• Title/Summary/Keyword: 메이커교육프로그램

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Fostering Entrepreneurship by Maker Education: A Case Study in an Higher Education (메이커 교육(Maker Education)을 통한 기업가정신 함양:대학교 사례연구)

  • Kang, In-Ae;Kim, Yang-Soo;Yoon, Hyea-Jin
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.253-264
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    • 2017
  • The advent of the $4^{th}$ industrial Revolution requires entrepreneurship to the student as one able to produce creative solutions of complex problems embedded in society with active engagement. Maker Education indicates a new educational approach in which students produce a tangible output as a concrete solution to their problems, experiencing spirits of productive failure, sharing and openness with others during the process due to its educational values and effects which are well-matched with entrepreneurship. This study, in this context, aimed to verify the effect of the maker education in the sense of cultivating entrepreneurship: For this purpose, this study conducted a case study of Maker Education to 56 university students during 7 weeks (14 hours) in K university. The results based upon data analysis collected from reflective journals and interviews showed attitude change of the students in terms of entrepreneurship characterized as self-directedness, risk-taking, and creativity. For more active practices of Maker Education in higher education, both instructors' role as the facilitator, and easily and freely accessible Maker Space should be considered.

Development and Evaluation of the Education for Sustainable Development(ESD) Program on Clothing Life Area for Cultivating "Change-maker" Characteristics of the Middle School Students (체인지메이커(Change-maker) 자질 함양을 위한 중학교 의생활 지속가능발전교육(ESD) 프로그램 개발 및 평가)

  • Lim, Yoon-Ji;Shim, Huen-Sup
    • Journal of Korean Home Economics Education Association
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    • v.34 no.3
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    • pp.67-83
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    • 2022
  • This study was designed to develop a sustainable clothing life education program for middle school students and to analyze the effects of the developed program on the "Change-maker" characteristics of adolescents. This study proceeded following the ADDIE teaching design model. The learning activities in the middle school Technology and Home Economics textbooks were analyzed according to the steps of the Change-maker education program. Based on the analyzed results, the sustainable clothing life education program entitled 'Clothes for us, actions for the earth' which includes ten teaching and learning process plans, 17 individual learning activity sheets, and seven group learning activity sheets was developed. The developed program was implemented on 285 first-year students in K middle School in Ulsan. After the class, the level of Change-maker characteristics of the students increased from 3.87(SD=.54) to 4.59(SD=.64). From the interviews of the students, it was also found that the developed program influenced the values and behaviors of the students. Therefore it was confirmed that the Education for Sustainable Development(ESD) program on clothing life in middle school Home Economics developed based on the Change-maker education program stage was effective in cultivating the Change-maker characteristics of adolescents.

A Study on the Concepts and Programs of 'Makerspaces' at Public Libraries (공공도서관 메이커스페이스 구성 및 프로그램 분석 연구)

  • Chang, Yunkeum
    • Journal of the Korean Society for Library and Information Science
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    • v.51 no.1
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    • pp.289-306
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    • 2017
  • This study explores the concepts and programs of 'makerspaces' at public libraries. It examines the extended and sustainable service outreach strategies of 14 Korean public libraries whose makerspaces were identified as "infinite imagination spaces." Through interviews with staff members, the study identifies the needs, effects, limitations, and future direction of makerspaces. The study also evaluates the development, types, funding sources, and outcomes of makerspaces in public libraries through related literature reviews and case studies. The study's findings suggest that strategies with stable and varied funding, staffing, and training are crucial to fostering makerspaces that not only become communal gathering spots, but also become gateways to technological tinkering that 'make' spaces for community archives.

A Qualitative Study on the Awareness of Makerspaces Operation among School Library Professionals (메이커스페이스 운영에 대한 학교도서관 전문인력의 인식에 관한 질적 탐구)

  • Jung, Youngmi;Kang, Bong-Suk
    • Journal of the Korean Society for Library and Information Science
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    • v.52 no.4
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    • pp.137-161
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    • 2018
  • The purpose of this study is identify the awareness and opinion of school librarians and teacher-librarians on the school library maker space. To do this, we used a semi-structured questionnaire to interview and analyzed in-depth telephone interviews of 7 school library professionals qualitatively. The recognition of makerspaces, the necessity of transforming school libraries into makerspaces and maker education, preparations and difficulties of implementation were investigated through the interview. As the result of interview analysis, school library professionals recognized that school library makerspace is essential to fulfill the users needs and important to enhance the library services. Also, school library professionals felt that it is desirable for the school library to function as a center for the in-school maker education program. Other important issues of the makerspace in school library were also identified. The key findings of this study are expected to be used as a momentum to activate the maker education centering on the school library.

Development of a Maker Education Program Using Cement and Mold for Middle School Students and Effect on Convergence Ability for Creativity (시멘트와 거푸집을 이용한 중학교 메이커 교육 프로그램이 창의융합 역량에 미치는 효과)

  • Kim, Seong-Soo;Yoo, Hyun-Seok
    • Journal of the Korea Convergence Society
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    • v.10 no.6
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    • pp.129-138
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    • 2019
  • The trend of maker education has been mainly focused on program using digital devices, but maker education programs that can make students' creative ideas instantly in various shapes and make them by hand is insufficient. Therefore, in this study, we developed a maker education program using cement and molds and analyzed Effect on the convergence ability for creativity of students. In the preparation stage, educational use cases about cement and molds and the study objects and contents were extracted through the literature review. In the development stage, teaching-learning materials were developed and validity and evaluation tools to measure convergence ability for creativity were selected. In the implementation stage, the expert validity test on the teaching-learning materials and convergence ability test for creativity was evaluated, In the evaluation stage, the effects of the whole area and sub-area of the convergence ability for creativity was analysed. As a result of the t-test for the whole area of convergence ability for creativity, the students who took the maker education program showed a significant change. The test results on the teaching-learning materials showed a positive response to the communication, cooperation ability, knowledge and humanism.

Development and Application of a High School-University Linked Maker Education Program Using Smart Clothing Technology: Development of Emotional Eco-bag Applying E-textiles and Transfer Dyeing (스마트의류 테크놀로지를 적용한 고교-대학 연계 메이커교육 프로그램 개발과 적용: 전자섬유와 전사염을 적용한 감성에코백 개발)

  • Kang, Da-yae;Lee, Jung-soon
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.129-142
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    • 2022
  • This study evaluates a program developed for a high school-university linked class. The program combines maker education and smart clothing technology, which has great potential. First, in the preparation stage, the dyeing design course incorporates the contents of previous studies on smart clothing and maker education. Second, in the development stage, a program was developed to make emotional eco-bags by applying the transfer dyeing technique using transfer paper for inkjet printers and smart clothing technology using conductivity thread and LED bulbs. Third, in the implementation stage, the class was offered to 17 high school students who want to major in clothing and textiles. Lastly, the class was evaluated. The program had a 4.95 satisfaction level as measures on a five-point scale. Furthermore, this paper suggested an advanced program with Lilypad Arduino. In conclusion, through this study, it was confirmed that the emotional eco-bag development program applied with conductive yarn and transfer dye could more easily produce smart clothing technology, thereby expanding the thinking of high school students regarding the clothing major.

Aligning Academic Library Makerspaces with Digital Literacy Education Spaces (디지털리터러시 교육 공간으로서의 대학도서관 메이커스페이스)

  • Chang, Yunkeum
    • Journal of the Korean Society for Library and Information Science
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    • v.52 no.1
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    • pp.425-446
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    • 2018
  • As makerspaces continue to be introduced in academic libraries in Korea, this study explores potential operating strategies of, and long-term justifications for, makerspaces as digital literacy eduational spaces and services at academic libraries. By examining related literature reviews and case studies of makerspaces, this study analyzes various programs and their respective creation, funding, development, and outcomes, including educational value and library-specific goals such as digital literacy and lifelong learning. This study also considers the perspectives of librarians at academic libraries in Korea who were asked about the purpose, impact, and limitations of makerspaces. Certain common themes appear: for example, it is necessary for makerspaces to resolve challenges related to stable funding, as well as staffing and training of professional librarians assisting with the on-the-ground operation of makerspaces. This study proposes that designing makerspaces for an academic library setting goes deeper than providing a collaborative environment with access to new technologies like 3D printers and laser cutters, and it may be uniquely appropriate to draw connections to libraries' objectives to provide digital literacy education and universities' mission to foster innovation and creativity among students.

A Study on Effects of a MAKEathon Programme Focusing on Problem-Solving for Sustainable Development (지속가능발전 문제해결 중심 메이커톤 프로그램의 개발 및 효과)

  • Lee, Hana;Park, Curie;Lee, Yoon-Jung
    • Journal of Korean Home Economics Education Association
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    • v.35 no.4
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    • pp.117-133
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    • 2023
  • The purpose of this study is to develop and evaluate a MAKEathon programme designed to address climate change and dietary concerns, and to enhance competencies related to entrepreneurship and sustainable development. The programme was developed as a voluntary-based extracurriculum for the middle and high school students in South Korea. In order to verify the effectiveness, surveys were conducted before and after the program, focusing on the measures of the three competencies i.e. sustainable development competencies, creativity, and entrepreneurship, as well as the programme satisfaction and demographic background. Paired t-tests of pre-/post-tests were conducted on the responses of 29 participants and the results indicate significant improvement in the three competencies and high programme satisfaction. These findings underscore the value of incorporating extracurricular programmes related to sustainability in home economics education, suggesting potential for broader application in topics like clothing, food, and housing. Such programmes are poised to enhance educational effectiveness in teaching problem-solving for sustainable development.

Comparison of the effectiveness of SW-based maker education in online environment: From the perspective of self-efficacy, learning motivation, and interest (비대면 온라인 환경에서 SW기반 메이커교육의 효과성 비교: 자기효능감, 학습동기, 흥미도의 관점에서)

  • Kim, Tae-ryeong;Han, Sun-gwan
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.571-578
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    • 2021
  • This study compares Online SW-based maker education in terms of self-efficacy, learning motivation, and interest after applying differently according to blended learning strategies. First, a SW maker program for blended learning was developed and applied as a live seminar-type class including real-time interactive and a support-providing class consisting of online content and Q&A. As a result of comparing the differences between students according to the two strategies divided into pre- and post- survey, in the self-efficacy part, there was a significant difference in the positive efficacy and the overall part, and in the learning motivation part, the live seminar form was significantly higher in the confidence part. In the interest part, the support-providing form showed a significantly higher average in the instrumental interest and nervous part. In order to maintain the effect of maker activities like existing face-to-face situations in Online learning, it is necessary to increase sharing time between students, an integrated learning environment, and sufficient provision of exploration time and learning materials.

The Effect of Maker Education Program Utilizing Virtual Reality Creation Platform on Creative Problem Solving Ability and Learning Flow (가상현실 콘텐츠 제작 플랫폼을 활용한 메이커 교육이 창의적 문제해결력 및 학습몰입에 미치는 영향)

  • Lee, Min-Woo;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.23 no.2
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    • pp.65-72
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    • 2020
  • The purpose of this study was to examine effects of maker education program using the virtual reality content creation platform on the creative problem solving ability and learning flow of elementary school students. To achieve this purpose, we selected a virtual reality content creation platform that elementary school students can handle and share easily, and analyzed its effectiveness by applying the educational program in which the step-by-step activities of the TMSI model were reconstructed in relation to virtual reality content production education among existing maker education teaching and learning models. Through this study confirmed that the maker education program using the virtual reality content creation platform has a positive effect on the improvement of creative problem solving ability and learning flow of elementary school students.