• Title/Summary/Keyword: 창의설계

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Application of Problem-Based Learning (PBL) Method to Introduction to Creative Engineering Design Course: Case Study of Environmental Engineering in Chungnam National University (창의설계입문의 PBL(Problem-Based Learning) 적용: 충남대학교 환경공학분야 사례)

  • Jang, Yong-Chul;Kim, Geonguk;Kim, Mincheol
    • Journal of Engineering Education Research
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    • v.16 no.2
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    • pp.78-85
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    • 2013
  • An 'Introduction to Creative Engineering Design' course at College of Engineering at Chungnam National University is required for all freshmen. The objective of this course is to educate the freshmen with basic engineering design concepts and experiences in creative problem-solving approaches. It provides the students learning opportunities in solving engineering design problems through team efforts and creative approaches. Thus, this course emphasizes creative ideas and thinking, engineering design experiences to students over the course. This study presents the syllabus, the examples of PBL (problem based learning)-related activities as a team, and the results of the course evaluation and outcomes. Based on the results of this study, we can conclude that overall this course using PBL method had significant positive effects on the course outcomes and the creativity of the engineering freshmen in the department of environmental engineering at Chungnam National University. However, there are still efforts to be needed to improve the PBL-related activities in the course, including students' workload, financial supports, and team work.

The Effect of Intuitive Free Association and Systematic Free Association on the Creativity of High School Students Group in the Conceptual Design Process (직관적 및 체계적 자유연상기법이 개념설계과정에서 고등학생 집단의 창의성 향상에 미치는 효과)

  • Mheen, Se-Kee;Choi, Yu-Hyun
    • 대한공업교육학회지
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    • v.34 no.1
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    • pp.129-154
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    • 2009
  • The purpose of this study was to find the effect of intuitive free association and systematic free association on the creativity of high school students group in the conceptual design process. Based on this study result, the conclusion can be summarized as follows. 1. There was meaningful relation between intuitive free association and creativity factor of high school students. Mean value of experimental group A 's creativity and it's factor originality, practicality, elaboration, and fluency which treated intuitive free association was increased. 2. There was meaningful relation between systematic free association and creativity factor of high school students. Mean value of experimental group B 's creativity and it's sub factors: originality, problem solving, elaboration, and fluency which was treated systematic free association was increased. 3. It was found that two different divergent thinking does not show any meaningful difference in creativities of two groups. However, the meaningful difference was found in post creativity test in each groups sub-factors. There was meaningful difference in practicality factor, though there was no meaningful difference in originality, elaboration, fluency factors. Using the obtained results, it was concluded that intuitive thinking and systematic thinking play different roles in practicality which is one of sub-factors of the creativity of high school students. Consequently, it can be concluded that systematic thinking which leads students to take a step to solve a given problem can elicit more scientific thinking, and helps students create more practical solution in problem solving than intuitive thinking that emphasize the quantitative aspect of ideas.

An Approach to Implementation of Creative Design-Oriented Curriculum and Engineering Design Complex (창의설계교육을 위한 교과과정 및 종합설계실 구축 방안 (전자공학전공을 중심으로))

  • Lee, Jae Min
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.53-61
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    • 2015
  • Recently a demand for student-centered creative design education is rapidly growing, but well organized design curriculum and design practice complex are not established properly in most universities. In this paper, we present a scheme for design-centered engineering curriculum and a method to build a design practice complex for creative design education which it is currently attracting a lot of interest in engineering education. Based on the analysis of the conventional curriculum of electronic engineering, a new curriculum and a design practice complex that is suitable for enhancement of professional practice capability and by which an effective engineering education through introductory design, element design and advanced design steps can be performed is described.

A Study on Learning to Creative Solve Problems using RDS (RDS를 이용한 창의적 문제해결 학습방법에 관한 연구)

  • Hong, Seong-Yong
    • Proceedings of the Korean Information Science Society Conference
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    • 2010.06a
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    • pp.154-155
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    • 2010
  • 21세기 지식정보화 시대의 정보과학기술은 중요한 교육으로 발전하고 있으며, 최근 6T를 기반으로 융합 IT는 미래사회의 중요한 과학기술로 연구 발전 시켜나가고 있다. 최근 이러한 융합적 IT기술의 근원은 창의성 계발과 아이디어를 중요시하고 있으며, 창조적 인재육성을 지향하고 있다. 창조적 인재육성은 창의적 문제해결 학습에 의한 두뇌의 발달과 창의적 설계를 가능하게 하므로 새로운 학습방법 연구가 활발히 진행 되어야 할 필요가 있다. 본 논문에서는 RDS를 이용한 창의적 문제해결 학습방법에 대하여 설명하고, 융합 IT분야에서도 미래사회에 가장 많은 영향력을 가지고 있는 지능로봇 분야의 창의적 설계와 응용을 학습할 수 있는 방법에 대하여 소개한다. RDS는 지능로봇 시뮬레이션 프로그램을 서비스 컴포넌트 기반으로 창의적 설계에 대하여 3차원 가상공간에서 학습자가 직접 프로그램으로 제작 실험이 가능하도록 지원한다. 또한 수학적, 과학적 학습의 효과를 동시에 IT에 접목할 수 있는 종합교육학습 시스템으로 발전시켜 나갈 수 있다. 시각적 시뮬레이션 환경(VSE)은 학습자의 문제해결력을 위한 경험과 실험을 동시에 실시간 제공할 수 있는 것이 큰 장점이다.

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Study on Recognitions of Department of Technology Education Professors Introducing 'Creative Engineering Design' Unit of Highschool Technology.Home Economics (고등학교 기술.가정 교과 '창의공학설계' 단원 신설에 따른 기술교육과 교수의 인식 분석)

  • Kim, Seong-Il
    • 대한공업교육학회지
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    • v.39 no.1
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    • pp.128-142
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    • 2014
  • The purpose of this study was to provide a basis information for the education direction of 'creative engineering design' lesson to highschool students and pre-technology teachers by analyzing pre-experienced the d epartment of technology professors' recognitions, according to the newly opened unit 'creative engineering design' in 2009 revised highschool technology home economics education curriculum. The survey questionnaire was composed of 34 questions and collected from 16 department of technology education professors. The data was analyzed by SPSS program. The results of study were as follows : First, in 'creative engineering design' educational objectives, the highest average level(M) of response was problem solving ability, the opportunity of engineering experience and creativity improvement were followed. In the response about 'creative engineering design' educational contents, the average level(M) of the creative thinking method education was the highest(3.94). and the following important level was the write training education for presentation. Second, in the 'creative engineering design' educational areas, the professors preferred the idea conception, design, and production manufacturing area. In the teaching learning method, the average level(M) of design-based learning method was the first. and PBL, problem solving method were favored Third, in the 'creative engineering design' lesson manage, the secure of practice room and material cost, and the check of the progress situations were needed preferentially. In the education assessments, various and combined assessment preferred such as production, portfolio, and presentation. Fourth, in the pre-technology teachers' lesson of the university course, the product manufacturing level was preferred production to improve uncomfortable thing in life. The major difficulty in product manufacturing was the lack of major knowledge and product conception.

A Basic Course of Creative Mechanical Engineering Design Emphasizing Experience Based Learning (체험학습기반의 기초 창의공학설계 교육 및 운영)

  • Lee, Jong-Soo;Min, Byung-Kwon;Yoon, Woong-Sup;Hahn, Jae-Won;Jung, Hyo-Il
    • Journal of Engineering Education Research
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    • v.11 no.2
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    • pp.32-41
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    • 2008
  • The paper deals with the introduction of creative engineering design education in School of Mechanical Engineering, Yonsei University. The course is referred to as Creative Mechanical Engineering Design (1) for 2nd-year undergraduates who newly enter a major in mechanical engineering. This course emphasizes creative thinking and practical experiences to students by learning engineering design skills, realizing their idea through problem based learning (PBL) and design project and recognizing actual results of a product. The paper describes course contents, and discusses students’ responses to lecture, PBL and design projects.

Development of a Chem-E-Car curriculum model for Creative Engineering Education (창의적 공학교육을 위한 Chem-E-Car 강의안 개발)

  • Kim, Ji-Yong;Kim, Hong-Seong;Lim, Jong-Koo;Moon, Il
    • Journal of Engineering Education Research
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    • v.9 no.3
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    • pp.5-21
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    • 2006
  • The engineer's creativity is becoming more important as high value-added products are required. In this paper, a new curriculum model for creative engineering education has been developed. This study proposes the method of applying Chem-E-Car to the chemical engineering education for students to develop creativity. The Chem-E-Car is used as a given problem to students for developing safety study, teamwork, communication skill and creativity. The PBL(problem based Learning) is used in the class. The problem in this case is to make the Chem-E-Car, a shoebox sized car powered only by chemical reactions. Four types of Chem-E-Car such as turbine, rocket, voltaic cell and fuel cell are developed through out this program. The fuel cell powered Chem-E-Car is emphasized to students as new problems with constraints. This paper shows how the students solved the problems with creativity.

The Design of Creative Activities Program Using An Educational-Robot (교육용 로봇을 활용한 창의적 체험활동 프로그램의 설계)

  • Hur, Jung-Ho;Nam, Dong-Soo;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.331-334
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    • 2011
  • 본 연구의 목적은 국가경쟁력 향상을 위한 세계적인 융합의 흐름을 대비하여 융합 기반인 교육용 로봇을 활용한 창의적 체험활동 프로그램을 설계하는데 있다. 이를 통해 해외의 정보교육 활성화 경향과는 달리 초등학교에서 소외되는 정보교육의 중요성을 부각시키고, 창의성과 인성을 강조하는 창의적 체험활동에서 자연스럽게 활용되기 위함이다. 이에 교육용 로봇을 활용한 융합교육 단계와 프로그램 교수 학습 모형의 설계를 통해 초등학교의 창의적 체험활동에서 활용될 수 있는 프로그램의 토대가 되고자 한다.

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A Study on Model of Learning Activity Tool for Creative Problem Solving based on Mobile Learning (모바일러닝 기반에서 창의적 문제해결(Creative Problem Solving) 활동을 위한 학습지원도구 모형 개발)

  • Bae, Ji-Hye
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.344-347
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    • 2016
  • 유비쿼터스 환경 시대에 맞춰 현재 스마트 디바이스의 발달과 시장의 확대로 스마트 미디어 기기의 보급이 급속도로 확산되고 있으며 많은 교육용 어플리케이션 또한 개발되고 있는 중이다. 이러한 교육용 어플리케이션들은 지식기반사회의 학습도구로서 지식접근 및 창출에 중요한 요소인 인터넷과 웹을 활용하게 되고 이동성과 편의성을 추구하는 모바일기기를 통해 학습이 가능하도록 지원하는 프로그램이다. 본 연구는 모바일러닝 기반의 '창의적 문제해결(CPS, Creative Problem Solving)' 모형을 활용하는 교육용 앱에 대한 설계방안을 제시하고자 하며 연구의 목적은 대학 교육에서 학생들의 창의적 사고와 문제해결능력 향상을 돕는 모바일러닝 기반의 학습환경을 설계하는 데 있다. 제안하는 학습지원 도구는 모바일 앱 형태로 제작되며 학습활동에 있어 다양한 창의적 사고과정 활동과 표현방식, 상호작용성 등의 기능을 통해 학습자의 고차원적인 사고능력을 향상시키는 인지적 도구로서 활용될 수 있도록 설계하였다. 개발환경은 안드로이드용 앱 인벤터 프로그램을 사용하였으며 앱 인벤터 서버환경에서 제공되는 컴포넌트와 이벤트 핸들러를 이용하여 교수자모드와 학습자모드의 앱을 각각 설계하였다. 교수자 앱은 학습활동 제공을 의미하는 프로바이더(Provider) 모드 기능이 포함되며 학습자 앱은 CPS 활동을 위한 학습활동 모드 기능이 설계된다. 대부분의 창의성 관련 앱들은 그래픽작업을 통한 두뇌활동 향상 프로그램, 체험활동 위주의 프로그램 등으로 출시가 되어 있으나 교수-학습 활동을 위한 창의적 문제해결활동 관련 앱은 존재하지 않는 상태이므로 수업활동에서의 활용측면에서 가치가 있을 것으로 기대된다.

Effects of STEAM Lessons Using Scratch Programming Regarding Small Organisms in Elementary Science-Gifted Education (스크래치 프로그래밍을 활용한 '작은 생물' STEAM 수업이 초등과학 영재에게 미치는 효과)

  • Choi, Youngmi;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.34 no.2
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    • pp.194-209
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    • 2015
  • 본 연구의 목적은 스크래치 프로그래밍을 활용한 초등과학 '작은 생물' STEAM 수업을 개발하고 적용하여, 초등 영재학생의 창의적 인성, 창의적 문제해결력, 과학적 태도의 향상에 어떠한 영향을 미치는지 알아보고자 하였다. 개발한 STEAM 수업은 과학 지식과 스크래치 프로그래밍을 통합한 내용적 융합의 방법을 통해 학습자가 창의적 설계와 감성적 체험을 효과적으로 경험할 수 있도록 설계되었다. 연구 대상은 26명의 초등과학 영재학생들이었으며, 양적 및 질적 접근을 통해 자료를 수집하였다. 7차시의 수업을 적용한 결과, 개발한 STEAM 수업이 창의적 인성 및 과학적 태도에 효과가 있었다. 창의적 인성 하위 요소 중, 독립성에서 효과가 있었으며, 과학적 태도 측면에서는 자발성 및 인내심에서 유의한 상승을 보였다. 본 연구는 생명 과학 및 컴퓨터 프로그래밍처럼 STEAM 수업을 위한 효과적인 수단을 통합하는 일이 과학 기술에 대한 학생들의 창의성과 흥미를 신장시킬 수 있음을 제안한다.