• Title/Summary/Keyword: 메이킹 교육

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Storymaking with Mathematics and its examples (수학으로 이야기 만들기와 사례)

  • Lee, Gyou Bong
    • Communications of Mathematical Education
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    • v.29 no.3
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    • pp.301-311
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    • 2015
  • If the storytelling Mathematics is teaching Mathematics by making and telling stories on Mathematics, the storymaking with Mathematics is that teachers(or mathematicians) who wish to develop their opinions concerning about their interesting fields apply them into a real life. They can use mathematical consequences for their arguments. I'll call it 'storymaking'. It could let the general public know that studying Mathematics is useful. So this application is helpful to the popularization of Mathematics.

The Trends of Computer Aided Design in the Clothing and Textiles Programs in U.S.A. Colleges & Universities (의류학관련 학과에서의 CAD의 경향 - 미국내 대학을 중심으로 -)

  • Choi, Hyun Joo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.17 no.4
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    • pp.638-647
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    • 1993
  • 현재 미국에서 컴퓨터 디자인(Computer aided design)은 의류산업과 의류학 교육에 중요한 역할을 하고 있다. 그러나 한국내 의류학관련 학과에서의 CAD의 도입은 아직 초기 단계에 불과하다. 이에 본 연구는 미국내 대학을 중심으로 의류학관련 학과에서의 전반적인 CAD 교육 경향을 조사 분석하여 실질적인 자료와 국내 의류학관련 학과의 CAD 교육의 나아갈 방향을 제시하는데 그 목적이 있다. 1993년 5월, 총 19문항의 질문지가 124개 대학 의류학관련 학과에 우편으로 배포되었으며 71부가 회수되어 57%의 회수율을 나타내었다. 그 결과는 다음과 같다. 조사 대상(71개 학교)중 56%가 CAD를 커리큘럼에 포함시켰다. 특히 의상디자인 전공을 가진 학과의 79%가 CAD를 도입하여, 의상디자인 전공이 없는 학과(28%가 CAD를 도입)보다 그 비율이 훨씬 높았다. 의류학 교육에서 CAD의 도입은 1988년 이후 급격한 증가 추세를 보였으며, 대부분의 강의는 의류학분야 교수진에 의해, 의류학과 시설물내에서 이루어졌다. CAD를 독립된 과목으로 강의하는 경우 대부분 필수과목으로서 한 학기 코오스가 많았으며 3학년부터 시작되었다. CAD를 다른 의류학 과목에 포함시켜 일부분으로 강의할 경우 영역 별로는 복식 의장학 분야의 과목에, 시간 별로는 한 학기 중 "몇 주" 정도로 가르치는 경우가 가장 많았다. 전체 CAD 강의에서 다루는 주제로는 패턴 메이킹이 가장 많이 차지하였으며 그 다음에는 패턴 그레이딩, 마커 메이킹, 직물/패턴 디자인, 패션 일러스트레이션, 의상디자인 순이며 스토어 레이아웃 상품전시 및 디스플레이 계획이 가장 적었다. 본 연구 결과는 현재 CAD를 강의하고 있거나 앞으로 CAD를 커리큘럼에 도입하려는 한국 의류학 분야 교육자에게 유용한 정보를 제공할 수 있을 것으로 기대된다.

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An analysis of the Impact of AI Maker Coding Education on Improving Computing Thinking (AI 메이커 코딩 교육이 컴퓨팅 사고력 향상에 미치는 영향 분석)

  • Lee, Jaeho;Kim, Daehyun;Lee, Seunghun
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.779-790
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    • 2021
  • This study analyzed the effect of AI maker coding education on improving students' computational thinking. The subjects of the study were 10 students at H Elementary School in Ansan, and a total of 8 AI maker coding education using the Instructional Model for Maker Education based on SW Coding was applied to students to find out the degree of improvement of computational thinking. Students who participated in the class performed a process of solving real-life problems through coding and making activities, measured the degree of improvement in computing thinking before and after education through a computing thinking test paper, and observed students' thinking processes related to computing thinking components through interviews. As a result, it was confirmed that the average score of all students' computational thinking skills was improved, and the deviation of scores between students decreased. Through the interview, it was found that students actively utilize their thinking skills related to computational thinking skills in the problem-solving process. Through this, it was confirmed that AI maker coding education can have a positive effect on improving students' computing thinking skills.

A Study on Socio-cultural Functions of Game-Making Events (게임개발대회의 사회문화적 기능에 대한 연구)

  • Ma, Eunjeong;Choi, Sung-Youn
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.77-90
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    • 2019
  • This paper discusses the shaping of game culture and the socio-cultural functions of game-making events based on co-production ideation by meta-analysis. Research has shown that the experience in this event helps to reshape the perception of the game culture, which eventually will lead to the extended meanings of game culture. It can also be seen that the game-making event serves as an educational platform for building the next generation competencies.

Exploratory Study on Maker Education Activity based on Scientific Concept: For University Students (과학 개념 기반 메이커 교육 활동에 대한 탐색 연구 -대학생들을 대상으로-)

  • Yeo, Hye-Won;Yoon, Jihyun;Kang, Seong-Joo
    • Journal of The Korean Association For Science Education
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    • v.41 no.5
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    • pp.359-370
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    • 2021
  • This study aims to identify the characteristics of the program that integrates maker education with science subjects and to explore the maker's competency expressed in students. To this study, a maker activity program based on scientific concepts was developed and applied to 20 first-year students at H University in a general chemistry experiment course, and activity data were analyzed. The analysis results of maker activities based on scientific concepts are as follows. First, students performed activities through the process of 'presentation of ideas,' 'selection and planning of ideas,' and 'prototyping'. In particular, it was confirmed that prototyping was divided into stages of "partial prototyping" and "full prototyping". Second, as characteristics of the activity, 'use of scientific concepts as logic for coding in the process of maker activities', 'in-depth understanding of scientific concepts', and 'inducing high achievement and interest through transfer of initiative in learning' were confirmed. Third, collaboration competency and making performance competency were frequently expressed in the process of activities, but human-centered competency were rarely expressed.

Development of Convergence Education Program for Elementary School Gifted Education Based on Mathematics and Science (초등학교 영재교육을 위한 수학·과학 중심의 융합교육 프로그램 개발)

  • Ryu, Sung-Rim;Lee, Jong-Hak;Yoon, Ma-Byong;Kim, Hak-Sung
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.217-228
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    • 2018
  • The purpose of this study is to develop STEAM program for gifted education by combining educational contents of humanities, arts, engineering, technology, and design into various subjects, focusing on mathematics-science curriculum of elementary school. The achievement standards and curriculum contents of elementary mathematics-science curriculum were analyzed while considering 2015 revised national curriculum. And then, a 16 class-hour convergence education program consisting of 3-hour block time was developed by applying the STEAM model with 4 steps. The validity of the program developed through this process was verified, and four educational experts evaluate whether the program can be applied to the elementary school. Based on the evaluation results, the convergence education program was finalized. As a result of implementing the gifted education program for mathematics-science, students achieved the objectives and values of convergence education such as creative design, self-directed participation, cooperative learning, and interest in class activities (game, making). If this convergence education program is applied to regular class, creative experiential class, or class for gifted children, students can promote their scientific creativity, artistic sensitivity, design sence, and so on.

Development and Application of Middle School Students Maker Education Program using Arduino based on Design Thinking (아두이노를 활용한 디자인씽킹 기반의 중학생 메이커 교육 프로그램 개발 및 적용)

  • Kim, Sung-In;Kim, Jin-Soo;Kang, Seong-Joo;Kim, Tae-Young;Yoon, Ji-Hyun
    • 대한공업교육학회지
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    • v.44 no.1
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    • pp.162-189
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    • 2019
  • The purpose of this study is to develop and apply a Design Thinking-based Maker education program utilizing Arduino for middle school students. The study progress was made in four stages of preparation, development, implementation and evaluation according to the PDIE model. In this study, experts were verified for validity and pre-applied to students to improve the maker education program developed based on literature review. Then, it was applied to middle school club classes to check the effects through analysis of quantitative and qualitative data. In addition, the development of the program was completed by supplementing the improvements found in the course. The results of this study are as follows. First, the topics of the maker education program that can be used in middle schools were selected in consideration of the analysis of the 2015 revised curriculum, methods to using the Arduino, and social interest. Second, the program developed based on the selected topic consists of 4 classes of maker basic learning and 16 classes of design thinking-based maker activities. Third, the developed maker education program had a significant effect in improving STEAM literacy of middle school students, but did not have any significant effect in the interest in technology and orientation towards an engineering career. Fourth, learners were interested in the activities of designing and freely making by themselves, and they positively evaluated the experience of realizing the physical computing with Arduino. In addition, they practiced the spirit of a maker, such as autonomously collecting data and sharing them with colleagues, etc. while acting as a maker.

A Design and Effect of Maker Education Using Educational Artificial Intelligence Tools in Elementary Online Environment (초등 온라인 환경에서 교육용 인공지능 도구를 활용한 메이커 수업 설계 및 효과)

  • Kim, Keun-Jae;Han, Hyeong-Jong
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.61-71
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    • 2021
  • In a situation where the online learning is expanding due to COVID-19, the current maker education has limitations in applying it to classes. This study is to design the class of online maker education using artificial intelligence tools in elementary school. Also, it is to identify the responses to it and to confirm whether it helps improve the learner's computational thinking and creative problem solving ability. The class was designed by the literature review and redesign of the curriculum. Using interveiw, the responses of instructor and learners were identified. Pre- and post-test using corresponding sample t-test was conducted. As a result, the class consisted of ten steps including empathizing, defining making problems, identifying the characteristics of material and tool, designing algorithms and coding using remixes, etc. For computing thinking and creative problem solving ability, statistically significant difference was found. This study has the significance that practical maker activities using educational artificial intelligence tools in the context of elementary education can be practically applied even in the online environment.

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.

An Investigation Into the Effects of AI-Based Chemistry I Class Using Classification Models (분류 모델을 활용한 AI 기반 화학 I 수업의 효과에 대한 연구)

  • Heesun Yang;Seonghyeok Ahn;Seung-Hyun Kim;Seong-Joo Kang
    • Journal of the Korean Chemical Society
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    • v.68 no.3
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    • pp.160-175
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    • 2024
  • The purpose of this study is to examine the effects of a Chemistry I class based on an artificial intelligence (AI) classification model. To achieve this, the research investigated the development and application of a class utilizing an AI classification model in Chemistry I classes conducted at D High School in Gyeongbuk during the first semester of 2023. After selecting the curriculum content and AI tools, and determining the curriculum-AI integration education model as well as AI hardware and software, we developed detailed activities for the program and applied them in actual classes. Following the implementation of the classes, it was confirmed that students' self-efficacy improved in three aspects: chemistry concept formation, AI value perception, and AI-based maker competency. Specifically, the chemistry classes based on text and image classification models had a positive impact on students' self-efficacy for chemistry concept formation, enhanced students' perception of AI value and interest, and contributed to improving students' AI and physical computing abilities. These results demonstrate the positive impact of the Chemistry I class based on an AI classification model on students, providing evidence of its utility in educational settings.