• Title/Summary/Keyword: 창의적 과정

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Development of a Educational Project-Based WebSite Using Multimedia Materials (멀티미디어 자료를 활용한 교육용 프로젝트기반 웹사이트 개발)

  • Lee, Seung-Soo;Yu, Jeong-Su
    • Journal of The Korean Association of Information Education
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    • v.8 no.4
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    • pp.537-545
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    • 2004
  • In spite of the fact that project-based learning has had positive effects on improvement of creation power and expansion of the spirit of inquiry, the project-based learning lesson was difficult to carry out in the classroom. The web overcomes time and space limitations in traditional schools. This study has developed and implemented an online project-based website of children's education, based upon the extensive classroom use of multimedia materials to further students participation and interest in projects of discovery. The developed website shows the entire process used through out the project. This paper presents the project's activities and students' learning, using multimedia and web. This study was conducted in fourth grade of an elementary school for a month. The results of this study suggest that the effects of using the project-based website were improved self-directed learning and generation of new ideas.

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A Preliminary Study for Developing an Authoring Tool for Field-Experience Learning using Mobile Device (모바일 현장체험학습 저작도구 개발을 위한 기초연구)

  • Kang, Young Ok;Cho, Na Hye
    • Spatial Information Research
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    • v.23 no.3
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    • pp.123-132
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    • 2015
  • Recently both the importance and the interests of field-experience learning have kept increasing since the Education of Ministry encourages students to take a field-experience learning with the self-driven and creative education as the main issue in the 7th revised education curriculum in 2009. As the importance of field-experience learning goes up continuously, not only the release of its related mobile applications is increasing, but also a variety of researches for supporting the field-experience learning are ongoing. In this research we perform two things. First, we define the basic concept of authoring tool for which support the field-experience learning based on its characteristics and user requirements analysis. We confirmed that the authoring tool for the field-experience learning has to 1) support all activities that happen in pre-field, field-experience and post-field phases, 2) be possible to write the location-based field work, 3) have the authoring function which reflects the characteristics of curriculum such as history, science and geography, etc. that the field learning can be realized, 4) be designed as the structure that the results of inquiring activity after the field experience activity can be reused. Second, we create a conceptual design after confirming the authoring tool.

Development of a Blocks Recognition Application for Children's Education using a Smartphone Camera (스마트폰 카메라 기반 아동 교육용 산수 블록 인식 애플리케이션 개발)

  • Park, Sang-A;Oh, Ji-Won;Hong, In-Sik;Nam, Yunyoung
    • Journal of Internet Computing and Services
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    • v.20 no.4
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    • pp.29-38
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    • 2019
  • Currently, information society is rapidly changing and demands innovation and creativity in various fields. Therefore, the importance of mathematics, which can be the basis of creativity and logic, is emphasized. The purpose of this paper is to develop a math education application that can further expand the logical thinking of mathematics and allow voluntary learning to occur through the use of readily available teaching aid for children to form motivation and interest in learning. This paper provides math education applications using a smartphone and blocks for children. The main function of the application is to shoot with the camera and show the calculated values. When a child uses a block to make a formula and shoots a block using a camera, you can directly see the calculated value of your formula. The preprocessing process, text extraction, and character recognition of the photographed images have been implemented using OpenCV libraries and Tesseract-OCR libraries.

A Study on the Research Security System of the Researcher-Centric (연구자 중심의 연구보안 체계 개선방안 연구)

  • Lee, Jeakyun;Na, Onechul;Chang, Hangbae
    • The Journal of Society for e-Business Studies
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    • v.23 no.3
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    • pp.65-84
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    • 2018
  • The government is continuously expanding its national R&D investment to actively respond to the advent of the $4^{th}$ industrial revolution era and to develop the national economy. The R&D structure is likely to be liberalized as the paradigm shifts from the pursuit type R&D to the leading type R&D, and R&D capacity enhancement that focuses on researchers' creativity is emphasized. Such changes in R&D environment will increase the risk of security accidents such as leakage of research information. In addition, security policy for protection of research result should be the Researcher-Centric Security and security policy should be changed. This study explored transforming the research security system into the Researcher-Centric Security system so that researchers can voluntarily implement necessary security measures in the course of conducting research.

Developmental Study of an Instrument for STEAM Education Key Competencies (STEAM 교육의 핵심역량 조사도구 개발)

  • Park, HyunJu;Sim, Jaeho;Kim, Eojin;Ham, HyungIn;Lee, Youngtae;Lee, Ji-Ae;Kwon, Hyuksoo
    • Journal of Science Education
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    • v.43 no.2
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    • pp.258-269
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    • 2019
  • This study developed an instrument for measuring STEAM education effectiveness focused on key competencies of STEAM. This study performed literature reviews on the prior studies associated with the STEAM education and completed a pilot instrument through reflective reviews by external experts. A pilot study was administered to a total of 408 students and finalized by statistical analyses such as reliability check and exploratory factor analysis. The factors of the final instrument were identified as convergence (seven items), creativity (eleven items), challenge (five items), and care (nine items). The Cronbach' ${\alpha}$ for each construct ranged from .849 to .929 turned out to be reliable. This instrument can be utilized for measuring the effectiveness of the STEAM education on students' key competencies.

Design of the emotion expression in multimodal conversation interaction of companion robot (컴패니언 로봇의 멀티 모달 대화 인터랙션에서의 감정 표현 디자인 연구)

  • Lee, Seul Bi;Yoo, Seung Hun
    • Design Convergence Study
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    • v.16 no.6
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    • pp.137-152
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    • 2017
  • This research aims to develop the companion robot experience design for elderly in korea based on needs-function deploy matrix of robot and emotion expression research of robot in multimodal interaction. First, Elder users' main needs were categorized into 4 groups based on ethnographic research. Second, the functional elements and physical actuators of robot were mapped to user needs in function- needs deploy matrix. The final UX design prototype was implemented with a robot type that has a verbal non-touch multi modal interface with emotional facial expression based on Ekman's Facial Action Coding System (FACS). The proposed robot prototype was validated through a user test session to analyze the influence of the robot interaction on the cognition and emotion of users by Story Recall Test and face emotion analysis software; Emotion API when the robot changes facial expression corresponds to the emotion of the delivered information by the robot and when the robot initiated interaction cycle voluntarily. The group with emotional robot showed a relatively high recall rate in the delayed recall test and In the facial expression analysis, the facial expression and the interaction initiation of the robot affected on emotion and preference of the elderly participants.

A Study on the prediction of SOH estimation of waste lithium-ion batteries based on SVM model (서포트 벡터 머신 기반 폐리튬이온전지의 건전성(SOH)추정 예측에 관한 연구)

  • KIM SANGBUM;KIM KYUHA;LEE SANGHYUN
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.727-730
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    • 2023
  • The operation of electric automatic windows is used in harsh environments, and the energy density decreases as charging and discharging are repeated, and as soundness deteriorates due to damage to the internal separator, the vehicle's mileage decreases and the charging speed slows down, so about 5 to 10 Batteries that have been used for about a year are classified as waste batteries, and for this reason, as the risk of battery fire and explosion increases, it is essential to diagnose batteries and estimate SOH. Estimation of current battery SOH is a very important content, and it evaluates the state of the battery by measuring the time, temperature, and voltage required while repeatedly charging and discharging the battery. There are disadvantages. In this paper, measurement of discharge capacity (C-rate) using a waste battery of a Tesla car in order to predict SOH estimation of a lithium-ion battery. A Support Vector Machine (SVM), one of the machine models, was applied using the data measured from the waste battery.

A study on the Development of Fusion Education Attempting to Utilize 3D Printing for the Fabrication and Control of Robot Arms (3D 프린터를 활용한 로봇 팔의 제작과 제어를 위해 시도한 융합 교육의 발전 방안 연구)

  • Eum-young Chang;Hyung-jin Yu
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.121-128
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    • 2024
  • This study introduces specializer high school students , as a fusion education method using Inventor software to design a robot arm, which is then 3D printed and controlled by an Arduino microcontroller. Students gain practical experience and have the opportunity to integrate knowledge and skills from various academic fields. They start by designing in CAD software, proceed to fabricate actual robot arm components using 3D printing technology, and finally program and control the assembled robot arm. This interdisciplinary education enhances students' problem-solving abilities, fosters creativity, and increases their motivation to learn. To implement such educational endeavors in actual curricula, ongoing teacher support and appropriate resources are essential. This research serves as a foundational exploration of the applicability of fusion education in future learning contexts.

A Decade of Comparative Study on the Changes in Elementary and Secondary School Science Teachers' Professionalism and Perceptions of Integrated Science Education (초·중등 과학교사들의 통합과학교육에 대한 인식과 교사 전문성에 관한 10년 주기(2008-2018) 비교 연구)

  • Maeng, Hee-Ju;Son, Yeon-A
    • Journal of The Korean Association For Science Education
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    • v.39 no.6
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    • pp.717-728
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    • 2019
  • The cultivation of creative convergence talent has become more important than ever, the Korean curriculum has also undergone many changes, aiming for convergence and integrated education. In addition to these changes in science and curriculum, we examined the changes in perception and Professionalism(PCK) of integrated science education of science teachers over the past decade. For this study, 359 elementary and secondary science teachers in 2008, when the 2007 revised curriculum was applied, and 360 elementary and secondary science teachers in 2018, when the 2015 revised curriculum was applied, were examined for 10 years of changes in perceptions and PCK of integrated science education. The conclusions from the analysis were as follows. First, in 2018, elementary and secondary science teachers were found to have a statistically significant increase in awareness of integrated science education. Nevertheless, cognition was found to be 'normal'. Second, teachers' perception of the necessity of improving the professionalism of teachers, providing teaching and learning materials, reducing the contents of learning, reducing the number of students and securing flexible timetables, and raising the perception of integrated science education for students and parents as a condition for the success of integrated science education, was analyzed to be significantly higher in 2018. Third, the results of PCK survey through self-diagnosis, teachers' PCK on integrated science education, such as competence to secure curriculum contents knowledge, comprehension of curriculum and class composition related to integrated science education, teaching strategy for integrated, creation of teaching and learning environment for integrated teaching, efforts to improve administrative constraints and the professionalism of integrated science education, was significantly higher than it was ten years ago. Therefore, the recent emphasis on convergence education has increased the experience of applying convergence classes in the field of education, and it was seen as a result of the continuous efforts of science teachers to meet the changes in the education paradigm.

A Study on the Effects of Design Thinking Process and Maker Education on University Students' Start-Up Activities (디자인사고방법 활용 메이커교육이 대학생 창업역량에 미치는 영향에 관한 탐색 연구)

  • Kim, Tae-Ywan
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.6
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    • pp.177-196
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    • 2021
  • In the era of the 4th industrial revolution, high technology is causing many changes in modern society and economy. Among them, changes in industries and jobs require new competencies of future human resources. As an educational alternative to these changes, maker education and design thinking methods are spreading around the world, and it is necessary to actively apply such education in university curriculum. Therefore, this study examines the effects of the maker education using the design thinking method on the learners' competencies required as future human resources and, relationship between the development of university students' entrepreneurial competencies and learners' competencies. And the purpose of this study is to contribute to the vitalization of entrepreneurship education for university students by suggesting an educational model. For this purpose, this study investigated the prior research on maker education/environment and design thinking methods to examine concepts and characteristics, and analyzed the influences between maker education/environment and design thinking methods and the development of learners' personal, social and technological capabilities. In addition, this study analyzed the relationship between learners' developed capabilities and university students' entrepreneurial capabilities, and based on the results, suggested directions and conceptual models for education that combine maker education/environment and design thinking methods. In conclusion, maker education/environment and design thinking methods in university education have a positive effect on the cognitive, social, and technological development of learners, and this has a significant relationship with the factors of personal, social, and technological dimensions of university students' entrepreneurial competency. It is analyzed that it has a positive effect on the promotion of entrepreneurship activities of university students. Therefore, it is judged that university's interest and support should be given to the vitalization of maker education using the design thinking method for university student entrepreneurship education and future human resources nurturing.