• Title/Summary/Keyword: Creative Ability

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Development of Introductory Engineering Design Course to Improve Creative Thinking Ability (창의적 사고능력 증진을 위한 공학설계입문 교과목 및 사례 개발)

  • Kim Lee-Hyung;Lee Byung-Sik
    • Journal of Engineering Education Research
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    • v.8 no.3
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    • pp.26-35
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    • 2005
  • Currently social and economical situations of the world including Korea are tremendously changing because of developments of various technologies including information technology. It is well known that the current world is society of globalization, knowledge and information. In order to accomodate the engineering education of Korea to the world standards, many researches about engineering education should be studied. Therefore, the purpose of this research is to develope the course of 'Introduction to Engineering Design' for undergraduate students in engineering schools. The graduates from the engineering schools should have various communication skills such as presentation, report preparation, language skills, etc. Also the graduates have to change their mind from passivity to creativity for their works. The other important things for graduates are improvement of the teamwork skills in the team and improvement of project management skills. Therefore, this paper will present the processes of the course development and the contents of the course concerning teamwork, inventive thinking, project management, and presentation skills.

SEG Based Engineering Education Innovation: A Case Study on GNTECH-ICEE

  • Bae, Kangyul;Jun, Geeill;Kim, Namkyung;Chung, Jaewoo;Cho, Yunjin;Huh, Keunyoung;Ki, Junghoon
    • Journal of Engineering Education Research
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    • v.15 no.5
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    • pp.69-77
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    • 2012
  • GNTECH-ICEE, which this study seeks to investigate and evaluate, demonstrates a new system of training innovative engineers. An essential component of this operation is a Small Engineering Group (SEG) that links professors, students and industrial experts together, to study and apply different techniques in determining the processes and products that relate industrial sectors needs. As an education program, SEG also provides a right direction for educating students, and generates industry-university link based human resources. Through these efforts, GNTECH-ICEE has effectively trained creative, professional, and practical engineers, by operating a variety of programs for meeting industrial needs and enhancing engineering education. SEG has many merits that have influenced its success so far, but the program also faces some challenges. The merits include; strong group bondage, practical ability incubation, and efficient administrative support. In terms of demerits, it is evident that sufficient theoretical education and local small-middle size enterprises (SMEs)' sustainable participation cannot be warranted. Thus, we propose that initiative strategies have been helpful to maximize GNTECH-ICEE's goal of making students into multi-player engineer, but continuously financial and administrative strategies be put into place in order to guarantee SMEs' long-term devotion to the program, and to help create a sustainable network between students and the companies involved.

Design of Educational Game for Development of Creativity (창의력 계발을 위한 학습게임의 설계)

  • Ahn, Seong-Hye;Song, Su-Mi
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.1-9
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    • 2007
  • Recently, the primary school training courses requires creative human being who is able to solve problem in accordance with rapidly changing society. Accordingly, it needs development of edutainment contents that can develop creativity and heighten educational effect as attracting learner's interest. This paper intends to design educational game which can develop creativity. Method of research is based on the concept of creativity and theory of multiple intelligence. First, I pulled out educational elements of edutainment game which can develop ability to solve synthetic problem and then drew interest elements of edutainment game by combined game with form of cartoon. Secondly, creativity studying area set the 5 learning area of verbal, visual, mathematical, logical and analytic creativity and then, a course of learning was designed to have each 3 details of 5 teaming areas of creativity. Finally, it presented production direction of educational game by combined with 4 elements of the interest that is an avatar, achievement of a mission, a time limit and win a point.

Analysis of Performance Factor of the Movie-The Handmaiden by Adapting (영화 <아가씨>의 각색에 따른 영화 흥행 요인 분석)

  • Choi, Young-Mi;Jo, I-Un
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.417-425
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    • 2017
  • The goal of this study is analysing a box office success of The Handmaiden in terms of modified space-time and character. The movie which has original novel induces desire of watching by decreasing property of experience good of movie based narrative of novel. Contrary to novel that is set in Victorian age, the movie changed contents that make a character who realizes masculine of colonialism and women oppressed by man escape through transcending class by adopting period of Japanese occupation. It hereby decreases negative effect by substituting growth and solidarity of women for the element of homosexuality. Also the gender discussion about crimes against female when the movie was running increases factor of sympathy of characters and accord with subject of the movie. Beside that, The reasons of success are detector, star system of actor, effective public marketing of movie trailer and selection of movie won the award for best picture at a film festival.. Movie through adapting novel enhances ability of various creation and blow up appreciation of spectator. The differentiation of adapted hit movie is that the altered content is creative, has subject that corresponding with universal awareness transcending space-time and expresses property of media effectively.

A Case Study in Engineering Design of Vehicle Aerodynamics Course by CO2 Model Dragster (CO2 모형 경주차를 이용한 차량 공기역학의 공학설계 사례연구)

  • Jang, Hyun-Tak
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.8
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    • pp.2750-2757
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    • 2010
  • Recently, there have been a number of voices from industry that automotive education at the college is too theoretical and so college graduates are lack of practical ability to apply the automotive idea to actual systems. In order to educate engineering students design qualities in creative problem solving, this paper reports the results of employing engineering design projects in a Motor sports course of at A College. This paper presents design creterion and manufacture process of $CO_2$ model dragster, measures $CO_2$ model dragster speed and aerodynamic drag. In order to investigate the impact of engineering design on student's learning, a survey was conducted in 2008 spring semester. According to the results of survey analyses, student's key competencies and satisfaction reports high values on engineering design projects.

Development of STEAM Program using App Inventor -Focusing on the Concept of Speed in Elementary Science Education- (앱인벤터를 활용한 STEAM 프로그램 개발 -초등학교 과학의 '속력' 개념을 중심으로-)

  • Shin, Seungki;Choi, Ikseon;Bae, Youngkwon
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.530-544
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    • 2015
  • We live in the modern society which is called as Knowledge-Information society. The national and social goal is to raise the creative person for preparing the rapidly changing society. Thus, the schools and families concentrate on and effort to enhance the creativity and problem solving ability. Specially, the school is pushing forward the STEAM education and Software education for raising the creativity person and enhancement of national competitiveness. In this study, we suggested for STEAM education the way how we utilize the App Inventor which was supported by MIT and came up as a computer programming language for Software education, and we verified and evaluated through professional group verification. We completed STEAM instructional design according to the results from the professional group verification, and we suggested the authentic instruction for STEAM education. In addition, we suggested the further prospects of Software education and instructions through going through the characteristics and application plan of App Inventer in terms of educational computer programming language.

The Effect of Baby Boom Generation' Leisure Activities on ICT Skills (베이비붐 세대의 여가활동이 ICT 이용 능력에 미치는 영향)

  • Oh, Joo Hyun
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.1-12
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    • 2018
  • The objective of this study is to explore the way to improve baby boom generation's ICT skills in their daily life. This study explores the effect of leisure activities on ICT skills. The analysis used 2016 Korea Media Panel data. Results show that the more leisure activities baby-boomers participate, the higher ICT skills they could get. The result of 2SLS regression also supports the leisure activities' effect on the improvement of ICT skills. More specifically, watching performing art such as movies, musicals, affects the improvement of the integrated ICT skills, and creative hobbies such as cooking, painting, affect the ability to use video contents and e-commerce; shopping affects the improvement of communication and information searching with a digital device. These findings suggest that leisure activities could improve ICT skills for baby boom generation who are familiar with face to face communication.

A FOLLOW-UP STUDY ON THE PARTICIPANTS OF INTERNATIONAL ASTRONOMY OLYMPIAD COMPETITIONS (천문올림피아드 국제대회 참가자에 대한 추적연구)

  • Yim, In-Sung;Sung, Hyun-Il;Kim, Yoo-Jea;Choe, Seung-Urn
    • Publications of The Korean Astronomical Society
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    • v.26 no.3
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    • pp.103-114
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    • 2011
  • We have carried out a follow-up study on the students who have participated or are going to participate in either the International Astronomy Olympiad (IAO), the Asia Pacific Astronomy Olympiad (APAO) or the International Olympiad on Astronomy and Astrophysics (IOAA) from 2002 to 2011. The survey questionnaires returned from ten high school students including five who are to participate in 2011 as well as fourteen college students have been analyzed in various aspects of their backgrounds and personal characteristics. In family life, their parents tend to have high educational background along with high expectations for their children. In regard to the academic environment, most students express a general satisfaction in school life, including their relationship with teachers and classmates. In personal characteristics, they describe themselves as inquisitive, perseverant, competitive, creative, self-motivated and goal-oriented, in addition to many other traits. Most students have a strong interest in astronomy which usually begins in middle schools through exposure to astronomy books. On top of it, the astronomy olympiad has provided them with an opportunity to strengthen their self-esteem, problem-solving ability and conviction about scientific careers. Accordingly, the experience in astronomy olympiad has led a considerable number of students to continuously studying in astronomy related fields or otherwise in other science and engineering areas. In conclusion, the astronomy olympiad plays such an important role that it can make a significant contribution to astronomy as well as science in general by having positive impact on the potential career path of its participants.

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.

A Learning-Flow Model Supporting Distributed Cognition in IT Education (IT교육에서 분산인지를 지원하는 학습몰입모형)

  • Kim, Sung-Ki;Bae, Ji-Hye
    • Convergence Security Journal
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    • v.12 no.6
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    • pp.51-59
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    • 2012
  • This paper presents a new learning model, "BoX(Battle of X)", which is based on a concept from the culture of B-Boys who enjoy the race of "distributed cognition" to win in their contests. The "battle" means a contest and "X" means a course to which our learning model can be applied. The goal of this paper is to present a learning model that allow students to be in a state of learning-flow and provides them with the ability of creative problem solving simultaneously. The key of the "BoX" implementation is to design a principle that controls contests between students to maximize distributed cognitive activities for reducing individual's cognitive load. This paper also presents how-to of "BoX" implementation and its effects. Through the analysis on learning achievement of students during one year course of IT education, we have confirmed that the "BoX" model provides students with higher learning achievement and learning-flow level in comparison with traditional learning model.