• Title/Summary/Keyword: 창의융합 역량

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융합환경하의 중소기업 육성방향

  • Hyeon, Chang-Hui
    • Information and Communications Magazine
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    • v.25 no.11
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    • pp.48-52
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    • 2008
  • 기술혁신은 끝없이 지속적, 반복적으로 발생하지만, 최근의 기술혁신은 자체적인 혁신의 한계에 직면하고 있는 것처럼 보여진다. 국가경제의 발전은 개별적으로 진행되어 온 기술혁신에 크게 의존하지만, 이제 개별적인 혁신의 한계를 극복하기 위하여 이종간 기술 및 산업융합이 활발하게 모색되고 있다. 융합이라는 새로운 환경은 개별적인 기술이나 산업에 다양한 기회와 위험을 제공하게 될 것이다. 융합이라는 것이 단지 하나의 영역에 머무르는 개념이 아니라 여러 분야에 걸쳐서 대단히 광범위한 영역에서 발생하게 될 것이라는 점에서 그렇다. 이미 초기적인 융합의 현상들은 도처에서 발견되고 있으며, 이제 이를 더욱 확대 발전시키고 심화시켜 나가기 위한 노력들이 진행중이다. 융합을 가속화시키고 심화시켜 나가는데 필요한 요인은 무엇일까? 다양한 방법과 수단들이 거론될 수 있겠지만, 융합 발생의 광역성이라는 측면에서 개인의 창의력이 대단히 중요하다. 제한적인 인간의 역량으로 모든 분야에서 창의력을 발현한다는 것은 쉽지 않기 때문이다. 이러한 관점에서 우리나라 전체 기업의 대다수를 차지하는 중소기업의 역할은 대단히 중요하다. 국민소득 3만불 이상을 달성하기 위해서는 대기업과 중소기업의 육성을 위하여 다양한 정책을 입안하고 집행하여 왔지만, 중소기업의 경쟁력은 아직도 취약한 것이 회피할 수 없는 현실이다. 개인의 역량과 창의력 발현이 중시되는 융합환경에서 중소기업 육성을 위한 정책은 기존의 물적자원 중심의 지원방식과는 달리 다양한 협력네트워크의 구축과 네트워크 기반의 정보 공유 및 활용을 위한 방향으로 전환될 필요가 있다. 정보의 공유와 활용을 통하여 창의적인 아이디어의 발현이 더욱 확대되고 심화될 수 있기 때문이다.

Convergence Education in Mathematics: Issues and Tasks (수학교과와 융복합교육: 담론과 과제)

  • Ju, Mi-Kyung;Moon, Jong-Eun;Song, Ryoon-Jin
    • School Mathematics
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    • v.14 no.1
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    • pp.165-190
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    • 2012
  • Recently, the Korean government develops a variety of policies for the improvement of school education. Among the policies, convergence education is considered as essential. Moreover, as the policies declare that mathematics is expected to play a central role in the convergence education, mathematics educators are required to seek for ways of how to approach convergence education in mathematics. In this context, this paper reviewed diverse viewpoints on what kind of contribution convergence education make to the improvement of school mathematics. While the argument constructed around the issue of national competitiveness is the most prevalent in the political discourse, this paper recommends to introduce the epistemological norms raised by the knowledge integration through history. In addition, this paper presents both domestic and international programs to discuss how to develop educational program for convergence education in mathematics.

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A Study on the Characteristics of Future Schools for Students with Future Convergent STEAM Talents (미래 융합형 과학기술인재(STEAM)를 위한 미래학교 특성 탐색)

  • Kwak, Misun;Kwak, Youngsun;Lee, Soo-Young
    • Journal of The Korean Association For Science Education
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    • v.39 no.4
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    • pp.479-488
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    • 2019
  • The purpose of this research is to derive competencies necessary for students with future convergent STEAM talents, and to explore ideal student images, teaching-learning strategies, evaluation methods, and teachers' competencies and their training methods for future schools developing students' competencies. In order to figure out the features of the future schools, 25 experts from related fields, including in-service teachers, administrators, and college students in science and technology, participated in a future workshop. According to the results, students with future convergent science and technology talents are expected to have flexible thinking and creative thinking competencies to solve problems in innovative ways rather than traditional ways. In other words, it takes the power to accept and accommodate unexpected situations and solve problems appropriately in those situations. To cultivate such competencies, therefore, future schools should also be flexible and proactive. Rigid schools delivering knowledge-based information make it impossible to cultivate flexible and creative talents. Future schools should change into leaner-centered project-based classes so that students can naturally cope with various situations and solve large and small problems, and prepare assessment systems that can provide feedback based on the student's performances rather than achievement standards.

Core Competence Evaluation Model of Play Worker Based on Delphi Technique (델파이 조사를 통한 놀이 전문가 핵심역량 분석)

  • Park, Hye-Jin;Kim, Yong-Young
    • Journal of Convergence for Information Technology
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    • v.9 no.2
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    • pp.100-107
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    • 2019
  • The purpose of this study is to develop an evaluation model to measure the core competences of actual play workers by exploring what competences are necessary for them to provide quality play. Based on literature review, we selected five core competences : knowledge of play, program development, understanding play culture, creativity, and information sharing & applying. In order to achieve the research purpose end, a two-round Delphi survey was conducted on 10 play and education experts. The findings drew scholarly consensus on the competences of play workers to have and proposed basic data by developing competences evaluation model to measure them. Each of the key competences has three sub-conpetences, each of which included two behavior elements. Furthermore, this study presented future research directions so that play can be voluntarily planned and supported in a social and cultural context.

A Study on Christian Educational Implications for 6 Key Competencies of 2015 Revised National Curriculum (2015 개정 교육과정의 6개 핵심역량에 대한 기독교교육적 함의)

  • Seo, Mikyoung
    • Journal of Christian Education in Korea
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    • v.63
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    • pp.221-253
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    • 2020
  • The purpose of this study is to define the key competency as Christian(in another word: Christian key competency) and to interpret the six key competencies of the 2015 revised curriculum in a Christian educational way. Also as an alternative to the key competencies model of the 2015 revised curriculum, this study aims to materialize the formation of a Christian key competencies model based on Christian faith. This study derived 'faith' from the key competencies as Christian throughout preceding research analysis. The 'faith' of the key competencies as Christian means the ability to know oneself, and to know the world and God within the knowledge of the Bible (knowledge of God) in the personal relationship with God, and also it is the ability to think, judge, and act with biblical values, Christian world view, and Christian self-identity. The key competency 'faith' could be the basis (standard) of motivation, attitude and the value of all competencies in cultivation and exercise. The model of Christian key competencies has the structure in which each six key competencies become to be cultivated based on the Christian key competency called "faith." Based on the structure, the six key competencies of the 2015 revised curriculum were interpreted and explained from the perspective of Christian education. In the self-management competency, self-identity can be correctly formed in relations with transcendent God. In aesthetic emotional competency, the empathic understanding of human beings comes from the understanding of the image of God, the supreme beauty, the source of beauty. About the community competency, human community is the source of God who created the universe, human and all of things. It is because a Christian community is a community within the relationship of Trinity God, Nature and others. Therefore regions, countries, and the world become one community. Communication competency first stem from good attitudes toward yourself and others with respectful mind. It comes from an understanding of Christian human beings. Also, there is a need of having a common language for communications. The common language is the Bible that given to us for our communicative companionship. Through the language of the Bible, God made us to know about God, human being and the creative world, and also made us to continue to communicate with God, others and the world. For having the knowledge-information processing competency, a standard of value for the processing and utilization of knowledge and information is required. The standard should be the basis of moral and ethical values for human respect. About creative thinking competency, the source of creativity is God who created the world. Human beings who have the image of God own creative potential. As well as, creativity has different expression forms depending on individual preferences and interests, and different approaches will be made depending on each individual's importance and achievement. Individual creativity can be found through education, and it can be embodied by converging knowledge, skills and experience.

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.

Application of design thinking-based maker education program for elementary school students' software education (초등학생의 소프트웨어교육을 위한 디자인사고 기반 메이커교육 프로그램 적용)

  • Lee, Saet-Byeol;Lee, Seung-Chul;Kim, Tae-Young
    • Proceedings of The KACE
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    • 2018.08a
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    • pp.129-132
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    • 2018
  • 미래사회가 요구하는 창의융합형 인재 육성을 위한 기초소양 함양을 위해 소프트웨어 교육이 의무화되는 등 컴퓨팅 사고력과 지능정보사회에 필요한 핵심역량인 협력적 문제해결력의 향상을 위한 소프트웨어 교육에서의 교수 학습 방법이 강조되고 있다. 이에 따라 본 연구에서는 감성적 사고와 창의적 사고력의 균형을 추구하는 디자인 사고와 실생활 맥락적 문제를 해결하는 메이커 활동을 결합한 디자인 사고 기반 메이커교육을 소프트웨어 교육에 적용하여 초등학생의 협력적 문제해결력에 미치는 영향을 검증하고자 한다. 이를 통하여 디자인 사고기반 메이커 교육의 학습효과를 밝히고, 초등학교 수업에서 다른 교과목과 융합한 소프트웨어 교육의 적용방법에 대한 시사점을 제공하고자 한다.

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기술융합 촉진을 위한 혁신정책의 방향

  • Lee, Gong-Rae
    • Information and Communications Magazine
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    • v.25 no.11
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    • pp.18-22
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    • 2008
  • 기술융합은 연구자간 사회적 상호작용의 결과 일어나는 일종의 기술혁신 현상인데, 융합과정에서 수명주기가 존재한다. 기술능력을 가진 개인이나 조직의 학습${\rightarrow}$기술의 통합 및 혁신 ${\rightarrow}$안정화 과정을 거치는 융합 수명주기를 갖는다. 조직학습(집단학습)은 기술융합의 주요한 성공요소로 작용한다. 이 때문에 기술융합의 성공을 위해서는 프로젝트 리더의 리더십이 중요하다. 기술융합 프로젝트 리더는 개별연구자나 연구그룹이 보유하는 인지맵(cognitive map)을 통합하는 노력이 필요하다. 이를 위해서는 조직 및 개인의 네트워크 구축과 학습역량 강화가 중요하다. 정부는 기술융합 촉진을 위해서 학회, 협회 등 중심연계조직을 육성해야 한다. 그리고 프로젝트 리더의 리더십 함양프로그램을 운영해야 한다. 장기적인 관점에서는 학제간 벽을 뛰어 넘는 대학원 교육의 혁신이 필요하다. 공공부문은 창의적이고 개방적인 연구환경을 조성해야 하겠다.

A Study of STEAM Education Model for Collective Intelligence Learner With Regards to Developing People of Interdisciplinary Abilities (융합형 인재양성을 위한 집단지성 학습 기반 STEAM 교육 방안 연구)

  • Hong, Seong-Yong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.1406-1409
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    • 2012
  • 최근 학문간 융합을 통한 STEAM 융합인재교육에 관한 연구가 활발하게 진행되고 있다. STEAM 교육은 과학, 기술, 공학, 예술 그리고 수학의 학문 영역을 유기적으로 융합하여 차세대 학습자들이 미래 사회에 필요한 핵심역량을 높일 수 있도록 하는 교육방식이다. 국가적인 차원에서 창의적인 융합인재를 위한 미래형 과학기술 교육을 중요하게 여기고 있으며, 과학기술 교육 패러다임에 변화를 기대하고 있다. 따라서 본 연구에서는 융합형 인재양성을 위한 집단지성 기반의 STEAM 교육 방안을 연구하고, 학습자의 과학기술에 대한 흥미와 이해를 높이고 융합적 사고와 문제해결 능력을 배양하기 위한 지능로봇 교육과정을 제시한다. 또한 집단 학습자들 간의 교육 적용 사례를 소개하고, 학습자의 만족도 분석을 통하여 검증하였다. 향후 본 연구의 결과로 집단 학습자의 학습 성취도를 향상시키고, 융합형 과학기술 인재양성 교육방안으로 발전하기를 기대한다.

Development and Application of Educational Contents for Software Education based on the Integrative Production for Increasing the IT Competence of Elementary Students (초등학생의 미래 IT역량 강화를 위한 융합적 산출물 기반 소프트웨어 교육용 콘텐츠 개발 및 적용)

  • Seo, Jeonghyun;Kim, Yungsik
    • Journal of The Korean Association of Information Education
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    • v.20 no.4
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    • pp.357-366
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    • 2016
  • The ability of computational thinking is a key competence that person of talent in the future should keep. Computational thinking is a serial process in which a problem is defined in context of computing, stages of abstraction are processed in order to find the efficient solution, the most appropriate process and resources for a solution are selected and combined through algorithms which use various concepts, principles and methods for automatic implementation of abstract concepts. It needs appropriate learning content in stage of elementary school. This study has verified the effect it made on improvement of learner's creative personality by developing and applying the educational content for software education based on the integrative production. The result of study confirmed that learning through the educational content for software education based on the integrative production affects improvement on learner's creativity positively and suggested a method of applying it to computing education in elementary school.