• Title/Summary/Keyword: 디자인사고

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Effects of Capstone Design Program on Creative Leadership, Problem Solving Ability and Critical Thinking (캡스톤디자인 프로그램이 간호학생의 창의적리더십, 문제해결능력, 비판적사고 성향에 미치는 효과)

  • Kim, Ji-Suk;Choi, Hee Jung
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.406-415
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    • 2018
  • The purpose of this study was to analyze the effectiveness of Capstone Design Program on creative leadership, problem solving ability and critical thinking of nursing students. The subjects of 18 experiment groups taking course in nursing capstone design of U university in P city and 20 control group of K university in G city. Data were collected before and after nursing capstone design class using self-reported questionnaire. Students Creative leadership and problem solving ability showed significant showed improvements after the Capstone Design Program. Creative leadership, Problem solving ability and critical thinking was positively correlated and then Problem solving abilities appeared to be higher improved critical thinking. Therefore, it is recommended that sufficient repetitive practice is to be made in order to improve Creative Leadership, Problem solving ability and critical thinking.

Development and application of a physical computing program applying design thinking to improve the creativity and computational thinking ability: Focusing on Microbit (창의성과 컴퓨팅 사고력 향상을 위한 디자인 사고 적용 피지컬 컴퓨팅 프로그램 개발 및 적용: 마이크로비트를 중심으로)

  • Seo, Youngho;Kim, Gwanmin;KimWoon, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.25 no.2
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    • pp.377-385
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    • 2021
  • This study attempted to develop and apply a physical computing SW education program applying design thinking. The produced SW education program was applied to 22 students in the 5th and 6th grades of J and B elementary schools located in Jeju-si. Computational thinking ability and creativity pre-test was conducted, and Physical computing software training applied design thinking was conducted over a total of 5 sessions for 20 hours, followed by a post-test on creativity and computational thinking ability. As a result of the verification, it was found that physical computing SW education program applying design thinking was effective in improving the creativity and computing thinking ability of elementary school students.

The Introduction of Design Thinking to Science Education and Exploration of Its Characterizations as a Method for Group Creativity Education (집단 창의성 교육을 위한 방안으로서 과학 교육에 디자인적 사고의 도입과 속성 탐색)

  • Lee, Dohyun;Yoon, Jihyun;Kang, Seong-Joo
    • Journal of The Korean Association For Science Education
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    • v.34 no.2
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    • pp.93-105
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    • 2014
  • Group creativity has recently been heightened as a core competence in the 21st century. Therefore, there is a need for introduction of concepts on design thinking emphasizing the collaboration and empathy to science education as an effective method for fostering group creativity. Understanding design thinking for effective introduction should be preceded, so we explore the characterizations of design thinking through the generic model overlay method, focus group interview, and critical incident technique analysis. The results reveal 4 cluster units of competency and 15 core competencies. The collaboration cluster consists of 5 competencies and they are as follows: organization of the team, communication, self-control, persuasiveness, and initiative competency. The integrative thinking cluster consists of 3 competencies and they are as follows: analytical, strategic, and intuitive thinking competency. The human-centeredness cluster consists of 3 competencies and they are as follows: user-orientation, relationship building, and interpersonal understanding competency. The multidisciplinary cluster consists of 4 competencies and they are as follows: achievement orientation, information seeking, curiosity, and flexibility competency. Findings are expected to provide the basic data for developing programs and establishing strategies in order to foster group creativity as well as introducing design thinking to science education effectively.

A Case Study on the Christian Worldview Education Program through Maker Education Based Design Thinking at Christian University (기독 대학의 디자인사고 기반 메이커교육을 통한 기독교 세계관 교육 프로그램 운영 사례 연구)

  • Seongah Lee;Hyeajin Yoon
    • Journal of Christian Education in Korea
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    • v.73
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    • pp.117-137
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    • 2023
  • This is a case study of an extra-curricular program that designed and implemented maker education based on design thinking to foster a Christian worldview. The program was designed at K university in the course of 10 sessions as following stages; tinkering, providing a special lecture for motivation, finding issues, empathizing, making, sharing and reflecting. A total of 15 students in 5 teams participated in the program, progressed through each stage in the process of solving the problems they found around them so that their neighbors and the creative world could become better. As a result of operating this program, the participants became concerned about their neighbors and community and reflected on the change of perspective of the world from a Christian worldview. As a suggestion for follow-up research and projects, to develop a model of maker education based on design thinking for cultivating a Christian view of the world is proposed in order to support to easy design and management of the program even if there is a lack of professional related knowledge and experience. In addition, it is needed to develop a manual and guide book including a facilitator's role and an assessment tool like a rubric that can give feedback on the performance of the program and make improvement.

Development of a Design Thinking-based Maker Education Program for Elementary Students (초등학생의 소프트웨어 교육을 위한 디자인 사고 기반 메이커 교육 프로그램 개발)

  • Lee, Seung-Chul;Lee, Saet-Byeol;Kim, Taeyoung
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.31-34
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    • 2017
  • 현재 4차 산업혁명이 사회에 던지는 화두는 다양하다. 첫째, 소프트웨어 중심 사회이다. 빅 데이터, 인공지능 기술 등이 다양한 분야와 결합하고 그 중심에는 소프트웨어가 있다. 앞으로 소프트웨어 교육이 필수적이고 강화되어야 할 이유다. 둘째, 생산과 소비가 결합된다는 것이다. 즉, 더 이상 소비자가 수동적인 소비자로만 남지 않으며, 획일화된 제품과 서비스에 흥미를 느끼지 않고, 소비자가 직접 자신이 구매할 제품 생산과 판매에 관여하는 '프로슈머(prosumer)' 필요한 물건을 직접 만드는 D.I.Y.(Do It Yourself), 3D 프린팅 등이 새로운 소비 방식을 대표한다[3]. 이에 메이커 운동이 떠오르고 있고, 메이커에 대한 관심이 커지고 있다. 우리나라는 2015 개정 교육과정을 통해 소프트웨어 교육을 강화했다. 초등학교에서는 5~6학년 실과 교과의 정보 관련 단원이 ICT활용 중심에서 소프트웨어 기초 소양 내용 중심으로 개편되었다[1]. 아직 교육과정이 시행되기 전이지만 선도학교나 연구학교를 통해 진행된 소프트웨어 교육을 보면 기능을 익히는 프로그래밍 교육이 주류를 이루고 있고, 이래서는 다양하고 창의적인 결과물을 도출할 수 없다. 이를 해결하기 위해서는 디자인 사고를 도입할 수 있다. 디자인 사고는 인간을 관찰하고 공감하여 소비자를 이해한 뒤, 다양한 대안을 찾는 확산적 사고와 주어진 상황에 최선의 방법을 찾는 수렴적 사고의 반복을 통하여 혁신적 결과물을 도출하는 창의적 문제 해결 방법 중 하나이다[5]. 따라서 본 연구에서는 초등학생들의 소프트웨어 교육을 위한 디자인 사고 기반 메이커 교육 프로그램을 개발하고자 한다.

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The Development of an Elementary Teacher Training Program for Design Thinking-Based Maker Education (디자인 사고 기반 메이커 교육을 위한 초등교사 연수프로그램 개발)

  • Lee, Seung-Chul;Kim, Tae-young
    • Proceedings of The KACE
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    • 2018.01a
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    • pp.111-114
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    • 2018
  • 4차 산업혁명의 특징 중 하나는 생산과 소비의 결합이다. 이제는 소비자가 직접 구매할 물건의 생산에 관여하고, 직접 필요한 물건을 생산한다. 이는 다양한 제작도구들이 보편화되면서 가능해졌다. 이런 흐름으로 세계적으로 메이커 운동, 메이커 교육이 주목받고 있다. 메이커들은 실생활의 문제를 해결하기 위해 창의적인 문제해결 방법을 활용하여 무언가를 만들고 공유한다. 이런 공유문화는 메이커들의 축제인 메이커 페어에서 쉽게 확인할 수 있다. 창의적인 메이커를 교육을 통해 길러내야 될 필요성을 공감하고 있으며, 메이커 교육을 학교 현장에 적용하기 위한 방법으로는 디자인 사고가 있다. 디자인 사고 프로세스는 실제 제품을 사용할 소비자에게 공감하여 이해한 뒤, 다양한 대안을 찾는 확산적 사고, 주어진 상황에서 최선의 방법을 찾는 수렴적 사고의 반복을 통해 결과물을 도출하는 창의적 문제해결 방법이다. 현재 온라인과 오프라인 상에서 다양한 메이커 교육이 이뤄지고 있다. 이를 학교에 도입하여 학생들을 가르치기 위해서는 교사의 역량이 중요하다. 아무리 좋은 교육이라도 교사들이 모른다면 학생들을 가르칠 수 없기 때문에 메이커 교육을 학교 현장에 투입하기 위해서는 메이커 교육을 위한 교사 연수 프로그램 개발이 필요하다. 따라서 본 연구에서는 디자인 사고 기반 메이커교육을 위한 초등교사 연수프로그램을 개발하고자 한다.

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The effects of SW education applying CSCL-based design thinking on Creativity and Problem Solving Skills of Elementary School Students (CSCL 기반 디자인 사고를 적용한 SW교육이 초등학생의 창의성과 문제해결능력에 미치는 효과)

  • Seo, Youngho;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.22 no.4
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    • pp.427-438
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    • 2018
  • The purpose of this study is to analyze the effect of SW education applying CSCL based design thinking on elementary school students' creativity and problem solving skills. The study was conducted on 28 elementary school students in grades 4,5,6 participated in J university-sponsored educational donation program during the winter break. A SW education program based on design thinking was developed and applied to experimental group. First, we conducted a pre-test to check creativity and problem solving skills. After that, SW education program applying CSCL-based design thinking was conducted for 42 hours. Finally, post-test was conducted to examine creativity and problem solving skills. As a creativity test tool, the TTCT pattern test forms A and B of Torrance were used and analyzed. As the problem solving skills test tool, the problem solving skills test for the elementary school students developed as a life-ability measurement tool were used and analyzed. As a result of the verification, it was found that SW education applying design thinking was effective in improving elementary school students' creativity and problem solving skills.

A Study on Analysis of Design Thinking Type based on Brain Conjugation Area (두뇌활용영역에 따른 디자인 사고 유형 분석에 관한 연구)

  • Seok, Jae-Heuck;Han, Jung-Wan
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.355-362
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    • 2016
  • This research analyzed 'esquisse', that is one of among the visual representation tools of designers in design-thinking process. They were classified into five different types(M, N, O, P, Q) and categorized about preferred type of brain dominance area based on Ned Herrmann's 'Brain 4 division theory'. By contrasting and analyzing five types of sketch tendencies and brain tendencies through Structural left -brain type(M), Emotional limbic-brain type(N), Visual right-brain type(O), Plane expressional right-brain type(P) and Text expressional right-brain type(Q), it was deduced that which utilization the designer with each brain type with various Styles and characteristics shows internally in the design thinking process can be analyzed.

Development of a Model of Maker Education Utilizing Design Thinking : Based on the Complementary Features (디자인 사고 기반 메이커 교육 모형 개발: 상호보완적 특성을 바탕으로)

  • Yoon, Hyea Jin;Kang, Inae
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.707-722
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    • 2021
  • The need for Maker Education has received attention as an educational environment for cultivating the active and creative ability that can solve new problems in this era, and it is applied in various educational fields. Many of them use Design Thinking as a stage of maker activities. However, the educational value of each concept has not been magnified, since maker programs are designed by simply borrowing steps without considering the similar but different features of them. Therefore, this study developed a model of Maker Education utilizing Design Thinking based on complementary relationships. To this end, formative research methodology was conducted by the following procedures, developing a draft, conducting a formative evaluation, and completing the final model. As a result, the stages of Maker Education were visualized and detailed activities and instructing strategies in each step by reflecting the features of Maker Education, the autonomy of the learner and producing visible outputs using various tools and materials, and Design Thinking, the specific process of solving problems and enabling social participation.

A Study on the Anterior Creative Attributes of Chaos and Fratals and Their Applicability to Environmental Design (카오스, 프랙탈의 창조적 속성과 환경디자인에의 적용가능성에 관한 연구)

  • 김주미
    • Archives of design research
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    • v.13
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    • pp.235-255
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    • 1996
  • The world-view of a period or a society refers to the way it conceives of the order and governing principles of the universe. The ad and outcome of the crealive process of a designer reflect his or her world-view or value system. Contemporary students of design seem to find the traditional approach to art based upon the Euclidean logic rather redudive and confining and are trying to develop a new way of thinking and methodology, a new frame of reference. In this study, I am offering the chaos- and fractal theory, concepts drawn from science, as a new anchoring point for design. This approach makes use of the concept of chaos as the basis of a new, open system that enables a designer to find and generate numerous visual possibilities immanent in chaos. Likewise. fractal geometry is offering new concepts and vocabularies for the study of physical universe and design thinking, as well as bridging the gap between science and art. The number of structural possibilities fractal theory generates for environmental design seems to be virtually unlimiLl'd. In fine. this study places a great emphasis on the new approaches t() the environment we inhabit. which I hope will contribute to generating a greater number of creative possibililil:s for environmental design.

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