• Title/Summary/Keyword: 창의적 환경

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A Study on Culture art education method of lens based media literacy (문화예술 교육방법으로서 렌즈기반 미디어 리터러시에 관한 연구)

  • Ryu, ki-sang
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.427-428
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    • 2011
  • SNS(Socal Network Service)미디어로 회자되는 지금의 미디어 환경에서 소통은 미디어 접근성의 중요성과 함께 어떠한 이야기를 가지고 네트워크에 참여해야 하는가에 선택과 집중이 되고 있다. 최근의 미디어 환경은 문화예술 교육안에서도 시각정보 전달을 기반으로 하는 소통구조의 미디어와 예술, 문화, IT가 결합한 컨버전스 형태의 뉴 컬처 미디어에 대한 교육적 인식을 시작하였다. 좋은 교육은 규율과 친밀성에 기반하는데 그 두 가지 모두를 가지고 있는 렌즈기반미디어리터러시는 창의적인 자기표현과 소통이라는 관점을 가지고 문화활동가와 교육생, 교육생의 가족 등 지역사회구성원들에게 사회 참여를 확장시켜 소통의 격차를 줄이는데 일정한 역할을 할 것이다. 이렇게 형성된 모델은 개별 사용자를 넘어 미디어 생산자, 수용자, 유통자 간의 새로운 관계를 모색하는 데 기여할 것이다.

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A Study on Investment Decision Making Criterion based on Crowd Funding (크라우드펀딩의 투자의사결정기준에 관한 연구)

  • Lee, Eui-Bang;Lee, Jae-Beom;Yang, Chang-Gyu
    • Information Systems Review
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    • v.16 no.2
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    • pp.25-41
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    • 2014
  • While previous studies on Crowd funding mainly focused on the plan and policy of the introduction of Crowd funding, this study classified Investment Decision Making criterion and proposed the significance of each factor, leading to results that can help investors practically. According to the analysis, (1) physical resource in business is the most important criterion to be considered as the way for investor to objectively make decisions on business model, (2) although people pay attention to the managerial capabilities of business, the creativity of business model is not being paid much attention. The result of this study can objectively determine investment decision making on business model thought a quantitative standard of judgment. Moreover, an environment should be built for healthy decision making which is based on business model instead of only product, and it is necessary to have institutional framework to enable new companies to have healthy competition with existing companies through creative business model.

Development and Application of Guidelines for Cresumer Product Design (크리슈머(Cresumer) 제품 디자인을 위한 가이드라인 개발 및 적용)

  • Yoo, Cho long;Lee, Tae Il
    • Design Convergence Study
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    • v.18 no.6
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    • pp.27-39
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    • 2019
  • The purpose of this study is to develop design guidelines for developing innovative products utilizing the characteristics of creative consumers(cresumers) who create alternative usages of consumer products, and to suggest effective way of applying the guidelines in design process. To do this, the study conducted the analysis on the characteristics and types of cresumers and in-depth interviews and observations of actual cresumers. The study was able to initially come up with 131 items in 7 categories through keywordization and affinity analysis of prior outcomes, and reorganized and modified those to 52 items in 4 categories. After verification of co-relationship and credibility analysis with 2 evaluation sessions (7-scale SD), the study has reached 4 categories - product concept development, product development, product use environment, and market possibility - with 46 guideline items. The study developed a design toolkit to effectively apply the guidelines in the product development process. The toolkit consists of three chapters and provides explanations and related examples to clarify the categories and individual guidelines, designed in the form of cards and booklet.

The development of an Instrument for Measuring the Creative Engineering Problems Solving Propensity for STEAM (융합인재교육(STEAM)을 위한 창의적 공학문제해결 성향 검사 도구 개발)

  • Kang, Ju-Won;Nam, Younkyeong
    • Journal of the Korean Society of Earth Science Education
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    • v.9 no.3
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    • pp.276-291
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    • 2016
  • This study is to develop a valid and reliable instrument for measuring students' creative engineering problem solving propensity. The creative engineering problem solving is operationally defined in this study as a creative problem solving skill in an engineering context. To develop the instrument, first we define seven common constructs between engineering problem solving skill and creative problem solving skill through an intensive literature review; motivation, context, personal character, engineering design, engienering habits of mind, understandings of engineering and engineers, communication skill, and collaboration skill. Based on the seven constructs and the face validity test conducted by two in-service science teachers and 4 experts in science education research, 40 preliminary items were developed. Then the preliminary instrument was implemented in a science gifted highschool to measure the reliability of the instrument. From the 40 items, 34 items were selected through the initial reliability test by Cronbach's ${\alpha}$(>.75). Finally through the three times of factor analysis process, 28 items in five construct categories were selected; motivation (3 items), engineering design (6 items), engineering habits of mind (9 items), understandings of engineering and engineers (4 items), communication and collaboration skill (6 items). The factor analysis result showed that the reliability of each construct category was between .733 to .892., meaning that the instrument is reliable in terms of the higher structural validity (each item is categorized in an appropriate construct category). We expect that the creative engineering problem solving propensity instrument developed in this study can be used in various contexts for STEAM education research as a reliable and valid instrument.

Perspectives and Challenges of Computing Education: Interdisciplinary Approaches for Collaborative Problem Solving and Computational Thinking (컴퓨터 교육의 전망과 과제: 계산적 사고 및 협력적 문제 해결 능력 향상을 위한 융합적 접근)

  • Lee, Eunkyoung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.203-206
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    • 2013
  • 본 논문에서는 컴퓨팅 집약적인 현대와 미래 사회를 대비하기 위한 컴퓨터 교육의 목표를 계산적 사고 및 이를 바탕으로 한 협력적 문제 해결 능력의 향상으로 보고 이를 실현하기 위한 컴퓨터 교육의 전망과 과제를 제시하였다. 계산적 사고 향상을 위한 컴퓨터 교육은 컴퓨터과학을 전공하는 학습자 뿐 아니라 모든 학습자를 대상으로 이루어져야 하며 이를 위해 초 중등학교 컴퓨터 교육과정의 체계적인 개선 및 계산적 사고를 바탕으로 한 간학문적 융합 학습 활동의 설계 및 평가 전략의 개발이 요구된다. 또한 여학생, 특수교육대상 학생과 같은 정보 소외 계층 학습자들의 컴퓨터과학에 대한 관심과 참여를 조장하고 협력적 문제 해결 활동을 지원하기 위한 학습 환경을 제시하여야 한다. 따라서 이러한 과제를 해결하기 위한 새로운 접근으로 예술과 컴퓨터과학의 융합 교육 활동인 E-Textiles 프로젝트의 특성과 연구 동향, 국내 적용 방안을 제시하였다.

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Natural Ventilation Performance in Greenhouses (온실의 자연환기 성능)

  • 이석건
    • Journal of Bio-Environment Control
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    • v.11 no.1
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    • pp.45-49
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    • 2002
  • 온실에서 환기는 온실내외의 공기를 교환하여 온실내부의 환경을 조절하는 수단으로 활용되고 있으나 조절 목표는 한계가 있기 때문에 보조수단의 역할을 한다. 주년재배용 대규모 온실 설계시 해결해야 할 문제중의 하나가 여름철의 고온장해이며 이는 온실의 자연환기 성능과 밀접한 관계를 가지고 있다. 본 강좌에서는 온실의 자연환기에 관한 기본적인 내용을 요약하여 정리하고, 온실구조가 자연환기 성능에 미치는 영향을 파악하기 위하여 수치해석으로 온실의 필요환기량, 측창과 천창의 면적비와 온실 폭이 자연환기 성능에 미치는 영향을 분석하였다. 온실의 자연환기 성능을 향상시키기 위해서는 주어진 조건하에서 가능한 한 측창과 천창의 면적을 동일하게 설계해야 하고 주년재배용 대규모 온실에서는 폭이 대략 50m이상이 되면 자연환기성능을 기대하기 어렵기 때문에 유의해야 할 것으로 판단된다.

Entertainment History Perspective - Around the Grand Duchess to Appear in Movies 'Elizabeth' - (엔터테인먼트 관점에서 바라본 영화로 본 역사 - 영화 '엘리자베스'에 나와 있는 여성 통치자에 대한 관점을 중심으로 -)

  • Choi, Sun-Ah
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.247-256
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    • 2019
  • The importance of the convergence education is getting more and more emphasized. But the university convergence education has not yet met today's needs. So this study is focused on showing effective practice methods and finding development directions of the university convergence criticism education. One of a significant trend of the contemporary academic education of liberal arts is the tendency of the convergent and integrative studies. What is essential in the convergent and integrative studies creativity. The zeitgeist of knowledge-based society is change and innovation. In response to its request, college education is being asked to do convergence education, And general education as the basis of convergence education is strengthened.

The Influence of Senior Entrepreneurship Competency and Start-up Support Policy on Entrepreneurship Intention: Focusing on the Moderating Effect of Mentoring (시니어 창업자 역량과 창업지원정책이 창업의지에 미치는 영향: 멘토링의 조절효과를 중심으로)

  • Kim, Young Tae;Heo, Chul Moo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.2
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    • pp.109-121
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    • 2021
  • With the recent increase in senior retirement, and senior start-ups are becoming more active due to high interest in start-ups. Research on young entrepreneurship, including college students, is being actively conducted, but most of the preceding research on senior entrepreneurship was conducted mainly on personal characteristics and social environment, and there were not many empirical studies on the influencing factors of entrepreneurship support policies. In this study, research and discussion on the entrepreneurial support policy and entrepreneurial competence as the influencing factors of senior entrepreneurship. As the independent variable of this study, the founder's competency was adopted as two factors: technical competence and creative competency, and the entrepreneurial support policy was divided into education support and funding support. Mentoring was set as a controlling variable and entrepreneurial intention was set as a dependent variable. A total of 232 questionnaires collected from seniors in their 40s or older were empirically analyzed. To verify the hypothesis of the study, SPSS 23 was used for exploratory factor analysis and regression analysis, and Process 3.4 was used for moderation effect. As a result of the study, it was found that the factors of technical competence, creative competence, educational support, and funding all have a significant influence on the will of entrepreneurship. It was found that creative competency(𝛽=.318), funding support(𝛽=.188), educational support(𝛽=.152), and technical competence(𝛽=.139), in this order, influenced the entrepreneurial intention. It was verified that the moderating effect of mentoring was significant between technical competence, creative competence, and entrepreneurial intention, but the moderating effect of mentoring between educational support, funding and entrepreneurial intention was not. The implications of this study will contribute to the research of senior start-up support policies, institutional supplementation, and differentiated start-up support programs by studying the factors of senior start-up capabilities and start-up support policies. It is also believed that it will contribute to the search for ways to increase creative capabilities that have a high influence on the willingness to start a business and the expansion of mentoring functions.

A Study on the development of Creative Problem Solving Classes for University Students (창의적 문제해결형 대학 수업 개발 연구)

  • Hyun-Ju Kim;Jinyoung Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.531-538
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    • 2023
  • Recently, many university classes have been changing from instructor-centered classes to learner-centered classes, and universities are trying to establish a new direction for university education, especially to foster talented people suitable for the Fourth Industrial Revolution. To this end, universities are presenting various competencies necessary for students and focusing on research on efficient education plans for each competency. Among them, creativity is considered the most important competency that students should obtain in universities. Developing a creative problem-solving-based subject where various majors gather to produce results while conducting creative team activities away from desk classes is considered a meaningful subject to cultivate capacities suitable for the requirements of the times. Therefore, this study purpose to develop creative problem-solving-based subjects and analyze the results of class progress. This creative problem-solving-based class is an Action Learning class for step-by-step idea development, which starts with a theoretical lecture for creative idea development and then consists of five stages of Action Learning. The tasks of action learning used in this class consisted of ceramic expression to increase the intimacy of the formed group and the group's collective expression, ideas in life to combine and compress individual ideas into one, environmental improvement programs around schools, and finally UCC on various topics. In the theoretical lecture conducted throughout the class, a class was conducted on Scientific Thinking for creative problem solving, and then a group-type action learning class was conducted sequentially. This Action Learnin process gradually increased the difficulty level and led to in-depth learning by increasing the level of difficulty step by step.

Instructional Design of m-Learning for Effective PBL in Engineering Education (공학교육에서 효율적 PBL을 위한 m-러닝 교수설계)

  • Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.3
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    • pp.619-623
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    • 2018
  • This paper aimed to design a computer course teaching-learning strategy for (m-learning?) to be used in a Problem Based Learning (PBL) environment. The research findings were as follows. Firstly, learning contents were provided as educational tools for mobile device usage. The educational contents provided were designed for effective usage on mobile devices, such as smartphones, thereby making mobile devices suitable for use as learning tools. Secondly, learning contents for PBL were provided. PBL problems (for computer engineering courses) were made with the principles of teaching plans. The learning objectives were achieved through the problem-solving progress of the learners and their self-directed and cooperative learnings. Thirdly, learning resources were provided that were easily accessible through smartphones, laptops and PDAs. This study is about the PBL instructional design of creative engineering design subjects, which aims to foster talent. The PBL model developed in this study consists of Analysis, Design, Development, Implementation, and Evaluation. We made a plan for creative engineering design subjects based on PBL, and focused on the process of PBL. This research was able to establish the basis for PBL usage in Engineering Schools and help achieve its ultimate goal of endowing professional intellectuals with creative problem-solving abilities.