of opportunities to promote new designs. The most common perception was the absence of clear criteria for judgments about counterfeiting. Third, the implications of the counterfeiting problem in fashion design require effective institutional improvement in the fashion industry, the establishment of standards to deal with counterfeiting, the development and practical introduction of education proposals regarding intellectual property rights, and changing the perception of counterfeiting in the fashion industry.

Survey of Prototyping Tools for Interactive Product Design (인터랙티브 제품 디자인을 위한 프로토타이핑 도구 조사)

  • Nam, Tek-jin;Yim, Ji-Dong
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.165-174
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    • 2005
  • The development of digital technologies transforms the design targets, characteristics of the targets and the role of designers. The paper highlights the role of prototyping in the interactive digital product design process and presents the survey and analysis of prototyping tools that can be used by designers in designing such products. From the review of tools in design related fields. the classification framework for the tools were presented. The framework has the criteria of the fidelity of prototypes, the stage when the prototyping is used, and design targets. Based on the analysis, the implications for using the tools are suggested. They includes that prototyping is important in the concept stage for designers and different tools and methods are to be applied according to design targets and objectives. Prototyping tools need to support exploring design concepts without being constrained by implementation technologies The collaboration with other professionals can also help effective prototyping. Existing tools familiar to designers can be effective platforms for the new design problems. The results can be guidlines with which designers choose more appropriate prototyping tools when they face new design problems. It also make practical contribution in improving design efficiency and design education for interactive product design projects.

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A study of 3D CAD and DLP 3D printing educational course (3D CAD와 DLP 3D 프린팅 교육과정에 관한 연구)

  • Young Hoon Kim;Jeongwon Seok
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.33 no.1
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    • pp.22-30
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    • 2023
  • Currently, almost all product development in the jewelry industry utilizes 3D CAD and 3D printing. In this situation, 3D CAD modeling and 3D printing ability units in colleges, Tomorrow Learning Card Education, and Course Evaluation-type jewelry design related education are conducted with developed curriculum based on the standards for training standards, training hours, training equipment, and practice materials presented by NCS. Accordingly, this study analyzes 3D CAD modeling and 3D printing training facilities, training hours, training equipment, etc into three categories of NCS precious metal processing and jewelry design, and studies the development of educational systems such as 3D CAD/3D printing curriculum and various environments that meet these standards. Education using this 3D CAD/3D printing education system will enable us to continuously supply professional talent with practical skills not only in the jewelry industry but also in the entire 3D CAD/3D printing manufacturing industry, which is called as one of the pillars of the 4th Industry. The quality of employment of trainees receiving education and the long-term retention rate after employed can also have a positive effect. In addition, excellent educational performance will help improve the recruitment rate of new students in jewelry jobs or manufacturing-related departments, which are difficult to recruit new students in recent years.

Capstone Design Trail in Nursing Education and Its Outcome (간호학에 적용한 캡스톤 디자인의 적용사례 및 결과)

  • Moon, Kyoung-Ja
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.194-202
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    • 2017
  • This study is a methodological study analyzing the results of applying capstone design to nursing education. Among the nursing college students who completed the fundamental nursing subject, the students who agreed to participate in the research were composed of the project team and proceeded as team activities. It was conducted through knowledge - team composition - topic selection / analysis - design / development - simulation - evaluation / feedback process starting from knowledge learned through fundamental nursing class. The research period was from January 1, 2015 to October 30, 2015 for 6 months. BBS (Bed Sore Socks) was developed for the prevention of pressure ulcers, and BBS was applied for seven days to randomly selected patients in the long term care facility. The incidence and pressure ulcer risk scores were assessed. The results of the pilot study showed that the intervention group had an effect on the incidence of pressure ulcer ($x^2=.40$, p = .500) and the pressure ulcer risk score (z = -.45, p = .690), but it was not statistically significant. Capstone design was trailed in the field of nursing education and produced the bed sore socks. In the nursing education, not many capstone design trails appeared yet, this study might be the first trail in the field of nursing, and it could be challenging for expanding of nursing education.

A Study on Manufacturing Innovation in the Jewelry Industry through Automated Systems (자동화 시스템을 통한 쥬얼리 산업의 제조 혁신에 관한 연구)

  • Chun, Jung Jin
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.123-130
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    • 2020
  • Prior to the introduction of automated systems such as jewelry CAD and CAM, the jewelry manufacturing industry had many originals made by hand. However, after the introduction of the automated system, original craftsmen with high technology have disappeared, and computer designers and 3D printing print engineers are taking their place. The introduction of automated systems such as CAD and CAM in the existing hand-made production line has resulted in diversification of designs and cutting-edge and specialization of jewelry manufacturing. In the domestic jewelry industry, the dependence of automation systems such as CAD and CAM in the manufacturing process continues to increase, and the situation is taking up more and more parts in the jewelry design curriculum of universities. From these results, the CAD/CAM automation system field in the jewelry manufacturing industry becomes an essential and important field in the future.

Comparative study of the food Instrument design for the Design Preference and Creativity between Korea and Malaysia (음식도구에 있어 디자인선호와 창의성평가요소에 대한 비교 - 말레이시아와 한국을 중심으로 한 디자인 사례연구 -)

  • Lee, Sung-Pil;Hong, Jung-Pyo
    • Science of Emotion and Sensibility
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    • v.12 no.2
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    • pp.225-232
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    • 2009
  • There are life-style and many different cultural differences between countries. Among them, food is different from other areas. Especially, if Food Tools are used by food type, even though the design factor is same, the function is different. Therefore, research and development of a Food Tool design is necessary to use a Universal Food Tool between countries. The purpose of this research is to develop a behavior analysis process for food, finding similarities and differences by food type; and cultural differences between countries; and to propose a design Food Tool design that can be used between countries. This research on methods and content is for the development of the consumer behavior analysis process about food, grafting theoretical studies about behavior analysis and working behavior analysis on the spot, to develop a food action analysis process. Second, do comparative analysis process of food order and evaluation between countries; and think about the problems and symptoms, then propose methods to resolve the problems. Third, each process is divided by category, to find the features by each category of foods between countries. Results may be obtained through research and the comparative analysis of each country's, foods, behavior and restaurant types. Specifically, researchers can use food tool design to obtain results and compare the same items between countries, compare university design education, and create new ideas through cooperation and complementary research.

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Investigation into a Prototyping Tool for Interactive Product Design: Development, Application and Feasibility Study of MIDAS (Media Interaction Design Authoring System) (인터랙티브 제품 디자인을 위한 프로토타이핑 도구: MIDAS의 활용 사례 및 유용성 연구)

  • Yim, Ji-Dong;Nam, Tek-Jin
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.213-222
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    • 2006
  • This paper presents MIDAS (Media Interaction Design Authoring System), an authoring toolkit for designers and artists to develop working prototypes in new interaction design projects. Field research were conducted to identify the requirements and a case study of designing new interactive products was carried out to examine the feasibility of the new tool. MIDAS provides easier ways of integrating hardware and software, to manage a wide range of electric input and output elements and to employ 3D Augmented Reality technology within conventional multimedia authoring tools, such as Director and Flash, which are popularly used by designers. MIDAS was used in case study projects of design education as well as by voluntary designers for evaluation. From the result of case studies, it was found that many design projects were successfully accomplished using MIDAS. Designers who participated in the projects reported that MIDAS not only helped them to concentrate more on ideation but also was very easy to use as they implemented the physical interface concepts without advanced engineering skills. It is expected that MIDAS can also support prototyping in interactive media an, tangible user interface development and related human computer interaction fields.

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