• 제목/요약/키워드: Creative Application

검색결과 637건 처리시간 0.025초

대학생의 창의융합 학습역량 향상을 위한 비대면 웨어러블 테크놀로지 교육과정 활동의 개발과 적용 (The Development and Application of Non-Face-to-Face Wearable Technology Curriculum Activities: Improving Creative Convergence Learning Competency of College Students)

  • 이지선;윤은주;김민정;김혜림;임호선;김윤미
    • 문화기술의 융합
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    • 제9권1호
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    • pp.327-338
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    • 2023
  • 본 연구의 목적은 팬데믹 상황에서 비대면 웨어러블 테크놀로지를 활용한 교육과정 활동을 개발 및 적용하여 대학생들의 창의융합 학습역량을 향상시키고자 함이다. 서울특별시 A대학 16명의 대학생들을 대상으로 5개의 사전연구결과들을 토대로 8차시의 교육과정이 개발되었다. 교육과정 활동 적용의 결과를 알아보기 위해 참여자들을 대상으로 사전·사후 검사 및 심층 인터뷰가 진행되었다. 연구결과에 따르면, 창의융합 학습역량 사전·사후 검사와 심층 인터뷰는 유의미한 부분이 유사하게 나타났다. 결론적으로, 대학생들의 창의융합 학습역량 향상을 위해 개발된 비대면 웨어러블 테크놀로지 교육과정 활동의 적용에서 시공간적 비구애성이라는 온라인 학습의 최대 장점과 각 분야 전문교수자들과의 실시간 비대면 질의문답을 통한 상호작용이 주요하게 작용하여 대학생들의 창의융합 학습역량을 향상시켰다. 이 점은 대학교육에서 웨어러블 테크놀로지의 확장 가능성과 함께 대학교육의 고질적 병폐인 전공의 벽을 넘어서는 미래지향적 창의융합 인재육성 및 교육과정 개발의 가능성을 보여준다는 측면에서 뉴테크놀로지 적용에 고심하고 있는 현 대학교육에 시사하는 바가 크다.

교과대체형 STEAM(융합인재교육) 프로그램 개발 및 적용 후 학생들의 인식 분석 - 6학년 에너지 관련 단원을 중심으로 - (Development and Students' Perceptions after Application of a Subject Substitute STEAM Program - Focusing on Energy Unit in 6th Grade Curriculum -)

  • 임성만;채동현;김은정;현동걸;김오범;한제준
    • 대한지구과학교육학회지
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    • 제7권1호
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    • pp.119-132
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    • 2014
  • In recent years, Korea encourages teachers to do STEAM education(Science, Technology, Engineering, Arts & Mathematics), which includes Arts to STEM education to train creative science technology talent. Related to this, we developed a subject substitute STEAM program for the 6th grade students in elementary school and applied it in a field. The STEAM program which substitutes contents in curriculum related to Energy unit was developed and it was taught to twenty four sixth grade students during regular classes. During the classes, all activities of students were observed and they were written in recording notes during the observation. After all STEAM program ended, how students recognize the subject substitute STEAM program compared to general class, understand learning contents and think about the program before and after the STEAM classes were analyzed through questionnaire and interviews. The results were as follows. First, some students had difficulty in reconciling different ideas in group, creative thinking and crafts but most students liked the STEAM classes because many activities are fun and it is easy to understand. Second, learners regarded practical use of knowledge, learning different subjects together and interests as the reasons they can understand learning contents easily during STEAM program. Third, learners recognized STEAM classes are good to understand knowledge, think creative ideas and improve social skills after the STEAM classes while they showed anticipation, worry and fear before taking the classes. It is found that a subjective substitute STEAM program is helpful to increase learners' interests in learning, understand learning contents, increase creativity and have a good personality through a qualitative research.

현대패션에 나타난 Trompe-l'oe il(트롱쁘-뢰이유, 눈속임)에 관한 연구 (A Study on Trompe-1'oeil Expressed in Modern Fashion)

  • 손영미;조영아
    • 복식
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    • 제52권4호
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    • pp.155-171
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    • 2002
  • Trompe-1’oeil technique strategically conceived with a view to effectively realize creative ideas among the expression techniques of fine arts style has provided the driving force in development of fine arts and has continuously influenced development of the modern fashion pursuing unique individuality. The purpose of this study is to open a new horizon for the development of fashion as a practical art, and to seek the expansion of the creative domain and ultimately to contribute to the creation of original and creative fashion by examining the interrelationship between Trompe-1’oeil, which has long been utilized and positioned as one of the leading fine arts techniques with the advent of surrealism in the beginning of the 20th century and the modern fashion. The study is focused first on finding out how Trompe-1’oeil technique originated in connection with researching the fashion of Trompe-1’oeil and on analysing the techniques of expression, and then on investigating into Elsa Schiaparelli, pioneer of Trompe-1’oeil technique to identify her influences, and finally on classifying clothes employing Trompe-1’oeil technique by their expression method to examine how Trompe-1’oeil technique has been applied to modern clothes. As for the research method, the researcher has referred to fine arts books, collection of pictorial records and the like to gain conceptual understanding of Trompe-1’oeil and to examine the expression method and the features of Trompe-1’oeil, and collected and referred to fashion books and fashion marazines to understand Elsa Schiaparelli and the expression tendencies of Tromprf-1’oeil in modern fashions. Particularly, the researcher has attempted to search the correlation between modern fashion and Trompe-1’oeil technique. As a result of this research, the researcher has managed to classify Trompe-1’oeil technique expressed in modern fashion into ‘harmony’, ‘application of the human body’, ‘front and back’, ‘surface and inside’. ‘completion of the incomplete’ and ‘detail.’ The researcher has also noted that Elsa Schiaparelli, a surrealist first applied Trompe-1’oeil technique to clothes and confirmed that quite a few avant-garde clothes designers following Elia Schiaparelli, by using Trompe-1’oeil technique in clothes, recently recreate fresh feelings.

수학 영재 판별 도구 개발 - 수학 창의적 문제 해결력 검사를 중심으로 -

  • 김홍원
    • 영재교육연구
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    • 제8권2호
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    • pp.69-89
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    • 1998
  • The purpose of this study is to develop a test which can be used in identification of the gifted students in the area of mathematics. This study was carried out for two years from 1996. Mathematical giftedness is, in this study, regarded as a result of interaction of mathematical thinking ability, mathematical creativity, mathematical task committment, background knowledge. This study presumed that mathematical thinking ability is composed of seven thinking abilities: intuitive insights, ability for information organization, ability for visualization, ability for mathematical abstraction, inferential thinking ability(both inductive and deductive thinking abilities), generalization and application ability, and reflective thinking. This study also presupposed that mathematical creativity is composed of 3 characteristics: fluency, flexibility, originality. The test for mathematical creative problem solving ability was developed for primary, middle, and high school students. The test is composed of two parts: the first part is concentrated more on divergent thinking, while the second part is more on convergent thinking. The major targets of the test were the students whose achievement level in mathematics belong to top 15~20% in each school. The goodness of the test was examined in the aspects of reliability, validity, difficulty, and discrimination power. Cronbach $\alpha$ was in the range of .60~.75, suggesting that the test is fairly reliable. The validity of the test was examined through the correlation among the test results for mathematical creative problem solving ability, I. Q., and academic achievement scores in mathematics and through the correlation between the scores in the first part and the scores in the second part of the test for mathematical creative problem solving ability. The test was found to be very difficult for the subjects. However, the discrimination power of the test was at the acceptable level.

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초등수학에서의 비구조화된 문제해결 모형 설계, 적용 및 그 교육적 의미 (Design, Application and Its Educational Implication of Ill-structured Problem Solving in Elementary Mathematics Education)

  • 김민경;허지연;박은정
    • 한국초등수학교육학회지
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    • 제18권2호
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    • pp.189-209
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    • 2014
  • 국제비교연구에서 우리나라 학생들이 단순한 수학적 지식이나 문제풀이에서는 우수한 수학 성취도를 나타내는 반면, 수학에 대한 정의적 측면에서 있어서는 매우 낮은 흥미 및 태도를 나타내고 있다. 또한 인지적 측면에서 고려할 수 있는 추론하기나 해석하기 등의 고차원적 사고 문제에서도 낮은 성취도를 보이고 있다. 이에 다면적 사고와 다양한 문제해결의 경험을 제공할 수 있다고 보여지는 비구조화된 문제해결 모형을 초등학교 수준에 적용가능하게 개발, ABCDE(Analyze-Browse-Create-DecisonMaking-Evaluate) 절차로 제안하였다. 또한 구체적으로 적용가능하도록 초등학교 4,5,6학년을 위한 비구조화된 문제를 개발하여, 4학년(23명), 5학년(33명), 6학년(23명)에게 적용한 후 그들의 수학적 추론 및 창의적 인성을 살펴보았다. 연구 참여자들의 문제 해결 과정을 분석한 결과, 고학년으로 갈수록 수학적 추론 능력 및 창의적 인성이 높게 나타났다.

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에셔의 대립적 테셀레이션 작품의 공간구성 적용에 관한 연구 (A Study on the Application of Spatial Configuration to Escher's Oppositive Tessellation)

  • 유정환;이호중
    • 한국실내디자인학회논문집
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    • 제17권5호
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    • pp.40-50
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    • 2008
  • This article examined the applicability of spatial configuration to Escher's works through configurative logics and rules and studied the contrasting relations among the unit elements in Escher's works and their characteristics and the creative process of the characteristics. As the results of the study on the bases to maintain and create the partial elements revealed as the characteristics, it was shown that Escher's sequential transformative works demonstrated diverse expressive characteristics as a creative process of Inter-complementary contrasting relations based on the independence of the unit elements. It was also shown that the creative process of the unit elements was actualized through the maintenance base of the fixed and absolute characteristic as the logic for the creation and the creation base of the dynamic and relative characteristic. Therefore, it was interpreted that by applying the logics for creation to Escher's unit elements through the spatial interpretation of the maintenance base and the creation base as well as by configuring the units created in such a way according to the characteristics of Escher's works, spatial possibility canbe derived out from Escher's contrasting tessellation works. The process of spatial configuration is the process to make a balance between various conditions, artists own understanding of the space and his/her intention of the space. From this viewpoint, the logics for maintenance base and for creation base seem to have the potentiality as a spatial configuration to consistently meet the given conditions as well as to derive out novelty through the transformation to maintain the fixed and absolute condition(base) and the characteristics of the independent(additional) transformation arising together with the implicit relations among the transformative units.

의상디자인 발상을 위한 구성선의 응용과 전개방법 (The Application and Development Method of Construction Lines for Conceptions of Clothes Design)

  • 공미란
    • 한국의류산업학회지
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    • 제10권6호
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    • pp.848-856
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    • 2008
  • In today's world where a preference for prestigious brands prevails, it's essential to have creative design conceptions rather than try simple mimicking or following in order to be recognized for creative and objective design works. In that sense, the development of clothes design using construction lines offers a great approach towards the ideas of reinterpreting and creating new designs since it creates new forms by understanding lines as signs of conception and transforming them. That approach allows a designer to improve his or her imagination, creativity and expression in a freer and richer manner, think of many original ideas through diverse changing processes, and develop the skill to visualize the ideas by incorporating geometric forms of abstract lines into clothes. When approaching the conception of clothes design from the standpoint of construction lines, you need to adopt more specific and systematic design methods instead of vague imagination to introduce simple facts or theories to a new design process. That's one of the ways you can approach clothes design easily and enhance your conception skills. The process of clothes design according to the conception of construction lines is composed of the following stages; the preparation stage involves an understanding of the principles and the entire process of clothes design conception based on construction lines; the idea stage requires a designer to make free alterations of the given basic construction lines by moving and replacing the lines and sides in diverse ways; in the creation and expression stage, the designer uses the newly reconstructed construction lines to create clothes design; and in the evaluation stage, the designer makes a presentation of his or her subjective design works and has his or her works assessed and tested in an objective fashion. In today's modern society that demands new and original globalized design, the results of the study will help to invigorate the development of new fashion design in a more systematic and practical manner by suggesting a feasible and gradual educational program for the development of design based on the technique of construction lines.

스크래치를 활용한 데이터 시각화 활동이 예비 코딩 강사의 창의성 향상에 미치는 효과 (Effect of data visualization using scratch on improvement of creativity of preliminary coding instructors)

  • 김용민;김종훈
    • 정보교육학회논문지
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    • 제21권3호
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    • pp.309-320
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    • 2017
  • 본 연구는 스크래치를 활용한 데이터 시각화 활동 프로그램을 개발하여 예비 코딩 강사를 대상으로 적용한 후 그 효과를 검증하였다. 활동 프로그램은 컴퓨터교육 전공 현직 초등교사 20명을 대상으로 실시한 사전 요구 분석 결과를 바탕으로, ADDIE 모형의 절차에 따라 개발하였다. 개발한 프로그램은 '${\bigcirc}{\bigcirc}$ 창조경제혁신센터'에서 주관하고 '${\bigcirc}{\bigcirc}$대학교'에서 진행한 '청년 코딩 사업'에 주 2회 3시간씩 4주 동안 총 21차시의 집합 강의 및 실습 시간에 적용하였다. 프로그램의 적용 결과 창의성에 미치는 효과에 대한 검증을 위하여 Torrance의 TTCT(Torrance Tests of Creative Thinking) 검사지 도형 A, B형을 투입하여 사전 사후 검사를 실시하였다. 검증 결과, 본 연구에서 개발한 교육 프로그램이 예비 코딩 강사의 창의성 향상에 효과적인 것으로 나타났다.

스마트폰을 활용한 로봇 교육 콘텐츠 게임 활용 연구 (Educational Insect Robot Content use of play(Game) for the Nuri Process Education of Creative in Smartphone)

  • 박영숙;박대우
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2013년도 추계학술대회
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    • pp.131-134
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    • 2013
  • 2012년부터 만5세 유아를 위한 교육과 보육의 공통과정인 누리과정이 시행 되고 있다. 누리과정을 운영하는데 있어 교육 로봇은 교사가 현장에서 활용하기 쉬울 뿐만 아니라, 유아의 심리적 안정, 신체적 안정, 연령에 따른 발달적 적합성, 다양성을 고려하면서 사고력, 창의력, 과학적 사고력을 키울 수 있는 교육 로봇이 필요하다. 본 논문에서는 유아들이 좋아하는 스마트폰 단말기를 통한 인터넷 서비스 및 애플리케이션을 연구한다. 영유아들이 환경 친화적인 교육 환경을 가지는 교육용 곤충 로봇 애플리케이션을 스마트폰에서의 개발하는 연구를 한다. 스마트폰으로 게임 활용은 15단계로 진전되며, 도중에 교육적 효과를 높이기 위한 질문과 답변을 배치하여 교육과 로봇의 창의적 효과를 높인다. 본 논문을 통해 창의적 누리교육을 위한 콘텐츠 발달에 기여할 것 이다.

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건설 설계VE의 효율적 문제해결 아이디어 도출을 위한 비즈니스 창의성 코드(BCC) 활용방안 (Efficient Problem-Solving Idea Generation in the Design Phase VE of Construction Projects using Business Creativity Codes(BCC))

  • 김휘규;박영택
    • 한국건축시공학회지
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    • 제16권4호
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    • pp.367-379
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    • 2016
  • 변화와 혁신의 가속화로 산업과 비즈니스에 대한 창의적 접근에 대한 관심이 높아지고 있으나 공공의 영향을 받는 건설산업은 상대적으로 이러한 창의적 접근에 대한 연구가 미비하다. 설계VE 역시 효율성 증대를 위한 창의적 접근에 대한 연구가 진행되고 있으나, 기법제안에 그친 경우가 많아, 실무적용 가능성에 대한 실증적 연구가 필요하다. 본 연구는 새로운 아이디어 창출 방법으로 BCC(Business Creativity Codes)사고체계를 소개하고, 이를 반영한 개선된 설계VE 아이디어 창출 프로세스를 제시하였다. 또한, 실무 종사자를 대상으로 BCC의 11가지 창의코드를 활용한 VE모델 분류실습과 설문 및 집단면접 등을 통해 BCC사고 체계의 유용성과 활용 가능성을 검증하였다.