• Title/Summary/Keyword: Creative Learning Process

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A Case Study of "Engineering Design" Education with Emphasize on Hands-on Experience (기계공학과에서 제시하는 Hands-on Experience 중심의 "엔지니어링 디자인" 교과목의 강의사례)

  • Kim, Hong-Chan;Kim, Ji-Hoon;Kim, Kwan-Ju;Kim, Jung-Soo
    • Journal of Engineering Education Research
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    • v.10 no.2
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    • pp.44-61
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    • 2007
  • The present investigation is concerned chiefly with new curriculum development at the Department of Mechanical System & Design Engineering at Hongik University with the aim of enhancing creativity, team working and communication capability which modern engineering education is emphasizing on. 'Mechanical System & Design Engineering' department equipped with new curriculum emphasizing engineering design is new name for mechanical engineering department in Hongik University. To meet radically changing environment and demands of industries toward engineering education, the department has shifted its focus from analog-based and machine-centered hard approach to digital-based and human-centered soft approach. Three new programs of Introduction to Mechanical System & Design Engineering, Creative Engineering Design and Product Design emphasize hands-on experiences through project-based team working. Sketch model and prototype making process is strongly emphasized and cardboard, poly styrene foam and foam core plate are provided as working material instead of traditional hard engineering material such as metals material because these three programs focus more on creative idea generation and dynamic communication among team members rather than the end results. With generative, visual and concrete experiences that can compensate existing engineering classes with traditional focus on analytic, mathematical and reasoning, hands-on experiences can play a significant role for engineering students to develop creative thinking and engineering sense needed to face ill-defined real-world design problems they are expected to encounter upon graduation.

Exploration into Better College Cultural Contents Education for Manifestation of Creativity (대학에서의 창의성 발현을 위한 문화콘텐츠 교육 개선방안 탐색)

  • Lee, Byung-Min
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.481-496
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    • 2013
  • The purpose of this study was to make a basic research on college cultural contents education in an effort to step up the manifestation of the creativity of cultural contents experts in line with the development of the fast-changing era of creative economy. It's basically meant to analyze the characteristics of cultural contents education in relation to creative idea to seek practical ways of improving that education. What problems there were with cultural contents education and how that education was actually provided were analyzed to suggest some of the right directions for client-centered cultural contents education. Earlier studies were analyzed, and the results of a survey that was conducted on students whose major was linked to cultural contents were analyzed as well. As a result, current cultural contents education was considered not to be satisfactory due to existing teaching methods, learning process and curriculums that were devoid of creativity. To rectify the situation, interdisciplinary attempts should be made such as multi-major, interdisciplinary programs or convergence education, and plenty of experiments, sufficient practice and an increase in the number of faculty members are all required. In terms of education, existing curriculums and courses should urgently be revamped to strengthen field placement and creative discussions. As for educational methods, the lecture method should be avoided, and specialized education should be offered instead, which should strike a balance between discussion, team play and project education. It is expected to produce good results if there are appropriate connection among different major fields of study and the harmonious implementation of diverse internship, convergence and field placement programs.

A Comparative Study on Deep Learning Topology for Event Extraction from Biomedical Literature (생의학 분야 학술 문헌에서의 이벤트 추출을 위한 심층 학습 모델 구조 비교 분석 연구)

  • Kim, Seon-Wu;Yu, Seok Jong;Lee, Min-Ho;Choi, Sung-Pil
    • Journal of the Korean Society for Library and Information Science
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    • v.51 no.4
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    • pp.77-97
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    • 2017
  • A recent sharp increase of the biomedical literature causes researchers to struggle to grasp the current research trends and conduct creative studies based on the previous results. In order to alleviate their difficulties in keeping up with the latest scholarly trends, numerous attempts have been made to develop specialized analytic services that can provide direct, intuitive and formalized scholarly information by using various text mining technologies such as information extraction and event detection. This paper introduces and evaluates total 8 Convolutional Neural Network (CNN) models for extracting biomedical events from academic abstracts by applying various feature utilization approaches. Also, this paper conducts performance comparison evaluation for the proposed models. As a result of the comparison, we confirmed that the Entity-Type-Fully-Connected model, one of the introduced models in the paper, showed the most promising performance (72.09% in F-score) in the event classification task while it achieved a relatively low but comparable result (21.81%) in the entire event extraction process due to the imbalance problem of the training collections and event identify model's low performance.

Design of a Classifier Based on Supervised Learning Using Fuzzy Membership Function and Weighted Average (퍼지 소속도 함수와 가중치 평균을 이용한 지도 학습 기반 분류기 설계)

  • Woo, Young Woon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.4
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    • pp.508-514
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    • 2021
  • In this paper, to propose a classifier based on supervised learning, three types of fuzzy membership functions that determine the membership of each feature of classification data are proposed. In addition, the possibility of improving the classifier performance was suggested by using the average value calculation method used in the process of deriving the classification result using the average value of the membership degrees for each feature, not by using a simple arithmetic average, but by using a weighted average using various weights. To experiment with the proposed methods, three standard data sets were used: Iris, Ecoli, and Yeast. As a result of the experiment, it was confirmed that evenly excellent classification performance can be obtained for data sets of different characteristics. It was confirmed that better classification performance is possible through improvement of fuzzy membership functions and the weighted average methods.

The Development of Software Teaching-Learning Model based on Machine Learning Platform (머신러닝 플랫폼을 활용한 소프트웨어 교수-학습 모형 개발)

  • Park, Daeryoon;Ahn, Joongmin;Jang, Junhyeok;Yu, Wonjin;Kim, Wooyeol;Bae, Youngkwon;Yoo, Inhwan
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.49-57
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    • 2020
  • The society we are living in has being changed to the age of the intelligent information society after passing through the knowledge-based information society in the early 21st century. In this study, we have developed the instructional model for software education based on the machine learning which is a field of artificial intelligence(AI) to enhance the core competencies of learners required in the intelligent information society. This model is focusing on enhancing the core competencies through the process of problem-solving as well as reducing the burden of learning about AI itself. The specific stages of the developed model are consisted of seven levels which are 'Problem Recognition and Analysis', 'Data Collection', 'Data Processing and Feature Extraction', 'ML Model Training and Evaluation', 'ML Programming', 'Application and Problem Solving', and 'Share and Feedback'. As a result of applying the developed model in this study, we were able to observe the positive response about learning from the students and parents. We hope that this research could suggest the future direction of not only the instructional design but also operation of software education program based on machine learning.

A Suggestion of Cognitive Model of Scientific Creativity (CMSC) (과학적 창의성 모델의 제안 -인지적 측면을 중심으로-)

  • Park, Jong-Won
    • Journal of The Korean Association For Science Education
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    • v.24 no.2
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    • pp.375-386
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    • 2004
  • Creative thinking alone can not lead to scientific creativity. Scientific knowledge and scientific inquiry skills are needed for scientific creativity. Focused only on cognitive aspect, I suggested a cognitive model of scientific creativity (CMSC) consisting of 3 components: thinking for scientific creativity, scientific knowledge contents, and scientific inquiry skills. Recently, many researchers have emphasized the various thinking for creativity as well as divergent thinking. Therefore, I suggested three types of creative thinking - divergent thinking, convergent thinking, and associational thinking - and discussed its rationale. Based on this model, an example of activity material for the scientific creativity was suggested. In the further research, based on CMSC, various activity types related to scientific creativity and concrete learning materials for scientific creativity will be developed.

Model of School Mental Health Program for Middle School Students in a City : Center for the Hyosarang Adolescent Mental Health, Namgu, Gwangju City (일 도시 중학생을 위한 학교정신보건사업 모형 - 광주광역시 남구효사랑 청소년정신보건센터 -)

  • Lee, Chung-Soak;Kim, Su-Jin;Park, Young-Suck
    • Journal of the Korean Society of School Health
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    • v.17 no.2
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    • pp.47-61
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    • 2004
  • Purpose: The goal of this paper is to offer practical suggestions for developing, implementing, and maintaining a successful school mental health program based on the model of a school mental health program for middle school students at the Namgu Hyosarang adolescent Mental Health Center. The model will be divided into six areas and the challenges and future direction of this program: creative approach to funding, creative staffing, education, training, needs assessment & resource mapping, collaboration and partnerships in a school mental health program, and developing an outcome evaluation research. Method: This is a descriptive study of the school mental health program model for middle school students of Namgu Hyosarang Adolescent Mental Health Center implemented over a four year period. Conclusion: Within this paper, a blueprint that can guide the development and implementation of school mental health programs has been offered. The actual application of this model will vary depending on the structure and goals of individual programs and schools. This model of our center has been identified as an effective school mental health program and the actual application program in regular learning times to middle school students. Establishing guidelines about the types of activities necessary for the successful implementation and sustainability of a school mental health program constitutes the first step in standardizing this process, and the school mental health movement continues to receive national recognition as a viable services delivery model for adolescents in need of mental health services. The recommendations outlined indicate that a school mental health program is more effective and necessary than the clinical service of a psychiatric hospital for adolescents' emotional/behavioral problems.

A Case Study on Block Coding and Physical Computing Education for University of Education Students (교육대학생을 대상으로 한 블록 코딩 및 피지컬 컴퓨팅 교육 사례)

  • Han, Kyujung
    • Journal of Creative Information Culture
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    • v.5 no.3
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    • pp.307-317
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    • 2019
  • This study is an example of the education of block coding and physical computing teaching tool for preservice teachers at the college of education. The students were familiar with coding and improved their coding skills in solving various problems through 'Entry' that support block coding. In addition, the students configured the computing system with various input / output devices of the physical computing teaching tool and controlled things through programming and produced the educational portfolio to experience the whole process of problem analysis, design, implementation, and testing in coding. We applied Flow based coding and Pair programming as the teaching methods, and the results of the survey to measure the effectiveness of the study show that students have a good understanding of the entry and physical computing teaching tool and using the combination of the entry and physical computing teaching tool were more effective in learning than the Entry-only coding. In addition, it was confirmed that the effect of Pair programming applied in the physical computing teaching tool.

The Comparative Analysis of Science Process Skills and Teaching Methods in the 6th and the 7th Elementary School Science Curricula (제 6차와 7차 초등학교 과학과 교과서에 제시된 탐구기능과 교수-학습 방법의 비교 분석)

  • Choi, Sun-Young;Kang, Ho-Kam
    • Journal of The Korean Association For Science Education
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    • v.22 no.4
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    • pp.706-716
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    • 2002
  • The purpose of this study was to compare and analyze the science process skills and teaching methods between the 6th and the 7th elementary school science textbooks. For this study, science textbooks and teacher's guidebooks from the 3rd to the 6th grade were analyzed. In this research the science process skills are divided by basic process skills(BPS) and integrated process skills(IPS). The BPS is composed of observing, classifying, measuring, predicting and inferring skill, which are 5 subcategories. The IPS is composed of problem cognition, formulating hypothesis, controlling variables, transforming data, interpreting data, drawing result, and generalization, which are 7 subcategories. The results found in the analysis of science process skills in the 6th and 7th science textbooks are as follows: 1. The percentage of the BPS was increased, but the IPS was decreased in the 7th than the 6th. 2. The percentage of the IPS was higher than the BPS in the 6th science textbooks, but the BPS was higher than IPS in lower grade and the IPS was higher than the BPS in higher grade in the 7th textbooks. 3. Observing and problem cognition skill were most dominant in the 6th and 7th science textbooks. 4. The percentages of observing(24.8%), classifying(5.4%), measuring(5.6%), inferring(6.0%) in the BPS and interpreting data(4.4%) in the IPS were increased, but predicting(3.8%), formulating hypothesis(0.5%), controlling variables( 1.8%), transforming data( 1.2%), drawing result(0.8%) and generalization(0.9%) skills were decreased in the 7th. And teaching methods suggested in the curriculum are as follows: the percentages of learning by observation(19.2%) and role play(0.1 %) were decreased, but learning by experiment(6.2%), learning by discussion(2.0%), learning by investigation(4.6%) and creative learning(6,4%) were increased in the 7th than the 6th. In conclusion, it was found that the basic process skills were emphasized in the 7th science textbooks than the 6th and the science process skills in the science textbooks of the 7th curriculum were distributed by the grade level of the elementary children.

A Study on the Implementation of Learning community of Chinese International Students Using Design-Based Convergence Exploration (디자인 기반 융합탐구를 활용한 중국 유학생들의 학습공동체 실행연구)

  • Kim, Mi-hee;Lee, Young-sook
    • Journal of Internet of Things and Convergence
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    • v.8 no.5
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    • pp.85-91
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    • 2022
  • In the IOT social environment, which emphasizes the convergence of science and technology and emotion, this study aims to explore the experience and meaning of the experience while participating in the design convergence class based on the operation of the Learning community of Chinese graduate students majoring in design. To this end, an implementation study was conducted by visualizing various research problems using a design-based inquiry method for 12 graduate students attending T University. The design-oriented convergence class was conducted in a small group with content that was deepened into a visual strategy by the expression technique given by the external environment and the learner's own inner motivation. In order to express the perspective and intention of the research problem in the research, the convergence design research expressed using various visual strategies such as metaphorical use and analysis of visual data in the research process and sensory approach to the research problem was presented in a form that expresses the creative thinking process. As a way of exploration, the teaching method of presenting results based on various experiences suggests changes in new teaching formats, practical knowledge sharing by instructors, and community participation by learning participants.