• Title/Summary/Keyword: Creative Competence

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A Case Study on the Development of Curriculum for Dept. of Game Programming in University Customized to Online Game Industry (대학(게임 프로그래밍 계약학과)의 게임산업계 맞춤형 교육과정 개발을 위한 사례 연구1))

  • Yoon, Hyung-Sup;WhangBo, Taeg-Keun
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.89-97
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    • 2010
  • Still there is a quality mismatch between required manpower of game companies and supplied one from universities in Korean game industry. The demand-oriented workforce training project is being implemented by KOCCA(Korea Creative Content Agency) for reducing the gap. This paper is focused on the development of training course for students of the game programming department in K University. This paper derived a education training course customized to online game industry by surveying 35 companies to find their needs for recruiting. Additionally some advice is suggested for successful education training. This paper not only will contribute to verify the required competence of people force in game industry but also offer a guideline for designing curriculum for game programmer.

Analysis of relationship between K-CESA and creativity confluence competency and coaching skill of undergraduate students (대학생 핵심역량(K-CESA)이 창의융합역량에 미치는 영향과 코칭역량의 매개효과)

  • Park, Ji-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.5
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    • pp.206-215
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    • 2020
  • This study analyzes the relationship between K-CESA of undergraduate students, and their coaching skill and creativity confluence competences. Totally, 344 students attending private colleges in G province were evaluated for their competence. The data collected were analyzed by descriptive statistics, Pearson's correlation analysis, multiple regression analysis and Sobel test, using the SPSS/PC 22.0 computer program. Our results indicate that K-CESA, coaching skill, and creative convergence fulfill the assumption of normality. Moreover, significant positive relationships were determined between K-CESA and creativity confluence, as well as between coaching skill and creativity confluence. Furthermore, K-CESA was an important factor that predicts the creativity confluence competency, and coaching skill had mediating effects on the relationship between K-CESA and creativity confluence competency. In conclusion, our results indicate that K-CESA and coaching skills are important factors that will help strengthen creativity confluence competences.

A Study on the Location and Spatial Characteristics of Gwangju Folly (광주폴리의 입지 및 공간적 특성에 관한 조사 연구)

  • Park, Yong-Kwan;Kim, Yun-Hag
    • Journal of the Korean Institute of Rural Architecture
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    • v.14 no.3
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    • pp.51-60
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    • 2012
  • Gwangju Metropolitan City has implemented a creative regeneration project of Gwangju Folly in the site of Gwangju-eup Fortress as part of the Gwangju Design Biennale by inviting well-known international architects. This study examined and analyzed the characteristics of location, place, and space through actual survey. The results were as follows. Gwangju Folly were mainly located at the four gates and corners of Gwangju-eup Fortress, main entrances of Asia Culture Complex, and historical places where the May 18 Democratization Movement occurred. The common place of Gwangju Folly was a footpath and common location types were the full location of footpath width and the partial location of footpath width. For the spatial types of Gwangju Folly, the practical type which people can stay was the most common(2/3). In the partial location of footpath width, the type which people take a rest and look out over the surroundings accounted for a half. In the full location of footpath width, the gate type which people pass accounted for 2/5. However, as footpath width was minimum for walking, both partial and full occupation types were narrow in place. It influenced the image of Gwangju Folly. Gwangju Folly did not play as a figure and show architects' intentions clearly because of their narrow locations. Therefore, it is very necessary to make a plan to maintain places so that Gwangju Folly do not have a cramped image and architects' intentions become clear with citizens' cultural competence. Also, urban property which creates the identity and attraction of Gwangju continuously should be settled down through helping citizens recognize the intention and value of artistic works.

Empowerment on Clinical Nursing Skills Core Program (임상 시나리오 중심 핵심 간호기술 강화 프로그램의 효과)

  • Kim, Hye-Suk;Park, Hae-Ryoung;Park, Eun-Hee
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.589-599
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    • 2014
  • Critical thinking includes creative thinking, open-mindedness, inquisitiveness. Critical Thinking Disposition was significantly higher in experimental group that was enhanced by the scenario-based learning contents than that of the control group(t=4.102, p<.001). Problem Solving process was significantly higher in experimental group that was enhanced by the scenario-based learning contents than that of the control group(t=5.082, p<.001). However, there was no significant difference between the two groups in Clinical Competence(t=2.646, p=.009). But experimental group was significantly higher score than that of the control group score decreased. These results support that the implementation of a scenario-based learning contents need to be continued as an effective educational material but we need more research to establish how this can be effectively implemented in a students' practicum.

A Study on the Effectiveness of Computational Thinking Ability on Software Development (Computational Thinking 능력이 소프트웨어 개발에 미치는 영향에 관한 연구)

  • Park, Seongbean;Ahn, Seongjin
    • The Journal of Korean Association of Computer Education
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    • v.18 no.5
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    • pp.45-54
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    • 2015
  • There has been rising demand within the South Korean government and among various industries in recent years on the need for strengthening the competitiveness of the software industry, which they highlight as being a core element for national competitiveness. This strategy would require enhancing the job competency of software developers. This study's results show that computational thinking (CT), which is one of the more creative solutions to the problem, has a positive effect on the enhancement of software developers' job competency. Furthermore, the study finds that the software development tasks of simulation, algorithms and procedures, and parallelization (in that order) serve as influential elements for software developers, which differs from previous studies' findings. The South Korean government thus should emphasize education in these areas in order to enhance the nation's job competence. Because simulation, especially, has the greatest influence among these areas, there is a particular need to strengthen that area.

Development of Learner-centered Hybrid Project Learning Program (학생주도 창의융합 프로젝트 교육 모델 개발)

  • Shin, Sun-Kyung
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.2
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    • pp.53-59
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    • 2012
  • This article reviews the current issues of engineering education: engineering creativity, R&D 3.0 and Education 3.0 and comfirms need of refining quality of engineering education through learner-centered hybrid project learning. this article suggests the Global engineering project(GEP) program as an ideal hybrid project learning model that develop student's creativity and convergence capability. GEP program is learnner-centered interdisciplinary program that whole processes are managed by interdisciplinary students team aiming to global engineers who are globally competent and locally relevant so that they can function effectively in any country by local activity in developing country. The program consist of four main parts: 1)pre activity, 2)local activity from abroad, 3)design and producing prototype and 4)participating in the design contest or academic conference with the products. As a result, students' global competence, teamwork skill and capability of creative problem solving are remarkably improved.

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A Study on the Development of STEAM Creative Education Program for Eco Insulation Design - Focusing on Up-Cycling Wall Module Design for High School Students - (친환경 단열설계를 위한 STEAM 창의교육 프로그램 개발연구 - 고등학생 대상의 업사이클링 벽체모듈디자인 중심으로 -)

  • Ban, Ja-Yuen;Lee, Yun-Hee;Han, Hae-Ryon;Baek, Hye-Young
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.97-105
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    • 2017
  • Korea is promoted STEAM education since 2011. Furthermore, in high school education, based on the in-depth elective course's teaching and learning contents of science. The STEAM program can improve students' competence because it encourages to self-directed learning through the vocational project performance. Therefore, in this study, we researched a design education program for the experience of fusion and complex design based on STEAM education concept. We developed an education program to design insulation wall systems using up-cycling concepts to increase energy efficiency. As a result, the characteristics of the fusion education and the theoretical study about the learner-centered education curriculum, the analysis of the high school curriculum, the STEAM elements, The program was revised and supplemented through consultation with STEAM experts. In addition, the developed program was applied to high school students, and each step were analyzed based on the educational method theory. The following results were obtained. First, this study presented a program to cope with the needs of high school intensive education. Second, it provided learning motivation by combining flipped-learning as a way to train STEAM education contents. Third, it is required to develop differentiated and continuous program development and data sharing Fourth, in order to operate and promote the future environment design STEAM school, it is necessary to expand educational programs for high school students in the region through linkage with various universities.

Exploratory Research on Internship Programs in Fashion-Related Areas -Focusing on Consciousness of Company Practitioners, Internship Participants, and Internship Applicants- (패션관련 분야 인턴십 프로그램에 관한 탐색적 연구 -기업 실무자, 인턴십 참가자, 인턴십 희망자의 의식을 중심으로-)

  • Yoh, Eun-Ah;Lee, Ho-Jeong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.6
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    • pp.871-881
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    • 2008
  • In this study, internships in fashion-related areas were explored based on survey data obtained from 64 companies running an internship program, 55 internship participants and 118 internship applicants. In results, both internship participants and company practitioners were fairly satisfied with internship programs. Also, the academia and the industry were well collaborating for an internship operation. Internship in the fashion industry is considered as an important way to build practical abilities for college students. Product development and design were job areas that interns often took charge of. Active and sincere personnel who have good interpersonal skills, creative abilities, communication skills, and foreign language skills are welcomed as a good candidate for an intern. Reflecting the results, implications for internship offering companies and internship participants were generated.

Staudy on Design Management of Rosenthal AG (독일 로젠탈사(社)의 디자인매니지먼트에 대한 고찰)

  • Song, Hyun-Soo;Choi, Sung-Woon
    • The Journal of the Korea Contents Association
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    • v.13 no.9
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    • pp.102-110
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    • 2013
  • To date, the technology competence and design have been understood as the pre-requirements required in the midst of unlimited competition age. It is true that the most of the companies handle the practical or the aesthetic part of the product individually especially in the field of ceramic industry. Accordingly, it is difficult to create the identity of the company. However, the Rosental Co., Ltd in Germany had acquired the corporate identity already by means of the creative process and the design as well from the middle of 1900s and it has been reputed as a company producing the products through the unique design management. Especially, the identity of Rosental has been formed more uniquely with "jury system" verifying not the design results but the development process, independent brand marketing and the experimental mind such as the collaboration with the pure artists. Especially, the participation of the artists to the design development enables to evaluate the ceramic products not only as the simple products for daily life but also as the luxury goods for appreciation and collection. In addition, Rosental shows that the corporate identity may be created not only with the products simply but also completed with the internal external factors of the company through design management skill.

A Study on the Design of Korean Textbooks in Elementary Schools for Learning Interest (학습흥미 유발을 위한 초등학교 국어 교과서 디자인 연구)

  • Lee, Chang Wook;Park, Kwang Shin
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.555-561
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    • 2018
  • It is the Korean language textbook of elementary school 1~2 grade that forms the basis of the textbook to nurture the creative convergence talent with the core competence required by the future society. In order to increase the learning effect based on the textbooks, the interest inducing factors were derived on the basis of the learning interest, and the textbook design was analyzed by the in - depth interviews and discussions of the expert group. As a result, Graphic elements using bright and soft colors, illustrations of peer groups related to learning contents, and resilient use of sans serifs. However, issues such as lack of proper mixing of photos and illustrations, further development of learning helper characters, configuration of spare margins, graphic image design, and lack of a structured layout that utilizes color and visual images were cited as problems.