• Title/Summary/Keyword: 창의생태계

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Developing a Convergence Research Support Framework to Promote Creative and Transformative Basic Research (창의적·도전적 융합연구 생태계 구축을 위한 기초융합연구 지원체계 수립에 관한 연구)

  • Park, Kwisun;Shin, Suk Kyung;Song, Young Dong;Lee, Sung Jong;Lee, Eunkyu;Cha, Eun Jong
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.221-234
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    • 2013
  • National Research Foundation of Korea (NRF) provides underpinning to boost international competitiveness in convergence research including research amalgamating Science and Engineering with Humanities and Social Sciences. Division of Electrical Engineering, Information Sciences and Convergence Research recategorized a scientific and engineering array of convergence research in basic sciences and reformed a Convergence Research Support Framework in 2012. The test case was thoroughly analyzed and reviewed for successful application in the 2013 mid-career researcher program. The core of convergence research-specific review process is 'Suitability Review' that is performed by the 'Suitability Review Committee for Convergence Research' and 'Merit Review' that is conducted as a conventional peer review. As a good result of the pilot program, prior allocation of budget for convergence research was decided to the 2013 Core Research Program and the modified convergence Research Support Framework was extensively applied in the '2013 Implementation Plan for Basic Research Program in Science and Engineering.'

The Effects of Novel Engineering on Improvement of Creative Problem-Solving Ability (노벨 엔지니어링이 창의적 문제해결력 향상에 미치는 효과)

  • Hong, Ki-Cheon;Lee, Woo-Jin;Kim, Semin
    • Journal of Industrial Convergence
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    • v.18 no.3
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    • pp.83-89
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    • 2020
  • This paper describes the effects of Novel Engineering(NE) on improvement of creative problem-solving abilities. We performed two classes for control and experience group. They are all 5th grade students. Core concept of the NE lesson is ecosystem and interaction with 8 hours long. We designed a lesson able to integrate subjects like Korean, Science and Practical Arts. Then we performed pre-and-post t-test on creative problem-solving ability. The experimental results showed that NE lesson has a high effects on 4 sub-elements like self conviction and independence, diffusion thinking, critical thinking and motivational component. The research showed that NE class is a good teaching-learning method to cultivate various competencies for our children. NE is a convergence learning model integrating various problem-solving paradigms ever researched. Thus we expect that NE is a foundation for convergence curriculum model to lead our children to their future and get settled to all schools.

A Study on Early Childhood Teachers' Perceptions of ESD-Oriented Ecological Art Activities (지속가능발전교육(ESD) 지향 생태미술활동에 관한 유아교사의 인식연구)

  • Young-Ran, Jung;Hee-Jung, Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.291-301
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    • 2023
  • The purpose of this study is to examine the perception of early childhood teachers on ecological art activities oriented to education for sustainable development. The research results are as follows. First, Early childhood teachers recognized the visual art of natural media, the pursuit of community values, and the participation and communication of social members as educational significance of ecological art activities. And difficulties in practicing ecological art were recognized as lack of educational environment, lack of ecological art teaching materials and specific examples, and teachers' lack of understanding of ecological art. Also, they recognized that ecological art activities foster core competencies in art experience area, such as nature-friendly communication skills, eco-friendly sensibility, and creative convergence skills. Second, regarding ecological art activities and sustainable development education, early childhood teachers considered the difficulties in practice as lack of awareness about sustainable development, lack of play meia and materials, lack of educational policies and support, and insufficient teacher training programs. Also, regarding the SDGs that can be practiced in ecological art activities, teachers were found to be highly aware of 'grow affordable and clean energy', 'improve clean water and sanitation', 'provide quality education' in the order. In the contents of education for sustainable development that can be practiced in ecological art activities, teachers are given the order of 'climate change response', 'clean energy', 'water and sanitation', 'quality education', 'health and well-being' and 'marine ecosystem'. was highly recognized. If an ecological art activity program is developed, the rate of responding that it will be used is high, so it is considered that the development of an ESD-oriented ecological art activity program is urgent.

Policy review on the analysis and development direction of the regulatory measures related to the Fourth Industrial Revolution (4차 산업혁명 관련 규제수단 분석 및 발전방향에 관한 정책적 검토)

  • Gang, Seon-Jun;Won, Yu-Hyeong;Park, Han-Jun;Park, Seong-Uk;Jeong, Seok-Ho
    • Proceedings of the Korea Technology Innovation Society Conference
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    • 2017.11a
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    • pp.1323-1342
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    • 2017
  • 4차 산업혁명 시대에는 산업간 경계를 뛰어넘는 혁신적 융합기술 기반 신산업 창출 및 성장동력 확보의 필요성이 제기되고 있으며, 이를 위해 관련 규제 개혁을 통한 창의적 기업활동 생태계 조성이 선행되어야 한다. 그동안 규제 개선을 위해 다양한 시책들이 추진되었으나 기술 발전의 속도를 따라잡지 못하고 있으며, 상대적으로 타 국가에 비해 과도한 규제로 인해 4차 산업혁명 대응에 있어 보다 혁신적인 변화가 요구된다. 이에 네거티브 규제 방식, 규제 샌드박스 등에 대한 검토를 통해 4차 산업혁명 시대에 적합한 규제 패러다임의 변화에 대해 분석하고자 한다.

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u-Society 구현을 위한 IT 발전전략

  • Seok, Ho-Ik
    • Information and Communications Magazine
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    • v.25 no.1
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    • pp.19-24
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    • 2008
  • u-Society 구현을 위한 IT 발전전략은 경제 재도약을 위한 IT 산업정책에의 요구 종대, 디지털 컨버전스 추세의 강화, IT의 사회전반에의 영향력 확대라는 세 가지 환경변화를 감안하여 수립 추진되어야 한다. IT 산업정책에의 요구 증대에 부응하기 위해서는 IT를 중심으로 하는 신성장 동력을 강화해야 하는데, 구체적으로는 IT 원천기술 투자비율을 단계적으로 증가시키고 기존산업과 IT의 융합 분야의 창의적인 R&D 과제를 발굴하고 국제화된 IT인력을 양성하는 것이 중요하다. 또한 한국형 벤처 생태계를 조성하여 소프트웨어 및 컨텐츠 부문을 육성시키는 것이 필요하다. 디지털 컨버전스 추세에 대응하기 위해서는 진입장벽의 완화, 수평적 규제체계의 적용, 방통융합 서비스의 조속한 도입 및 규제기구의 통합이 선결과제이다. IT의 사회전반에의 영향력 확대를 경제 및 사회 제분야의 발전으로 연결시키기 위해서는 물리적인 광대역 인프라의 구축에 더하여 정보사회의 역기능 방지 및 정보보호체계 강화, 정보화추진위원회의 기능 강화가 요구된다. 또한 비IT부문에의 IT접목과 더불어 복지, 교육, 공공부문 혁신에 If를 적극적으로 활용하여야 한다. 즉, u-Society구현은 기존의 정보화정책의 한계를 넘어, 물리적인 인프라 구축과 보완 제도, 규제정책, 산업정책의 유기적인 조화를 필요로 하며 이러한 노력이 결실을 맺을 때 우리나라는 경제적 풍요와 수준 높은 삶의 질을 향유할 수 있을 것이다.

Public Willingness to Pay for the Preservation of Marine Protected Species Zostera marina: A Contingent Valuation Study (해양보호생물인 거머리말의 보전에 대한 대중의 지불의사액 - 조건부 가치측정법의 적용)

  • Choi, Kyung-Ran;Kim, Ju-Hee;Yoo, Seung-Hoon
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.28 no.5
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    • pp.681-691
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    • 2022
  • Zostera marina (ZM), a type of seagrass registered as a marine protected species in South Korea, provides valuable ecosystem services to humans, such as improving marine water quality, providing food, spawning grounds and habitats for marine life, and absorbing carbon dioxide. Therefore, the government is seeking to preserve ZM by designating ZM-protected areas. This study examined the public willingness to pay (WTP) for the preservation of ZM using contingent valuation. The one-and-one-half-bounded model was adopted for WTP elicitation, and the single-bounded model was also applied for comparison. The spike model was employed to deal with many zero WTP responses. The household average WTP was estimated as KRW 4,087 per year, securing statistical significance. The national value was KRW 84.1 billion per year. The preservation value of ZM estimated in this study can be used as important data for economic analysis of various projects or policy implementation for its preservation.

The Effects of Design Thinking-based Collaborative Workshop on Creative Problem Solving: Focused on the development case of SAP Smart Bulk Bin Monitoring System (디자인 사고 기반의 협력적 워크숍이 창의적 문제해결에 미치는 영향 : SAP 스마트 벌크빈 모니터링 시스템 개발 사례를 중심으로)

  • Jeon, Young-Ok;Choi, Hye-Jeong
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.429-436
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    • 2017
  • A design thinking-based collaborative workshop in which various stakeholders in the milk processing industry circulation ecosystem participated shows a new problem innovation paradigm that encourages the spread of practical prototyping culture. in the expression of empathy and collective intelligence among members on facing issues, the conversion of collaboration and communication methods, the business handling of the organization based on the design work method as 'creativity mechanism'. In this workshop, which was promoted in three stages of 'approach to problems', 're-definition of problems', and 'experience-based future vision design', participants themselves redefine real problems in terms of the accuracy of feed orders between feed suppliers and livestock farmers, ordering of feeds on time, cost reduction of feed supply and present new alternatives and expanded business areas. The results suggested in this workshop suggest the usefulness of design thinking in business innovation in that they presented how to approach the problem and a creative thinking system to find its solution to direct and indirect stakeholders of the industry as well as the improvement of supply and demand rate of livestock feed and quality.

Effect of Board Game Design Activity for Environmental Education on High School Students' Environmental Knowledge, Environmental Literacy and Creative Engineering Problem Solving Propensity (환경교육용 보드게임 디자인 활동이 고등학생들의 환경적 지식, 환경 소양과 창의 공학적 문제해결 성향에 미치는 영향)

  • Kim, JuHui;Nam, Younkyeong
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.1
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    • pp.117-131
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    • 2022
  • The purpose of this study is to develop a board game design activity for environmental education and to investigate how it affects high school students' environmental knowledge, environmental literacy, and creative engineering problem solving propensity. Twenty-five freshman and sophomore students belonging to the environmental club participated in this study. The board game activity was designed as 10 class hours lessons based on the engineering design process. The main data source of this study was pre-post students' conceptual maps of the environmental topics (global warming or ecosystem destruction) to measure the background knowledge on the topic. In addition, the environmental literacy measurement questionnaire and the creative engineering problem solving propensity questionnaire were collected before and after the activity. The result shows that the number of environment-related words described by the students on the post-concept map increased compared to the pre-concept map. In addition, the environmental literacy score and the creative engineering problem-solving propensity score increased significantly after performing the board game design activity. The results show that environmental lessons using board game design activities can help student develop various competencies in a good way. As above, research that combines board games and secondary education must be activated, and a new educational method and systemic support for in-service teachers who want to apply it to science classroom is required.

Current Conditions of Habitat for Rana catesbeiana and Trachemys scripta elegans Imported to Jeju-do, Including Proposed Management Plans (제주도에 이입된 황소개구리(Rana catesbeiana)와 붉은귀거북(Trachemys scripta elegans)의 서식실태 및 관리방안)

  • Oh, Hong-Shik;Hong, Chang-Eui
    • Korean Journal of Environment and Ecology
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    • v.21 no.4
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    • pp.311-317
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    • 2007
  • This study was conducted to determine the geographical distribution and habitat for Rana catesbeiana and Trachemys scripta elegans in order to obtain the current basic data on biota needed for establishing a database on non-indigenous species(NIS) in Jeju-do and to develop management plans applicable to Jeju, starting from March 2005 until May 2006. As a result of an inspection, it was found that the habitat for R. catesbeiana in Jeju includes Hankyeong-myeon, Daejeong-eup, and Ahndeok-myeon. These areas are all located on the western side of Jeju-do, and considered to have favorable conditions for R. catesbeiana to inhabit. Thus, it is unlikely that the population of R. catesbeiana will possibly decrease; what's worse, there exists even a risk that it could not only expand to other regions but also do damage to the population of native insecta, fishes, amphibians and reptiles, so this terrible species ought to be exterminated. More than 92 individuals of T. scripta elegans species were found to inhabit in 15 ponds around Jeju Island. T. scripta elegans. as the topmost predator, could destruct the pond ecosystem, and also cause a problem of water pollution due to its excrement. Counter-measures against T. scripta elegans could include publicity activities encouraging self-control of the release of captive T. scripta elegans, extermination plans using its ecological habits, and sign-posting publicizing its hazard to healthy ecosystem at the areas with high population density of T. scripta elegans or at its habitats with high foot traffic, together with the continuous management of NIS(none-indigenous species).

A Study on role of Science Museum for STEAM Education (융합교육에 있어서 과학관의 역할 연구)

  • Yoon, Young-doo;Choi, Hun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.6
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    • pp.1353-1358
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    • 2015
  • The creative economy is the industrialization era, the information age, knowledge-based economy, linking the new economic paradigm. The core words of the creative economy are stand for creativity, innovation, consumer protection and utilization of intellectual property. Creative ideas are combined with software technology will make innovative ecosystem-based structured market such as Apple, Google, Facebook. Intangible assets attributable to creativity than ever before in human history that is important as the economic value. In addition, innovative ideas, creativity and economic growth beyond the knowledge and information society is required. Because the core has a fusion of science and technology, industry, culture and industry convergence, various genres of creative activity support, and cultural and high-tech fusion industries, such as content creation and job creation through economic traction is needed. In this study, we analyze the case of the US Smithsonian Institution proposes the direction of Science Museum in creative workforce.