• Title/Summary/Keyword: 창의설계교육

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Engineering Educations for Creativity and Design in Mind at HIU (공학교육에서의 디자인 및 창의적 설계교육)

  • Han, Byung-Kee;Jee, Hae-Seong
    • Journal of Engineering Education Research
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    • v.9 no.4
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    • pp.19-27
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    • 2006
  • HIU(Hong-Ik University) has inculcated students with values necessary to serve society as independent, creative, and cooperative professionals. In HIU, students are encouraged to foster independent thinking, free from the influence of others, but are forged to cultivate their creativity in harmony with the knowledge and experience of others. In the department of MSDE(Mechanical and System Design Engineering), students are educated via three major courses for targeting engineering design, Creative Engineering Design (freshman), Design Process (Senior), and Creative Product Development (Junior). All these courses are based on personal tool exercises for design software and hardware and team-project group activities of the students with other team members. This paper will briefly discuss the main focuses of these courses and case studies of the teaching results.

The Performance of the National Authorization System of Private Qualification (강건설계방법을 활용한 창의적 문제해결 실습과정)

  • Kim, Tai-Oun
    • Journal of Engineering Education Research
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    • v.11 no.1
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    • pp.64-75
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    • 2008
  • A new product development and product realization process (PRP) is a circulating and feedback process by generating ideas through creative problem solving process. The early stages of PRP correspond to conceptual design and product development, in which a large portion of product life cycle cost can be saved. The optimal design method for this stage is a robust design suggested by Taguchi. Quality must be 'engineered in' since it can not be 'inspected out.' A robust design is an engineering methodology to improve the quality of a product by minimizing the efforts of variations without eliminating the causes. The objective of this study is to propose a scheme and a case study of robust design for exploring design parameters, and introduce a creative problem solving process. Major research subjects include a creative problem solving process, robust design procedure and their implementation. For the experiment of Taguchi method, a toy catapult is adopted. For the creativity development, a short project is assigned to devise a similar tool with the toy catapult. A reference model is suggested to compare and evaluate their ideas.

Design the Lesson using a Digital Media for the Growth Creativity (창의성 신장을 위한 디지털미디어 활용 수업 설계 - 디지털카메라를 중심으로 -)

  • Chun, Byung-Jin;Lee, Jae-In
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.127-132
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    • 2010
  • 창의성은 21세기 지식기반 정보사회를 살아가는 현대인에게 정보홍수에서 새로운 정보를 재창조하는 중요한 능력이다. 그리고, 디지털미디어는 현대인들의 가장 빠르고 쉽게 생각이나 느낌을 표현하는 도구이다. 현 교육현장에서는 학습자의 창의성과 문제해결력 신장을 위해 디지털미디어를 활용한 이미지와 영상을 투입하고 있다. 하지만, 본 연구는 교수자의 입장에서 디지털미디어를 활용한 교수학습자료를 투입하는 것이 아닌, 학습자 스스로가 디지털미디어를 활용하여 자신의 생각을 창의성있게 표현하는데 중점을 두었다. 특히, 디지털미디어 중에서 디지털카메를 활용하여 초등학교 5학년 국어과에서 적합한 학습차시를 선택하여 학습자의 창의력 신장을 위한 수업을 설계하여 적용해 보기로 하였다.

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A Design of Curriculum Considered Experimental Design & Analysis for Enhancing Engineer's Problem-Solving Ability (공학자의 문제해결능력 향상을 위한 실험계획 및 분석을 적용한 교육과정의 설계 -기계공학계열의 학과를 중심으로-)

  • Lee, Joong-Soon;Kwak, Hyo-Yean
    • Journal of Engineering Education Research
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    • v.11 no.1
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    • pp.34-47
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    • 2008
  • The purpose of this paper is to design the curriculum by considering the experimental design and analysis for enhancing an engineer's creative problem-solving ability. This ability is one of the important objectives in modern engineering education. To achieve this purpose, first, it is suggested that the experimental design and analysis, a specific area of engineering education, is highly relevant to the creative problem-solving ability, one of the basic engineering competencies and of the final goals in engineering education. And also, the curriculum already introduced the experimental design and analysis in departments of mechanical engineering of universities are surveyed and reviewed. 59 papers are also analyzed to know how engineers applicate the knowledge of the experimental design and analysis to their activities. Finally, the module of engineering education curriculum introduced the experimental design and analysis to enhance effectively the engineer's creative problem-solving ability is suggested.

The Design of the Convergence CT-FL Instructional Model for Effective Software Education (효과적인 소프트웨어 교육을 위한 융합형 CT-FL 수업 모형 설계)

  • Ku, Jaehoon;Kim, Taeyoung
    • Proceedings of The KACE
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    • 2018.08a
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    • pp.11-14
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    • 2018
  • 빠른 속도로 끊임없이 쏟아지는 정보의 홍수 속에서 미국이나 영국 등 세계 각 나라마다 앞으로 미래사회를 이끌어 갈 인재가 갖추어야 하는 핵심 역량의 하나로 창의적 문제해결력을 들고 있는데, 이러한 추세는 교육계에서도 예외 없이 나타나고 있어 학문의 각 영역과 정보 기술 활용의 융합된 교육 방법론에 대한 관심이 날로 고조되고 있다. 이러한 융합된 교육 방법론의 필요와 창의적 문제해결력 향상을 위한 교육으로 소프트웨어 교육이 우리나라를 포함하여 전 세계적으로 교육과정에 포함될 정도로 중요성이 더해가고 있다. 전 세계적인 정보교육의 패러다임 변화에 따라 우리나라도 교육부에서 '2015 개정 교육과정'에 소프트웨어 교육을 포함시키고, 소프트웨어 교육의 목표를 '컴퓨팅 사고력을 가진 창의 융합 인재를 기르는 데에 목표가 있다'라고 발표하였다. 또한 소프트웨어 교육의 방향과 운영에 필요한 내용들 중에 교육 현장에서 소프트웨어 교육을 하기에 부족한 소프트웨어 교육 시수의 적절한 확보와 교수 학습 방법의 연구가 필요한 것으로 발표하였다. 이에 본 연구는 부족한 소프트웨어 교육 시수의 해소와 여러 교과 간의 융합적인 교수 학습 방법을 위한 효과적인 소프트웨어 교육 수업 모형을 설계하게 되었다.

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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.

Gender Differences in Computational Thinking, Creativity, and Academic Interest on Elementary SW Education (초등 SW교육에서 성별에 따른 컴퓨팅 사고력, 창의성, 학습흥미의 차이)

  • Lee, Jeongmin;Jung, Yeonji;Park, HyeonKyeong
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.381-391
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    • 2017
  • The purpose of this study was to propose instructional-learning strategies for designing effective software education investigating gender differences in computational thinking, creativity and academic interest on elementary SW education. 86 elementary school students who had SW education for 4 months, consisting of 49 boys (57%) and 37 girls (43%), participated for this study. They responded surveys regarding computational thinking, creativity, and academic interest. With the use of independent t-tests, this study found that there was significant differences in creativity and academic interest between boys and girls at elementary SW education. The mean of creativity of girls was higher than that of boys. however, the mean of academic interest of males was higher than that of girls. On the other hand, there was no difference in computational thinking between boys and girls. In conclusion, this study suggests design and implementation of successful SW education class considering gender.

Design and Implementation of Creativity Improving System to Support Humanity Education (안성교육을 위한 창의성 계발 시스템의 설계 및 구현)

  • Song, Tae-Ok;Jung, Sang-Wuk;Kim, Tae-Young
    • The Journal of Korean Association of Computer Education
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    • v.3 no.2
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    • pp.1-10
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    • 2000
  • Humanity education is very important and essential part of education from the viewpoint of education. Further, it is valuable to utilize the advantages of computer system for systematic humanity education. In this paper, we designed and implemented Creativity Improving System(CIS) for improving student's creativity as an integrated component of Humanity Education System (HES) which will be developed in the near future. CIS is easy to maintain, repair and extend itself, since it is implemented based on Object-Oriented Development Method (OODM). By using 3-dimensional graphic technology, the contents of 3D-world in space is realistically expressed for improving the interest and effect of learning in the part of the maze game.

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