• 제목/요약/키워드: Creative Application

검색결과 637건 처리시간 0.023초

하이퍼 블렌디드 실천모델 기반 초·중등 창의 융합 교육 프로그램 평가도구 개발 및 적용 방안 (Application Methods and Development Assessment Tools for Creative Convergence Education Programs for Elementary and Secondary Schools based on Hyper Blended Practical Model)

  • 최은선;박남제
    • 문화기술의 융합
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    • 제8권2호
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    • pp.117-129
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    • 2022
  • 다양한 학문을 넘나들며 새로운 지식과 관점을 창의적으로 추구하는 역량은 21세기 융복합시대를 살아가기 위한 기초적 소양으로 자리매김하고 있다. 다양한 창의교육 프로그램 개발에 따라 학습자의 학업성취도를 객관적이고 체계적으로 평가할 수 있는 평가도구 또한 요구되고 있다. 이에, 본 논문에서는 초·중등학생 대상 창의 융합 교육 프로그램의 평가도구로 하이퍼 블렌디드 실천모델에 기반하여 자기 평가, 동료 평가, 창의성 평가, 자기 성찰도구를 제안하였다. 개발된 평가도구는 타당도 검사를 통해 2개 문항을 수정하고 4개 문항을 삭제하여 보다 완성된 평가도구의 개발을 꾀했다. 또한, 평가도구는 전국 초·중등학생 596명을 대상으로 적용되었으며, 적용 결과는 일원배치 분산분석과 워드클라우드를 통해 분석되었다. 분석 결과, 자기 평가와 자기 성찰도구는 학년군에 따른 문항 개발이 필요할 것으로 나타났다. 더불어, 변화하는 교실 환경 속 원격 수업이나 여러 교육 활동에서 본 평가도구를 활용하기를 제안한다. 본 논문을 통해 창의 융복합 교육을 위한 평가체계 및 도구 개발에 시사점을 제공하기 바란다.

창의적 문제해결력 신장을 위한 언플러그드 활동 중심 로봇 개발 및 적용 (Development and Application of Unplugged Activity-centered Robot for Improving Creative Problem Solving Ability)

  • 홍지연;김영식
    • 정보교육학회논문지
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    • 제23권5호
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    • pp.441-449
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    • 2019
  • 2015 개정 교육과정이 도입됨에 따라 초등학교에서도 소프트웨어 교육이 의무화되었다. 실과 교과의 한 단원으로 구성되는 소프트웨어 교육의 내용은, 정보 윤리, 알고리즘과 프로그래밍, 컴퓨터과학의 원리로 이루어져 있는데 교수 학습 방법으로 놀이 중심의 언플러그드 활동을 권장하고 있다. 하지만 현장 교사들은 적합한 언플러그드 활동 자료의 부재를 가장 큰 어려움으로 생각하고 있었으며, 기존 자료가 성취기준 달성에 적합하지 않다는 점, 단순한 놀이 교육이 많아 컴퓨팅 활동과 연계되지 않는 점 등을 해결해야 할 문제로 지적하였다. 이에 본 연구에서는 초등 소프트웨어 교육의 성취기준으로 제시된 기본 제어구조는 물론 센서를 활용한 다양한 활동을 통해 창의적 문제해결력을 키울 수 있는 언플러그드 활동 중심의 로봇을 개발하였고 이를 활용한 소프트웨어 수업을 통해 효과성을 검증하였다.

IMU센서를 이용한 실내 위치 인식 교육용 장비 및 응용 (Education Equipment and Its Application for Indoor Position Recognition Using Inertial Measurement Unit Sensor)

  • 서보인;유윤섭
    • 실천공학교육논문지
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    • 제10권2호
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    • pp.119-124
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    • 2018
  • IMU(Inertial Measurement Unit) 센서의 가속도와 각속도를 이용하여 거리측정을 하고 측정값을 이용하여 사용자가 원하는 실내공간에 적용하여 사용자 혹은 디바이스가 실내공간을 인식하는 교육용 장비를 소개한다. 본 교육장비를 이용해서 다양한 위치 인식 및 추적 알고리즘을 학습할 수 있고 창의적 공학설계 작품을 구현할 수 있다. IMU 센서의 데이터 값을 $I^2C$(Inter-Integrated Circuit)을 통해 MCU(microcontroller unit)에 전송하고 필터와 연산방식을 통해 데이터 값을 처리 후 실내 위치 인식 알고리즘을 통해 위치인식을 한다. 그리고 무선통신을 이용하여 처리된 값을 송수신하여 사용자가 인식하도록 설계한다. 본 교육 장비를 이용하여 "IMU센서를 이용하여 이동거리를 산출과 데이터 값을 이용한 가상공간 구현 및 인식"의 사례를 소개하고 그 설계를 기반하여 다양한 창의적 공학설계 적용에 대해서 논한다.

조류의 부리와 식충식물의 생김새에 대한 STEAM 프로그램의 개발 및 적용 효과 (Development and Application of a STEAM Program Integrated the Appearances of Bird's Beak and Insectivorous Plants)

  • 양지혜;최영미;홍승호
    • 한국초등과학교육학회지:초등과학교육
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    • 제35권4호
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    • pp.442-453
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    • 2016
  • The aims of this study are to develop a STEAM program focused on the appearances of birds' beaks and insectivorous plants and to identify its influence on elementary students' basic scientific process skills, creative problem solving ability and affective domain. For these objectives, the STEAM program was developed by reorganizing contents of the appearances of animals and plants in the units of 'Life of Animals' and 'Life of Plants' from 2009 revised national science curriculum for 3th and 4th grades. The developed STEAM program was applied to twenty nine 3th grade students of J elementary school located in S city. As a result of applying the STEAM program, the experimental group in this study showed significant improvements of the creative problem solving ability, scientific process skills and affective domain compared to the control group's scores. Therefore, development studies on STEAM programs integrated different science fields using animals and plants could be meaningful works to encourage elementary students' skills and interest.

개인창의성과 집단창의성의 관계에서 통합능력과 지식공유의 매개효과 (Mediating Effects of Integrative Capability and Knowledge Sharing on the Relationship between Individual Creativity and Group Creativity)

  • 김현진;설현도
    • 지식경영연구
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    • 제15권4호
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    • pp.223-247
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    • 2014
  • A large number of tasks being executed by individuals now are in a central requirement of the creative solutions consolidated with associates' multiple skills, knowledge bases and efforts who are capable of entertaining various viewpoints. Followed by such a variation, teams or groups were gradually settled in a major form of the enterprise's creative revelations. However, in spite of the consistent augmentation of team's application, researches of a group's ability that utilizes individual creative competence effectively are now in the excessively insufficient manner. Accordingly, this research is to verify mutual relationship between individual creativity and group creativity, and furthermore, to present integrative capability and knowledge sharing of the group as a distinctive variable to observe the mechanism of how the individual creativity becomes aggregated with the group creativity through a process. As a result, the relationship between the individual creativity and the group creativity was so significant that it showed that the integrative capability and knowledge sharing were mediated in the connection of the two variables. This research contributes to the comprehension of the relationship between individual and group creativity through the role of a group's integrative capability and knowledge sharing. In addition, further research direction with in-depth idea is presented to develop research on creativeness from the practical standpoint implicated in this research.

마이크로비트 기반의 창의 컴퓨팅 교육 프로그램 개발 (The Development of A Micro:bit-Based Creative Computing Education Program)

  • 구덕회;우석준
    • 정보교육학회논문지
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    • 제22권2호
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    • pp.231-238
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    • 2018
  • 소프트웨어 교육이 교육 현장에서 다루어지기 시작했지만 현장 교사가 활용할 수 있는 피지컬 컴퓨팅 교구 및 수업 가이드라인이 부족한 실정이다. 따라서 본 연구에서는 마이크로비트라는 피지컬 컴퓨팅 교구를 활용한 창의 컴퓨팅 교육 프로그램을 제시하였다. 교육 프로그램에 적용된 동시따응발(MDIAP) 교수학습모형은 동기 유발, 시연하기, 따라하기, 응용하기, 발표하기의 5단계로 구성되었다. 교수-학습 과정은 마이크로비트의 기본 센서와 추가적인 센서, 구동장치를 활용한 메이커 학습으로 구성하여 나선형으로 제시하였다. 이러한 일련의 교수 학습 활동을 통하여 학생들의 창의 컴퓨팅 사고력을 키울 수 있을 것으로 기대한다.

초등 과학 수업에 VR 구현 프로그램을 활용한 SW 융합교육프로그램의 개발과 적용 (The Development and Application of the SW-STEAM Program by Utilizing Software Supporting the Creation of VR for Elementary Science Class)

  • 김혜란;최선영
    • 한국초등과학교육학회지:초등과학교육
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    • 제39권2호
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    • pp.296-305
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    • 2020
  • The purpose of this study was to analyse the effects of the SW-STEAM program by utilizing software supporting the creation of VR for elementary science class. Two classes of 5th grade were selected, and were engaged in different teaching and learning methods during 12 class hours. The experimental group which is consisted of 20 students participated in the SW-STEAM program by utilizing software supporting the creation of VR, the comparative group which comprised 19 students was thaught by using a traditional instruction. Teaching unit was 'the solar system and stars' in 5th grade science text book. The results of this study were as follows. The SW-STEAM program by utilizing software the creation of VR had a positive effect on elementary school students' creative problem solving ability, scientific interest, science achievement. Therefore, the SW-STEAM program by utilizing software supporting the creation of VR could be meaningful works to encourage students' creative problem solving ability, scientific interest, science achievement, and this study will help elementary teachers teach 'the solar system and stars' in 5th grade science text book more interesting.

Simultaneous Quantification of 13 Ginsenosides by LC-MS/MS and its Application in Diverse Ginseng Extracts

  • Jo, Jung Jae;Cho, Pil Joung;Lee, Sangkyu
    • Mass Spectrometry Letters
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    • 제9권2호
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    • pp.41-45
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    • 2018
  • Ginseng (Panax ginseng Meyer) has been used as traditional herbal drug in Asian countries. Ginsenosides are major components having pharmacological and biological efficacy like anti-inflammatory, anti-diabetic and anti-tumor effects. To control the quality of the components in diverse ginseng products, we developed a new quantitative method using LC-MS/MS for 13 ginsenosides; Rb1, Rb2, Rc, Rd, Re, Rf, 20(S)-Rh1, 20(S)-Rh2, Rg1, 20(S)-Rg3, F1, F2, and compound K. This method was successfully validated for linearity, precision, and accuracy. This quantification method applied in four representative ginseng products; fresh ginseng powder, white ginseng powder, red ginseng extract powder, and red ginseng extract. Here the amounts of the 13 ginsenosides in the various type of ginseng samples could be analyzed simultaneously and expected to be suitable for quality control of ginseng products.

Polymer Dispersed Liquid Crystal for Enhanced Light Out-Coupling Efficiency of Organic Light Emitting Diodes

  • Gasonoo, Akpeko;Ahn, Hyeon-Sik;Lee, Jonghee;Kim, Min-Hoi;Lee, Jae-Hyun;Choi, Yoonseuk
    • 전기전자학회논문지
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    • 제24권1호
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    • pp.140-146
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    • 2020
  • We investigated light extraction film based on polymer dispersed liquid crystal (PDLC) for application in organic light emitting diodes (OLEDs). At least 30 seconds of direct UV irradiation process for curing PDLC film on a bottom-emitting OLEDs was successfully achieved without damage on the intrinsic properties of the OLED. We demonstrated that high haze and transmittance can be tuned simultaneously by controlling the UV curing time. By adding PDLC as an external layer without any additional treatment, the light scattering and extraction is increased. Consequently, a PDLC scattering film with 89.8% and 59.9 of total transmittance and haze respectively, achieved about 16% of light intensity enhancement from integrating sphere measurement.

Stencil-based 3D facial relief creation from RGBD images for 3D printing

  • Jung, Soonchul;Choi, Yoon-Seok;Kim, Jin-Seo
    • ETRI Journal
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    • 제42권2호
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    • pp.272-281
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    • 2020
  • Three-dimensional (3D) selfie services, one of the major 3D printing services, print 3D models of an individual's face via scanning. However, most of these services require expensive full-color supporting 3D printers. The high cost of such printers poses a challenge in launching a variety of 3D printing application services. This paper presents a stencil-based 3D facial relief creation method employing a low-cost RGBD sensor and a 3D printer. Stencil-based 3D facial relief is an artwork in which some parts are holes, similar to that in a stencil, and other parts stand out, as in a relief. The proposed method creates a new type of relief by combining the existing stencil techniques and relief techniques. As a result, the 3D printed product resembles a two-colored object rather than a one-colored object even when a monochrome 3D printer is used. Unlike existing personalization-based 3D printing services, the proposed method enables the printing and delivery of products to customers in a short period of time. Experimental results reveal that, compared to existing 3D selfie products printed by monochrome 3D printers, our products have a higher degree of similarity and are more profitable.