• Title/Summary/Keyword: 창의융합 역량

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A Study on the Development of Environment Design STEAM Program in Coping with Climate Change for Elementary School Students (초등학생을 위한 기후변화대응 환경디자인 STEAM 교육프로그램 개발 연구)

  • Lee, Yun-Hee;Lee, Myung-A;Han, Hae-Ryon;Ban, Ja-Yuen
    • Korean Institute of Interior Design Journal
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    • v.25 no.6
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    • pp.15-22
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    • 2016
  • Recent changes in the Korean education policies are promoting the advances in science and technology and cultivating people of convergence talent. STEAM (science, technology, engineering, art and math) educational program is Korean styled convergence program for creative competent human resources. Therefore, Therefore the aim of this study is developing convergence hand-on educational program coping with climate change for elementary school students. For development of the program, we investigated the curriculum of the elementary school about the climate change, and allocated in the creative learning standard frame. Also, we selected themes related the climate change in the curriculum and learning activity. For more effective program to build the convergence competency, we analyzed the program based on creative problem based learning process and 4 core competency(creativity, communication, convergence, caring) elements. In conclusion, the STEAM program needs to develop by school curriculum and leaner's ability. For elementary school students, the STEAM program consists with creative problem based learning process. And the convergence educational program would analyze by the creative PBL process and convergence competency elements. So, this developing program has brought the promotion of the creative convergence competent talented person for the future global environment.

Delphi Study about Mathematics Gifted Education Based on STEAM Education (수학영재를 위한 STEAM교육 방안 마련을 위한 델파이 조사)

  • Paik, Heesu
    • School Mathematics
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    • v.15 no.4
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    • pp.867-888
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    • 2013
  • The purpose of this paper was to investigate mathematics gifted educational methods based on STEAM education by Delphi study. As a result by total 3 round Delphi method, the concept of STEAM education for mathematics gifted students was education of developing capacity of Holistic Growth that can communicate diverse people through self-monitoring study as they can find and solve problems with integrative thinking and creative thinking. Thus this elicited the consensual agreements of experts about mathematics gifted educational goals, methods, contents, and evaluations etc. As a follow-up research will be developed mathematics gifted educational model based on STEAM education.

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Design of Concurrent Engineering Framework for the Quality Management with Real Time Enterprise Portal (실시간 전사적 통합 품질경영 활동을 위한 동시공학적 프레임워크 설계)

  • Lee, Myeong-Ho
    • Proceedings of the KAIS Fall Conference
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    • 2006.05a
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    • pp.457-461
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    • 2006
  • 디지털 융합(Digital Convergence)이 모든 분야에서 급속히 전개됨으로서 기업들은 전략적으로 IT를 전사적으로 활용하면서 글로벌 시대의 경쟁 기업들에 비해 보다 빠른 신기술 습득을 적용함으로써 생존 경쟁의 우위 확보 전략이 점차 강화되고 있는 실정이다. IT 기술의 발전 방향도 전사적 데이터 및 비즈니스 프로세스의 통합을 통하여 전 영역에 걸쳐 신기술을 이용하여 표준화와 통합화로 진보되고 있다. 그러나 글로벌 경쟁체제인 세계화가 가속화 되고 있는 기업들의 품질 경영 활동이 실시간으로 처리되지 못함에 따라 각종 경영혁신 활동에 대한 통제/관리와 비용 절감 노력이 기업 역량 강화에 유기적인 효과를 거두지 못하고 있는 실정이다. 따라서 본 연구에서 일반적으로 제조 부문이나 사무간접(관리)부문에서도 적용 가능한 6시그마 추진 방법론을 기반으로 목표관리 및 방침관리인 Top-Down 프로세스인 순공학 품질경영 활동인 뿐만 아니라, 현장의 창의적인 품질경영 활동을 통한 Bottom-Up 프로세스인 역공학 품질경영 활동에서도 적용 가능한 실시간 동시공학적인 품질경영 활동의 프레임워크를 설계하도록 한다. 또한 가치 흐름 분석을 통해 낭비 요인을 철저하게 제거하고, 프로세스의 흐름을 최적화하여 원하는 품질경영 활동이 프로젝트로 발전하여 기업경영에 실시간으로 반영될 수 있는 전사적 통합 품질경영 활동 시스템을 제안하도록 한다.

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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.

The Effectiveness of the Living Lab-based Elementary School Data Science Program (리빙랩 기반 초등학교 데이터 과학 프로그램의 효과성 분석)

  • Son, Jungmyoung;Kim, Taeyoung
    • Journal of The Korean Association of Information Education
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    • v.26 no.2
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    • pp.105-120
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    • 2022
  • In addition to the rapid changes in the times caused by the pandemic, the revision of the new curriculum coincides with the change in the proportion of the three elements of learners, society, and subjects that make up the curriculum. In particular, along with the proportion of 'social' in the curriculum, the scope of the word 'educational community' has increased, and the allowable range of curriculum restructuring centered on it has expanded. In order for the intended direction of education to be properly established in the new curriculum, various educational method studies are needed to cultivate newly emerged competencies and literacy. In this study, after selecting the contents and goals of the convergence curriculum based on various criteria for subject selection, the data science program was designed by reconstructing Living Lab's PDIE methodology. As an evaluation factor for this, we tried to analyze the effectiveness of 'creativity', 'problem-solving ability', 'communication ability', 'collaboration ability' among future competencies emphasized in the curriculum. As a result of the study, it was effective in improving creative and communication skills, and this study focuses on verifying the effectiveness of School Living Lab, suggesting the necessity of post-research that expands the application space of research and diversifies the role of educational community subjects.

Learning Ability Prediction System for Developing Competence Based Curriculum: Focusing on the Case of D-University (역량중심 교육과정 개발을 위한 학업성취도 예측 시스템: D대학 사례를 중심으로)

  • Kim, Sungkook;Oh, Chang-Heon
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.267-277
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    • 2022
  • Achievement at university is recognized in a comprehensive sense as the level of qualitative change and development that students have embodied as a result of their experience in university education. Therefore, the academic achievement of university students will be given meaning in cooperation with the historical and social demands for diverse human resources such as creativity, leadership, and global ability, but it is practically an indicator of the outcome of university education. Measurement of academic achievement by such credits involves many problems, but in particular, standardization of academic achievement by credits based on evaluation methods, contents, and university rankings is a very difficult problem. In this study, we present a model that uses machine learning techniques to predict whether or not academic achievement is excellent for D-University graduates. The variables used were analyzed using up to 96 personal information and bachelor's information such as graduation year, department number, department name, etc., but when establishing a future education course, only the data after enrollment works effectively. Therefore, the items to be analyzed are limited to the recommended ability to improve the academic achievement of the department/student. In this research, we implemented an academic achievement prediction model through analysis of core abilities that reflect the philosophy, goals, human resources image, and utilized machine learning to affect the impact of the introduction of the prediction model on academic achievement. We plan to apply the results of future research to the establishment of curriculum and student guidance conducted in the department to establish a basis for improving academic achievement.

An Analysis of Satisfaction on the Essential Curriculum: Focusing on J University Case (교양필수 교과목에 대한 만족도 분석: J대학 사례를 중심으로)

  • Lee, Jung-Yull;Kim, Sam-Sup
    • Journal of the Korea Convergence Society
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    • v.10 no.12
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    • pp.421-427
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    • 2019
  • In this study, we examined the satisfaction level of J university's compulsory liberal arts subject with quantitative research. The results quantitative research are as follows. First, men are more interested in creative thinking, college life guidance and career path design than girls. Second, the level of satisfaction with the required liberal arts subject by grade was found to be without a statistical significant difference. Third, the satisfaction level of each line of learning was shown in the order of natural engineering, health and welfare, physical fitness, and humanities. The satisfaction level of the lines of learning was found to vary. Fourth, The satisfaction level of each campus was found to vary. The results of this study could be used as basic data to improve the college liberal arts curriculum, especially the compulsory liberal arts curriculum. The results of this study could be used as basic data to improve the college liberal arts curriculum, especially the compulsory liberal arts curriculum.

A Conceptual Study on Computational Thinking for Non-majors (비전공자를 위한 컴퓨팅 사고력의 개념적 고찰)

  • Hong, Mi-Sun;Cho, Jungwon
    • Journal of Convergence for Information Technology
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    • v.11 no.10
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    • pp.151-158
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    • 2021
  • The purpose of this paper is to examine the concept of computational thinking in an easy-to-understand way for non-computer majors. First, It is necessary to expand from the problem-solving perspective to the perspective of problem discovery and creation ability, and establish it as a thinking ability that can cultivate human-like thinking, that is, creative thinking. Second, the concept of computational thinking can be viewed not only in the cognitive aspect but also in the emotional motive and attitude aspect. Third, systematic design of teaching methods is needed based on the expansion of the concept to computational thinking that helps learners to improve their reflective ability. It is expected that the results of this study will serve as basic research for various attempts in terms of the purpose and teaching method of computational thinking education in the future.

A Study on the Design of Korean Textbooks in Elementary Schools for Learning Interest (학습흥미 유발을 위한 초등학교 국어 교과서 디자인 연구)

  • Lee, Chang Wook;Park, Kwang Shin
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.555-561
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    • 2018
  • It is the Korean language textbook of elementary school 1~2 grade that forms the basis of the textbook to nurture the creative convergence talent with the core competence required by the future society. In order to increase the learning effect based on the textbooks, the interest inducing factors were derived on the basis of the learning interest, and the textbook design was analyzed by the in - depth interviews and discussions of the expert group. As a result, Graphic elements using bright and soft colors, illustrations of peer groups related to learning contents, and resilient use of sans serifs. However, issues such as lack of proper mixing of photos and illustrations, further development of learning helper characters, configuration of spare margins, graphic image design, and lack of a structured layout that utilizes color and visual images were cited as problems.

A Study on Self-Censorship by Conflict in the Educational Environment of Art College: Based on the attribution theory. (예술대학 교육환경 속 갈등관계에 따른 자기검열 연구: 귀인이론을 중심으로)

  • Kim, Kwang-Cheol;Song, Jin-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.151-164
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    • 2021
  • This study aimed to find ways to reduce self-censorship by identifying the conflict and attribution to the motivation for self-censorship during the curriculum of the College of Arts. The analysis confirmed the significance of each relationship by conducting a correlation and regression analysis between the variables, and the analysis of the effects was based on the significant factors among them. The analysis showed the external locus of control toward self-censorship and interpersonal conflict had a partial mediation effect. In other words, as the degree of conflict in the educational environment increases, art college students are aware of the cause of the problem due to external characteristics such as others, task difficulty, etc., and thus confirmed the conclusion that frustration and shame caused by it become the motive for self-censorship.