• Title/Summary/Keyword: Creative Application

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Analyzing College Students' Perception of Quality Computer Class (좋은 컴퓨터 수업에 대한 대학생들의 인식 유형 분석)

  • Kim, Dugyu;Lee, Jaemu
    • Journal of The Korean Association of Information Education
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    • v.24 no.3
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    • pp.225-232
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    • 2020
  • This study is to clarify how college students think about quality computer classes. Q methodology is applied to extract the subjective thinking of college students. After extracting the statements through students' interviews and advanced study, the 54 Q samples were selected. The P sample consisted of 50 college students. They performed Q sort against the Q sample questionnaire. The Q sort results were analyzed by performing QUANL program. As a result of the analysis, four types of perceptions of quality computer classes based on college students' ideas were extracted. There were no differences between male and female students, but there was a clear difference between general college and teacher's college students by type. The types were divided into four categories which we named as follows: is 'Value change-oriented class through creative problem-solving', is 'Improving computer application skills through the learner's competition', is 'Improving advanced computer technology with programming skills' and is 'Learner centered pleasant class'.

Inquisition of Meaning in Life for Logotherapy Application in Hospice Nursing (호스피스 간호에서 의미요법 적용을 위한 생의 의미 고찰)

  • Choi, Soon-Ock;Kim, Sook-Nam
    • The Journal of Korean Academic Society of Nursing Education
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    • v.9 no.2
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    • pp.329-339
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    • 2003
  • The purpose of this study is to consider of meaning in life based on Frankl's theory and to propose of hospice nursing according to conceptual framework of meaning in life. The conceptual framework of meaning in life is composed of 4 phases. According to the first phase, acceptance & awareness of self and life, hospice nurse should helps dying patient to accept limitedness of human existence and death. and according to the second phase, actualization of creative value, hospice nurse can helps dying patient to discover meaning in life through doing a deed for last time before his death. According to the third phase, actualization of experiential value, hospice nurse can helps them to discovery of meaning by experiencing of love through meetings with other people, nature, and god. According to the forth phase, actualization of attitudinal value, hospice nurse can helps them to discovery of meaning by realizing meaning in suffering and death through exercising of the inner freedom to choose bravery and acceptance in the face of death and misfortune. As mentioned above, the Frankl's theory accords with the core of hospice nursing that helps people to accomplish human essence in suffering and death. therefore we accepted Frankl's point of view, asserted that one of the most important roles of a hospice nurse as a supporter and sustainer for dying patients is to help patients to find meaning in life even in the course of death. To achieve the goal, hospice nurses should try to have a firm faith through philosophical introspection about life, death, human existence and meaning in life what the most important goal of life is to discover meaning in life and human have the duty and responsibility of recognizing and pursuing meaning up to the last moment of life.

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A Study on the Elementary Computer Science Teaching and Learning the Principle of Saving Bitmap Images by Considering Characteristics of Elementary School (초등학생의 특성을 고려한 비트맵이미지 저장원리 수업을 통한 초등정보과학의 교수학습에 관한 연구)

  • Lee, Mi-Young;Gu, Jung-Mo;Han, Byoung-Rae
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.405-415
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    • 2008
  • In the existing curriculum of the Elementary Computer Education, it is hard to improve the CPS(Creative Problem Solving) skill and logical thought since the 7th national curriculum emphasizes application programs and CAI softwares. To complement this drawback, it is required to teach the principal of the computer science but there is not many researches for what problems of teaching computer science exist and what the response of students are. Thus, we carried out a research to know whether the students of elementary school can understand principal of computer science in the field of subject matter education. We found that the students can learn the principle of Saving Bitmap Image if the class level is adjusted properly.

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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.

The Development and Application of Elementary Science Convergence Program using Anamorphic Optical Illusion Art (아나모픽 착시예술을 활용한 초등 과학 융합 프로그램 개발 및 적용)

  • Ahn, Jaehong;Kwon, Nanjoo
    • Journal of Korean Elementary Science Education
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    • v.34 no.2
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    • pp.224-237
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    • 2015
  • In this study, in regard to the change of the paradigm to STEAM (Science, Technology, Engineering, Arts, and Mathematics), we have looked into the ways to apply scientific inquiry through the arts, discussed the educational implications for the ways to step forth with the science and the arts in educational field. In the development of the strategies related to the optical illusion arts, to make sure that the design-oriented science education to reach its goal to make effective teaching, students need to be understood in the method of the artistic designs. Totally it had two rounds for inspection about operation of the convergence with curriculum. As a result, students changed attitude to concentrate in class naturally while doing their art work, participating in person rather than simply looking. It is caused by the scientific approach to strategy of illusion arts. In addition, we could see that students change into a proactive manner as well as teachers comments that they are communicate and make a complete the work with others. A lot of researches give that science can provide the ideas as a method to arts, arts can provide creative ideas to science, but it is still lacking that research can be applied to education specifically on how to. An efforts in the number of collaborative research will continue to introduce, as this study STEAM of science and arts in the field of education be shifted paradigm.

Study on Garment Design Application of Tube-Shaped String (튜브형태의 끈(Tube-Shaped String)을 활용한 의상 디자인 연구)

  • An, Hyosun;Lee, Inseong
    • Journal of the Korean Society of Costume
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    • v.64 no.6
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    • pp.91-101
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    • 2014
  • String, as clothing material, has played a functional, symbolic and decorative role in garment traditionally. The string has a shape of continuous line, which is one of the basic elements for the design: points, lines and sides. It can effectively represent the silhouette by making our vision flow to a certain direction. This study reinterprets the traditional form of string in a new modern way by developing "Tube-Shaped String" which has an empty hole in the middle. As a creative attempt, the new tube-shaped string can be used for fashion design by applying it to unique shapes, colors, textures, and draping expressions. In a role dimension, this string can become the main fabric material. The methods of the study are as follows. First, it examines the traditional shape and role of string in the history of garment. Second, it studies modern designers, such as Christian Dior, Ann Demeulemeester, Dolce & Gabbana, and 3.1 Phillip Lim, who have applied the string to their design, and have explored the various potentials of the string in the past four years. Finally, based on the theoretical research and practical analysis, this study creates a new tube-shaped string, applying its own technique to fabricating three garments: jacket, dress, and body suit. As a result, each garment shows unique silhouettes, rich texture and color, and rhythmical movement. The unique silhouettes reflect the shape and movement of different bodies. The texture and color are created through the shades of the string which come from the overlapping strips. The garments come with an unbeatable aesthetic design compared to conventional uniform design. As a new material in clothing, this tube-shaped string can be developed to satisfy the public, which has widely varying tastes in fashion.

A Study on the Application of 3D Digital Animation Model for Fashion Design I (3D 디지털 애니메이션 모델을 활용한 의상 시뮬레이션에 관한 연구 I)

  • 김혜영
    • Journal of the Korean Society of Costume
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    • v.50 no.2
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    • pp.97-109
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    • 2000
  • The purpose of this study is to apply 3D computer graphics in fashion design as a creative medium and it attempts to fine out what advantages 3D technique can offer to fashion design. For this purpose, this study, first, tries to develop a 3D digital model in which designer can select design, color , pattern and fabric palette whatever necessary . This study uses of the software named 'Poser of Fractal Design' and the and the 3D digital model comprises four stages ; body modeling, item design (item coordination), color design (color coordination), pattern and fabric design (pattern and fabric coordination). Secondly, this study seeks to accumulate a data base which was produced in the course of case studies, which have applied 3D digital model to design. The outcome of the case studies shows that 3D digital model can enhance designing in the following four aspects. ⅰ) It can give more freedom to designer to try various ideas, revise and modify them, It can also produce random generation. Through this process, the designer test various input and output without damage on fabric after revision and alteration. ⅱ) It can help designers to enhance their accuracy. Since fault in the design developed by the 3D digital model can be detected in advance, designers can make correlation before actual work begins. In the end, designers can express their ideas and intention accurately as well as freely. ⅲ) Since design developed by the 3D digital model can be shared on screen by various actors in the course of priduction such designers , merchandisers, and supervisors, it can help communication between and cut the time of feedback.ⅳ) By using the 3D digital model, designers can work from the begining with awareness of actual outcome their design, since the 3D digital model provide animation, which helps designers to envisage visual changes as they apply various items, colors, pattern and fabrics.

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WBI Courseware Design and Implementation for Learning of Problem Solving on the Subject Science in the Elementary (초등학교 사회교과 문제 해결 학습을 위한 웹 기반 코스웨어의 설계 및 구현)

  • Suh Seung-Hee;Lee Young-Wook
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.2 s.34
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    • pp.31-38
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    • 2005
  • The web is expected to cause the lot of its utilizing as a means of computer instructed learning and recently the applying instance on the web is more increasing in the education. From educational perspectives. the web-based instruction is much superior to any other medium in the view of interaction and greater to the amount of transmitted information. The various learning contents of WBI program can make students feel more excited and interested in learning activities. Also the creative talent and application abilities of the learner are able to be developed by mixing various sorts of multimedia materials up such as moving pictures. graphics and sounds. In this study, a WBI courseware learning program for the problem solving was designed and Proposed on the base of the theory of constructivism for the subject of social science in the 6th grade of elementary school. The experimental results showed that the learning accomplishment of an experimental class was much better than that of an existent class.

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Development of a Matrix-focused Instructional Materials for Personal Education for the Gifted Middle School Students of Computer Science (중등 정보과학 영재 사사지도 행렬중심 교수학습 자료 개발)

  • Lee, Hyung-Bong
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.12
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    • pp.139-155
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    • 2011
  • In recent years, parents of students and government have been taking a growing interest in education for the gifted students and there are many research reports about the gifted education. Most of the reports, however, focuses on the conceptional feature of the gifted education program such as organization, operation, management, evaluation, etc,. In other words, there are very few researches on instructional materials for gifted students even though the materials is a critical factor for successful education programs. So, this paper introduces a lecture notes used in a personal education for gifted students to contribute in developing education contents in computer science area. The instructional materials titled as "The Necessity and Application of Matrix in Computer Science" is based on linear equation to usher the students into creative problem recognition and groping for solutions. Also, the instructional materials is useful for students to understand the tight mathematics-computer science relationship and the basic concept of liner algebra.

The Application of Micro Controller Board to Engineering Education for Multidisciplinary Capstone Design (한국다학제간 캡스톤디자인에 마이크로콘트롤러 보드의 적용)

  • Yoon, Seok-Beom;Jang, Eun-Young
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.531-537
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    • 2014
  • In this paper, we introduce a model of the teaching and learning method for multidisciplinary convergence capstone design at Kongju National University's Engineering Department. At Kongju national University, various capstone design works are designed and proceeded by multidisciplinary students at the summer session. The multidisciplinary approach described in this paper includes the involvement of five department's student who have not collaborated in capstone design experience. This study focuses on multidisciplinary capstone design education by using the micro controller board called Arduino Uno that consists of an assortment of sensors and actuators. The result of self-satisfaction survey was shown the meaningful teaching process for the engineering department students who could have more creative and industrial experiences. As a result, we are able to get the result of the possible directions for future technology education in the area of convergence multidisciplinary capstone design.