• Title/Summary/Keyword: 창의적 아이디어

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The knowledge and human resources distribution system for university-industry cooperation (대학에서 창출하는 지적/인적자원에 대한 기업연계 플랫폼: 인문사회계열을 중심으로)

  • Park, Yoon-Joo
    • Journal of Intelligence and Information Systems
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    • v.20 no.3
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    • pp.133-149
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    • 2014
  • One of the main purposes of universities is to create new intellectual resources that will increase social values. These intellectual resources include academic research papers, lecture notes, patents, and creative ideas produced by both professors and students. However, intellectual resources in universities are often not distributed to the actual users or companies; and moreover, they are not even systematically being managed inside of the universities. Therefore, it is almost impossible for companies to access the knowledge created by university students and professors to utilize them. Thus, the current level of knowledge sharing between universities and industries are very low. This causes a great extravagant with high-quality intellectual and human resources, and it leads to quite an amount of social loss in the modern society. In the 21st century, the creative ideas are the key growth powers for many industries. Many of the globally leading companies such as Fedex, Dell, and Facebook have established their business models based on the innovative ideas created by university students in undergraduate courses. This indicates that the unconventional ideas from young generations can create new growth power for companies and immensely increase social values. Therefore, this paper suggests of a new platform for intellectual properties distribution with university-industry cooperation. The suggested platform distributes intellectual resources of universities to industries. This platform has following characteristics. First, it distributes not only the intellectual resources, but also the human resources associated with the knowledge. Second, it diversifies the types of compensation for utilizing the intellectual properties, which are beneficial for both the university students and companies. For example, it extends the conventional monetary rewards to non-monetary rewards such as influencing on the participating internship programs or job interviews. Third, it suggests of a new knowledge map based on the relationships between key words, so that the various types of intellectual properties can be searched efficiently. In order to design the system platform, we surveyed 120 potential users to obtain the system requirements. First, 50 university students and 30 professors in humanities and social sciences departments were surveyed. We sent queries on what types of intellectual resources they produce per year, how many intellectual resources they produce, if they are willing to distribute their intellectual properties to the industries, and what types of compensations they expect in returns. Secondly, 40 entrepreneurs were surveyed, who are potential consumers of the intellectual properties of universities. We sent queries on what types of intellectual resources they want, what types of compensations they are willing to provide in returns, and what are the main factors they considered to be important when searching for the intellectual properties. The implications of this survey are as follows. First, entrepreneurs are willing to utilize intellectual properties created by both professors and students. They are more interested in creative ideas in universities rather than the academic papers or educational class materials. Second, non-monetary rewards, such as participating internship program or job interview, can be the appropriate types of compensations to replace monetary rewards. The results of the survey showed that majority of the university students were willing to provide their intellectual properties without any monetary rewards to earn the industrial networks with companies. Also, the entrepreneurs were willing to provide non-monetary compensation and hoped to have networks with university students for recruiting. Thus, the non-monetary rewards are mutually beneficial for both sides. Thirdly, classifying intellectual resources of universities based on the academic areas are inappropriate for efficient searching. Also, the various types of intellectual resources cannot be categorized into one standard. This paper suggests of a new platform for the distribution of intellectual materials and human resources, with university-industry cooperation based on these survey results. The suggested platform contains the four major components such as knowledge schema, knowledge map, system interface, and GUI (Graphic User Interface), and it presents the overall system architecture.

A Study of AI Education Program Based on Big Data: Case Study of the General Education High School (빅데이터 기반 인공지능 교육프로그램 연구: 일반계 고등학교 사례를 중심으로)

  • Ye-Hee, Jeong;Hyoungbum, Kim;Ki Rak, Park;Sang-Mi, Yoo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.83-92
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    • 2023
  • The purpose of this research is to develop a creative education program that utilizes AI education program based on big data for general education high schools, and to investigate its effectiveness. In order to achieve the purpose of the research, we developed a creative education program using artificial intelligence based on big data for first-year general high school students, and carried out on-site classes at schools and a validation process by experts. In order to measure the creative problem-solving ability and class satisfaction of high school students, a creative problem-solving ability test was conducted before and after the program application, and a class satisfaction test was conducted after the program. The results of this study are as follows. First, AI education program based on big data were statistically effective to improve the creative problem solving ability according to independent sample t test about 'problem discovery and analysis', 'idea generation', 'execution plan', 'conviction and communication', and 'innovation tendency' except 'execution', 'the difference between pre- and post-scores of male student and female student' on first year high school students. Secondly, in satisfaction conducted after classes of AI education program based on big data, the average of 'Satisfaction', 'Interest', 'Participation', 'Persistence' were 3.56 to 3.92, and the overall average was 3.78. Therefore, it was investigated that there was a lesson effect of the AI education program based on big data developed in this research.

Development and Application of Workshop Type of Enriched in-Service Program for Teaching Scientific Creativity (과학적 창의성 지도를 위한 워크숍 방식의 심화 연수 프로그램의 개발과 적용)

  • Park, Jong-Won;Kim, Bon-Kyeong;Choi, Jae-Hyeok;Jee, Kyoung-Jun
    • Journal of The Korean Association For Science Education
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    • v.30 no.8
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    • pp.1017-1030
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    • 2010
  • In this study, an enriched in-service program for teaching scientific creativity was developed and implemented using the scientific creativity activities developed by Park, Park, & Lee (2008). In this program, science teachers performed scientific creativity activities by themselves and practiced the development of actual teaching materials. As a result, science teachers mentioned that they could achieve their goals by learning about various actual teaching materials and teaching strategies for gifted education. They also mentioned that the in-service program was interesting, had appropriate levels of learning difficulty, and that they would apply the teaching programs and teaching strategies to actual gifted education. Observing teachers' actual learning processes during the in-service training course, it was found that they actually participated in the in-service program for a long time intensively and could improve conceptual understanding in depth, but it was necessary to long-term creative thinking practice for being beyond the level of students' creative activities. Finally, from the analysis of teaching materials developed by teachers at the final step of the in-service program, it was found which aspects were developed well or were unsatisfactory, therefore, these findings could be applied for more improved in-service programs.

Development and Evaluation of Teaching-Learning Plan for Hanbok Education in High School Technology and Home Economics (고등학교 기술·가정과 한복교육을 위한 교수-학습 과정안의 개발 및 효과 분석)

  • Kim, Sang-Mi
    • Journal of Korean Home Economics Education Association
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    • v.32 no.2
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    • pp.1-17
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    • 2020
  • The purpose of this study is to develop and evaluate the effect of a teaching-learning plan for teaching about Hanbok to high school students. Results of this study are as follows. First, learning themes in the teaching-learning plan were selected so that the learning objectives could be achieved by gradually advancing from understanding to exploring and finally practicing. Teaching and learning activities for conceptual classes focused on students' exploration and thinking processes. For Making project, students were asked to complete a group artwork using characteristics and images of Hanbok while applying creative thinking and collaboration. Second, the teaching-learning plan was evaluated by comparing students' pre- and post-test scores of knowledge in, perception of, and attitude toward Hanbok; and by analyzing students' journal of reflection and teacher's observation diary. The mean scores of high school student' knowledge, perception and attitude of the post-test were significantly higher than those of pre-test. The content analysis showed that students gained extensive knowledge toward Hanbok and found new values through their classes. Making practices with generation of creative ideas and collaboration has been effective in training a self-directed and a creative learner.

A study on the procedure and method for engineering comprehensive design for collaboration between engineering and design (공학과 디자인의 협업을 위한 공학 계열 종합설계의 수행절차와 방법 연구)

  • Huh, Won-Whoi
    • Journal of the Korea Convergence Society
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    • v.11 no.5
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    • pp.125-130
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    • 2020
  • Universities that hold engineering education accreditation emphasize the importance of design education. In particular, comprehensive design courses in the engineering field are designed to produce the result reflecting the functional and limiting factors of the design. Systematic design education is also important, but the application of multidisciplinary convergence education is very high in view of the comprehensive design curriculum as a creative education program. This study describes a case study of convergence of curriculum and engineering and design, focusing on the 2019 comprehensive engineering design subject of the researcher. For the collaboration between engineering and design, the process of developing students' ideas and applying them to actual results was presented as the procedures of planning and theme selection, content design, software design, presentation and evaluation. As a result, it is meaningful that the method of convergence between engineering and design was presented without focusing only on technology in the comprehensive design subject of engineering by applying a design that considers the user in producing the work.

Graphical User Interface in a Web-based Application System for Primary School Children -Application for the Creative Group Thinking System(CGTS)- (초등학생용 웹 기반 응용프로그램의 GUI에 관한 연구 -창의성 개발 지원 시스템(CGTS)의 적용을 중심으로-)

  • Han Kyung Don;Kim Mi Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.1 s.33
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    • pp.53-58
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    • 2005
  • Interfaces comprising menu and icons of web-based application programs should comply pertinently with user's cognitive system. In Particular, since the application Program's specific function in this study aimed at the purpose of child's effective idea, with respect to that, it is necessary to constitute a rational web use environment through careful research and analysis of user interface. The purpose of this study was to enhance elementary students to modify the CGTS with the menu arrangement. icon types and preferable terms for their use of professionally letter-based screen structure of CGTS developed to help the designer's idea.

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Design Development for the Ocean & Leasure Industry (해양레저산업 활성화를 위한 아이디어 상품 디자인개발 사례)

  • Kang, Bum-Kyu;Lee, Bo-Bae;Kim, Sung-Hyun
    • The Journal of the Korea Contents Association
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    • v.12 no.10
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    • pp.116-127
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    • 2012
  • With the recent rapid growth in the number of people who enjoy marine and leisure activities in Korea, the marine leisure industry faces good opportunities for development. Korean brands are in between them. In this situation, new and innovative products related to an inflatable tube, which is one of the most popular marine leisure items, will help to increase sales of domestic companies and to pioneer a new market. Research methods are largely divided into 4: investigation, analysis & synthesis, development and evaluation. This paper introduces a "tube cushion" which is an inflatable tube covered by fabrics. It can be functioned at home 365 days a year as a cushion or a children's plaything. Tactile fabrics, neoprene and air-mesh, are used as the cover with a zipper, making it easy to open and close. Moreover, by putting together tubes and connecting them with snap fastener attached straps, the cushion can be transformed into a chair, a table, a tunnel, a train, and so on, serving as a creative plaything for children. With this paper, it is expected that new and innovative items differentiated from others, like this crossover tube cushion, will help to create a 'Blue Ocean' market for the marine leisure industry from the long-term perspective.

Development of a Maker Education Program Using Cement and Mold for Middle School Students and Effect on Convergence Ability for Creativity (시멘트와 거푸집을 이용한 중학교 메이커 교육 프로그램이 창의융합 역량에 미치는 효과)

  • Kim, Seong-Soo;Yoo, Hyun-Seok
    • Journal of the Korea Convergence Society
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    • v.10 no.6
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    • pp.129-138
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    • 2019
  • The trend of maker education has been mainly focused on program using digital devices, but maker education programs that can make students' creative ideas instantly in various shapes and make them by hand is insufficient. Therefore, in this study, we developed a maker education program using cement and molds and analyzed Effect on the convergence ability for creativity of students. In the preparation stage, educational use cases about cement and molds and the study objects and contents were extracted through the literature review. In the development stage, teaching-learning materials were developed and validity and evaluation tools to measure convergence ability for creativity were selected. In the implementation stage, the expert validity test on the teaching-learning materials and convergence ability test for creativity was evaluated, In the evaluation stage, the effects of the whole area and sub-area of the convergence ability for creativity was analysed. As a result of the t-test for the whole area of convergence ability for creativity, the students who took the maker education program showed a significant change. The test results on the teaching-learning materials showed a positive response to the communication, cooperation ability, knowledge and humanism.

Explore the Effectiveness of Music Class Based on Design Thinking and Using Applications (디자인씽킹 기반 어플리케이션 적용 음악수업 활동과 이에 대한 효과성 탐색)

  • Kim, SuYeon;Oh, YooJin
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.233-244
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    • 2020
  • The purpose of this study is to explore this music class activity and its effectiveness based on design thinking and using applications class. To this end, the effectiveness study was conducted based on the researchers' prior study of 'Development of Music learning program Using Applications Based on Design Thinking'. Under the study, two first graders who are attending P Middle School in Gyeonggi Province were selected as experimental(29) and control groups(29). The experimental group conducted the class using this program and the control group conducted a general music class. The pre-post-examination was conducted to find out the effects of this class on students' creativity, empathy, teamwork, and problem-solving skills. The course of the study was developed for seven weeks, a program pre-post-survey, and a response sample t-test was used to analyze the results. The study found that experimental groups show significant differences in creativity, empathy, cooperative spirit and problem-solving skills, while control groups that conducted general music classes had similar results in advance-postmortem. The group's students found that their ability to empathize with others in the problem situation was enhanced, their sense of rapid problem solving and achievement was high, and their ability to create creative ideas and enhance creativity in the process of solving the problem was improved. In the future, we look forward to using this music class activity in the field where new, creative, and diverse classroom models are needed.

A Study on the Introduction of Makerspace at Academic Library (대학도서관의 메이커 스페이스 도입방안 연구)

  • Kim, Bo-Young;Kwak, Seung-Jin
    • Journal of Korean Library and Information Science Society
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    • v.48 no.3
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    • pp.259-279
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    • 2017
  • The academic library has the ideal environment as a facilitator of knowledge creation, as a space where researchers can collaborate and as a creation hub center on campus. Recently, based on the 4th Industrial Revolution and creative theories, the maker space is gradually being introduced into academic libraries in foreign countries. Maker Space of the academic library is the best place to discover new knowledge and interests, practice, and interdisciplinary education. In this study, we propose a plan to introduce the maker space of domestic university libraries through case studies of domestic and overseas university and university libraries.