• Title/Summary/Keyword: 디자인 기반 학습

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A Study on the Implementation of a Community-based LIS Capstone Course: Developing the 21st Century Skills of Preservice Librarians through Human Library Projects (지역사회협력 기반 문헌정보학 캡스톤 교과목 개발과 운영에 관한 연구 - 휴먼라이브러리 프로젝트 수행을 통한 21세기 학습 기술 강화를 중심으로 -)

  • Jisue Lee
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.2
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    • pp.379-408
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    • 2023
  • This case study reports on the redevelopment of a course, Local Culture Information Theory offered by the Department of Library and Information Science at C University, into a capstone design course using a project-based learning approach. In collaboration with a local community youth organization, the redesigned course provided an opportunity for LIS students to develop and implement a digital literacy program that enabled high school students to use a variety of digital multimedia technologies to complete a project of digital Human Library featuring video, audio, and digital are such as webtoons. Through semi-structured interviews with 5 students and 3 staff from partner organizations, this study reports on course development process, the establishment of local partnerships, project outcome, as well as suggestions for improvements. In addition, a qualitative analysis of the participating students' interview responses using the Framework for 21st Century Learning (P21) found they developed and improved 11 skills across three core areas: life and career skills including self-direction, project management, collaboration with diverse teams, flexibility, responsibility, leadership; learning and innovation skills including communication and collaboration, problem-solving, creativity, and critical thinking; and information, media, and technology skills through media creation. Lessons learned and recommendations from this case study may be useful for other LIS programs and faculty interested in implementing project-based learning or developing capstone design courses.

A Study Leaner-Centered Interactive Design for Web-Based Instruction (웹기반 교육을 위한 학습자 중심의 인터랙티브 디자인에 관한 연구)

  • Pang, Su-Young;Bae, Yong-Geun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.883-886
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    • 2007
  • This study examined contents of interaction that played an important role in learners' accomplishment of educational goals at web-based educational system. The purpose of the study was to find out design strategies of web-based education website that could give learners more satisfactory interaction. The study firstly investigated concept and values of web-based education as well as interaction by literature study to analyze web-based educational design principles at actual web-based education websites from point of view of interaction and to examine what factors should be used and reinforced at existing teaching. The findings were as follow: Web-based education websites made use of interaction with 'each design factor', such as colors, texts and images, etc that were based on communication designs to give 'information' by systematic interaction more than by social interaction.

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A Study on the Implementation of Learning community of Chinese International Students Using Design-Based Convergence Exploration (디자인 기반 융합탐구를 활용한 중국 유학생들의 학습공동체 실행연구)

  • Kim, Mi-hee;Lee, Young-sook
    • Journal of Internet of Things and Convergence
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    • v.8 no.5
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    • pp.85-91
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    • 2022
  • In the IOT social environment, which emphasizes the convergence of science and technology and emotion, this study aims to explore the experience and meaning of the experience while participating in the design convergence class based on the operation of the Learning community of Chinese graduate students majoring in design. To this end, an implementation study was conducted by visualizing various research problems using a design-based inquiry method for 12 graduate students attending T University. The design-oriented convergence class was conducted in a small group with content that was deepened into a visual strategy by the expression technique given by the external environment and the learner's own inner motivation. In order to express the perspective and intention of the research problem in the research, the convergence design research expressed using various visual strategies such as metaphorical use and analysis of visual data in the research process and sensory approach to the research problem was presented in a form that expresses the creative thinking process. As a way of exploration, the teaching method of presenting results based on various experiences suggests changes in new teaching formats, practical knowledge sharing by instructors, and community participation by learning participants.

A Study on the Teaching of SW coding by Design-Thinking 5 Step Maker Model (Design-Thinking 5 Step 메이커 모형 적용 SW코딩 교수학습에 대한 연구)

  • Kim, Myung-sook;Chung, Jong-In;Kim, Chang-Suk;Kang, Shin-Cheon;Kim, Eui-jung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.309-313
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    • 2018
  • Maker Activity based Design-Thinking 5 Step is a better experience for providing the public with a better approach to design by sympathizing with human needs and exploring the public's potential desires. This paper studied the teaching method by applying the value of the Maker Training that emphasizes the importance of sharing and opening results with others after creating them based on the ideas of the learners using different tools, the basic mind of Design-Thinking with the observation and empathy about human beings and the derivation of user-centric results to the SW coding curriculum. For this purpose, we studied teaching methods by Design-thinking based on sections that require coding in the information classes of the secondary school curriculum. We demonstrated the class to a group of education experts by applying the syllabus of instruction. Then we collected evaluations and opinions of the experts and we modified the syllabus to reflect the collected assessment. Under the Design-thinking 5 step foundation, classes were demonstrated with a group of education experts, opinions collected, and suggestions collected were reflected on the assessment outcome. I think that It is an effective training opportunity to practice a widespread idea that enables infinite thinking and a convergence of thinking that brings out the best decision from a widespread idea.

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Development of a Digital Color Design Education Curriculum (디지털 색채 디자인 교육과정 개발)

  • Kim, Yu-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.246-250
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    • 2006
  • As a result of the rapid development in the digital content industry, designers have to visualize colors across a range of digital media in a relevant and sophisticated manner. The purpose of this study is to develop a new digital color design education curriculum for enhancing learners' capability of digital color management. This study presents an original university-level color design curriculum for digital color learning that includes traditional color learning. In order to develop interactive pedagogy that provides diverse color experiences to students, this study suggestes a blended learning method that combines face-to-face instruction and web-based instruction. Through two case studies at universities, this paper illustrate the effectiveness of the proposed digital color design curriculum.

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Self-Attention-based SMILES Generationfor De Novo Drug Design (신약 디자인을 위한 Self-Attention 기반의 SMILES 생성자)

  • PIAO, SHENGMIN;Choi, Jonghwan;Kim, Kyeonghun;Park, Sanghyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.05a
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    • pp.343-346
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    • 2021
  • 약물 디자인이란 단백질과 같은 생물학적 표적에 작용할 수 있는 새로운 약물을 개발하는 과정이다. 전통적인 방법은 탐색과 개발 단계로 구성되어 있으나, 하나의 신약 개발을 위해서는 10 년 이상의 장시간이 요구되기 때문에, 이러한 기간을 단축하기 위한 인공지능 기반의 약물 디자인 방법들이 개발되고 있다. 하지만 많은 심층학습 기반의 약물 디자인 모델들은 RNN 기법을 활용하고 있고, RNN 은 훈련속도가 느리다는 단점이 있기 때문에 개선의 여지가 남아있다. 이런 단점을 극복하기 위해 본 연구는 self-attention 과 variational autoencoder 를 활용한 SMILES 생성 모델을 제안한다. 제안된 모델은 최신 약물 디자인 모델 대비 훈련 시간을 1/36 단축하고, 뿐만 아니라 유효한 SMILES 를 더 많이 생성하는 것을 확인하였다.

Effect of Design & Business Content Class on the Improvements of Learning Attitude for Corporate Learning Program (디자인과 경영 콘텐츠학습 태도를 기반으로 한 기업 경영자 교육의 효과 연구)

  • Cho, Youn-Hyung;Lee, Sang-Ho
    • Journal of Digital Contents Society
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    • v.15 no.2
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    • pp.155-165
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    • 2014
  • This study deals with the proposals and the verification of the causal relationship between improvements of corporate manager's learning attitude for enterprises productivity and managerial effectiveness, the learner's familiarity and personal character strengths that are classified as positive psychology-based theory. For this study, researchers designed the structural equation model using the AMOS analysis. And researchers conducted the interviews using a questionnaire survey of quantitative research methods. Results of the analysis are as below. First, both online and offline classes were identified as the learner's character strengths affect the positive effect to the learner's familiarity strengths. Second, the learner's familiarity affects the positive effect to improvements of learning attitude. And the last, the learner's character strengths and improvements of learning attitude are not significant effect each other, therefore researcher could be found that the role of mediating variables of the learner's familiarity strengths. In this study, researchers analyzed the relationship between familiarity strengths and improving the learning attitudes needed for a desirable curriculum development considering the learners' personality factors. These findings contribute to an ideal course of study when educator design a curriculum and contribute to a successful communication strategy.

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 Case Study on Design Classes using Blended Learning -Focused on Team Project and Smart Device App-based Learning- (혼합학습(Blended Learning)을 적용한 디자인 수업 실증사례 연구 -팀 프로젝트와 스마트디바이스 앱 기반 학습을 중심으로-)

  • Kim, Jin Hee;Kim, Hye Kyun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.2
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    • pp.271-284
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    • 2021
  • This study presents the educational utility of blended learning by analyzing the effectiveness of learning after class by blending team project learning and smart device app-based learning methods. Qualitative analysis and survey analysis were conducted and the results were as follows. First, team project activities based on task resolution were conducted freely through detailed activities such as sharing roles, planning meetings, and coordinating opinions. Team activities were carried out with respect and consideration, team member bonding, and a sense of responsibility. Second, the smart device app is recognized as a medium for work and communication, and fast feedback has been made, making it highly impactful on classroom activities. Third, in terms of learning satisfaction, most learners showed an interest in the course and were satisfied with the project results. The smart device app was used as a learning and communication medium for personal and team activities and was analyzed as a blended method applicable to classes that conduct practical activities as an efficient tool to further activate project activities.

Development and Evaluation of WBI Program for Space Design in "Technology and Home Economics" of High School (고등학교 "기술ㆍ가정" 주거공간 꾸미기 단원 WBI 프로그램 개발과 평가)

  • 김순안;조재순
    • Journal of Korean Home Economics Education Association
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    • v.15 no.4
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    • pp.37-53
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    • 2003
  • 이 연구는 고등학교 $\ulcorner$기술ㆍ가정$\lrcorner$주거 공간 꾸미기 단원의 교수-학습을 위한 WBI 프로그램을 개발하고 평가하는 데 목적이 있다. 이 연구는 WBI 프로그램을 개발하여 주거 공간 꾸미기 단원의 교과 내용을 학습하고 HOME DESIGN 응용 프로그램을 이용하여 실습함으로써 제 7차 교육과정에서 강조하는 웹 기반 수업과 개별학습을 하는 데 활용될 수 있을 것이다. 프로그램은 ADDIE 모형을 중심으로 학습 내용 선정, WBI 프로그램 설계, WBI 프로그램 개발 수업 적용, 평가 과정을 거쳐 개발하였다. 우선 $\ulcorner$기술ㆍ가정$\lrcorner$6개 교과서의 주거 공간 꾸미기 내용을 정리하고 그 내용을 바탕으로 HTML과 PHP, MySQL로 데이터베이스를 구축하여 학습자와 컴퓨터와의 역동적인 상호 작용이 이루어지도록 설계하였다. 또한 온라인의 개별 학습이 가능하도록 주메뉴를 교과서 연구실, 3D 홈 디자인 실습실, 자료 공유실, 종합 평가실의 네 부분으로 구성하여 이론을 약 6시간 동안 학습하고 나서 3시간 동안 실습을 할 수 있도록 하였다. 개발된 프로그램을 수정 보완하고 프로그램의 질을 높이기 위한 목적으로 청주시 C고등학교 1학년 학생 35명과 가정과 교사 3명을 대상으로 시범 적용한 결과를 바탕으로 프로그램의 작동 여부를 화인하고 오류를 고쳐 프로그램의 문제점을 개선하였다. 본 프로그램을 이용한 회원은 4월 20일부터 6월 1일까지 2개 고등학교 학생 70명, 11개 고등학교 교사 11명이었다. 평가 결과 교사들은 본 프로그램에서 가장 유용하게 이용한 부분으로 ‘3D 홈 디자인 실습실(63.6%)’, ‘교과서 연구실(18.2%)’, ‘게시판. 자료실, 묻고 답하기 등(18.2%)’ 순으로 답한 반면 학생들은 ‘3D 홈 디자인 실습실(47.8%)’, ‘교과서 연구실(34.3%)’, ‘게시판, 자료실, 묻고 답하기 등(17.9%)’의 순으로 답하여 유용한 부분에 대한 순서는 일치하나 비율에 차이가 있어 교사들이 ‘3D 홈 디자인 실습실(63.6%)’을 더 유용하게 이용했음을 알 수 있었다. 또한 프로그램을 사용하는 데 있어 교사는 ‘쉬운 편이다’라는 응답이 63.6%로 학생의 24.2% 응답과 차이가 있었으며, 제시된 학습 내용의 양이 ‘적당하다’에 교사가 63.6%, 학생이 48.4%로 답하여 차이가 있었다. 그리고 교사들은 화면 구성이 ‘잘 구성된 편이다(72.7%)’,‘평상시 수업보다 이해에 도움이 되었다(81.2%)’로 답하여 교사들이 학생들보다 본 프로그램에 더 긍정적인 반응을 보였음을 알 수 있었다. 프로그램에 대한 장점과 개선할 점에 대한 개방형 평가는 교사들의 평가와 유사하여 ‘재미있어서 시간이 부족했다’, ‘잘하지는 않았지만, 직접 디자인해서 재미있었다’, ‘어른이 되면 주거 공간 활용을 잘 할 것 같다’, ‘새로운 경험이라 재미있었다’, ‘흥미롭고 재미있었다’, ‘쉽게 되어 있어 좋다’, ‘가구 배치가 잘 되었고. 흠 디자인한 색상이 잘 맞는다’라는 의견이었다. 그러나 주거 공간 꾸미기 WBI 프로그램을 이용한 수업이 컴퓨터에 대한 소양이 부족한 학생과 집중력이 떨어지는 학생에게는 다소 어려움이 있으므로 학생들의 개인차와 학교 실정에 따른 시간 배당 등을 고려하여 학생의 개별학습과 아울러 학교에서 교사의 설명과 함께 수업 시간에 활용할 것을 제안한다.

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