• Title/Summary/Keyword: Creative Skill

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Online coding skill learning system for Teaching and learning C language (C언어 수업을 위한 온라인 코딩 학습 시스템)

  • Lee, Taemin;Chae, Jeongmin;Jung, Younghee;Park, Kinam;Jung, Soonyoung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.1659-1661
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    • 2015
  • SW중심사회의 창의적 인재를 위한 핵심 역량 중 코딩능력에 대한 중요도가 높아지고 있다. 이러한 능력을 배양하기 위해서 학습자의 지식 형성을 웹 상에서 능동적으로 학습할 수 있는 온라인 코딩교육 시스템이 필요하다. 따라서 본 논문에서는 코딩능력에 대한 효과적인 학습과 효율적인 실습을 위해 자동화된 평가가 가능한 온라인 평가(online judge) 모듈 기반의 온라인 코딩 교육 시스템을 제안한다. 제안 시스템은 대학교의 C 프로그래밍 언어 수업에 적용되었으며, 시스템 상에서 166명이 학생이 46,288번의 코드 작성으로 61개의 실습과제를 수행하였다. 전체 학습자의 59.46%가 제안 시스템을 활용한 코딩 학습으로 학습 능력이 향상되었음을 응답하였다.

Study on Development Process of Furniture Design Class by Applying Role-playing (Role-playing을 적용한 가구 디자인 수업 개발 사례 연구)

  • In, Chi Ho
    • Journal of the Korea Furniture Society
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    • v.27 no.4
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    • pp.280-290
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    • 2016
  • In design education enhancement of design methodology and creativity can be stimulated through taking on several creative roles within an interactive and enjoyable studio course. To overcome blocks to creativity I developed a intermediate course, 'Furniture Design Studio I' at the sophomore advanced level course. Inventive thinking and a sense of aesthetic are the essential element for all studnets to grow as a professional designer. And to develop their creative thinking skill I introduced a system that utilizes each element into a role-playing type of projects. Students will be able to demonstrate their underlying creativity in a more open environment. Instead of stressing to solve a lot of complicate issues, the main focus is to allow freedom of expression and creativity. Role-playing are executed in a design studio environment rather than in a psychodrama situation. There are two different type of role-playing : Inventor and Designist (Designer + Artist). Students will be able to work in groups, incorporate problem solving into their projects and concentrate on more personal creative form developments. Through this process, students will enhance their problem solving abilities and broaden their scope for innovation. Thus increases the student's participation and creativity. Investigating the problems of domestic design education through these sort of special programs and developing systems that enhance creativity based on the results and the process methods.

Study of Educational Values about Woodworking in School (학교 목공 교육의 가치에 대한 소고)

  • Kim, Yong-Ik
    • Journal of the Korea Furniture Society
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    • v.20 no.4
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    • pp.253-261
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    • 2009
  • school. This study was carried out by literature review. Values of woodworking in extrinsic viewpoint were justified as well-balanced development between left brain and right brain, effective improvement of creative problem solving skill, formation of affirmative attitude toward woodworking, and obtaining method to use tools and equipment effectively. Values of woodworking in intrinsic viewpoint were justified as students' instinct liking of woodworking, psychological stability, and implanting self-confidence in students. In addition to these, woodworking has more educational values. Such values should be justified in the following studies.

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Analysis of German Education System and program of Hochschule Pforzheim and Berlin University of Art for Fashion Design Curriculum Model to Develop Creativity (창의성 패션디자인 교육모델 개발을 위한 독일의 교육 시스템 및 포르츠하임 조형대학과 베를린 예술디자인대학 교과과정 분석)

  • Kim, Chil Soon;Yi-Chang, Youngsoo
    • Fashion & Textile Research Journal
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    • v.16 no.5
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    • pp.745-755
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    • 2014
  • The purpose of this study was to observe school education system, higher education, and fashion education in Germany to find a good model for an desirable future education to lead a creative students in Korea, thereby reshaping curriculum. We also analysed the curriculum of the fashion design offered in Hochschule Pforzheim and Berlin University of Art. We used secondary data collection by literature reviews of articles and web sites on the internet. Results of this study are as follows: German school and education system oriented with differentiation even though there are variety of them. Students can select their education system, considering work field and their own life & humanities. Various fashion education institutions were found to have their own education concept to enhance creativity with different system. Our results of analysis of the fashion design program of Hochschule Pforzheim and Berlin University of Art show their creativity education in their curriculums with module basis. Two universities have a differentiate education direction for the same aim to do creative design study and research. We realized that students learn and get the knowledge and apply to the field with a long term internship, communication skill and presentation development courses. Project based modules enable students to be creative, and active human. Strong design basis, and humanities disciplines will support people to creative design works. These two universities offer a good model of program to build up self education drive, academic and practical ways of training, and project based, internship, etc.

Improvement in Creativity Problem Solving based on OTSM-TRIZ for Preschool Students (취학 전 아동을 위한 OTSM-TRIZ 기반의 창의적 문제해결력 신장)

  • Choi, Yun-Hee;Kim, Hun-Hee
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.496-504
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    • 2011
  • The purpose of this study is to inquire the technique of creative problem solving based on OTSM-TRIZ. This is necessary to construct and design the contents that can improve the creative thinking skill for preschool students. So the study contents of this paper are as follows : First, it is to understand the concepts of creative problem solving. Second, it is to examine the theoretical background of OTSM-TRIZ. Third, it is to analysis the educational cases based on OTSM-TRIZ. Particularly, this study investigated Russian educational cases which targeted preschool students. OTSM-TRIZ is problem solving tool that TRIZ had to be transformed into the 'General Theory of Strong Thinking'. At present, this tool is applied on the educational program for thinking creatively at kindergarten, elementary school, middle and high school. And TRIZ is the thinking technique of creative problem solving that can be the tool of inventory solutions by finding and get over the key of contradiction that is necessary to obtain ideal final results of suggested problems.

Training Needs Analysis for Skill Assessor's Competency of Vocational Education Teachers in Korea (직업능력개발 훈련교사의 역량평가사로서의 훈련요구분석)

  • Park, Yong-Ho;Lee, Jin Gu
    • Journal of Practical Engineering Education
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    • v.7 no.2
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    • pp.147-153
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    • 2015
  • The purpose of this research is to analyze training needs for skill assessor's competency of vocational education teachers in Korea. This research was conducted based on Russ-Eft's competency model for skill assessor. Data were gathered from 234 vocational education teachers over the country, and final respondents were 158 males and 73 females. As a result of analysis, reliability for expert (needs score 2.51), establishment for assessment management plan (needs score 2.11), management plan (needs score 2.08), and effective collaboration (needs score 2.07) have high developmental needs. On the other hand, recognition of a variety intention (needs score 1.01), observation of ethical standard (needs score 1.24), and personal relationship (needs score 1.76) have low developmental needs.

Influential Error Factors of Robot Programming Learning on the Problem Solving Skill (로봇 프로그래밍 학습에서 문제해결력에 영향을 미치는 오류요소)

  • Moon, Wae-Shik
    • Journal of The Korean Association of Information Education
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    • v.12 no.2
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    • pp.195-202
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    • 2008
  • The programming learning by using a robot may be one of the most appropriate learning methods for enabling students to experience the creative learning of future society by avoiding the existing stereotyped style educational environment, and understand and improve algorithm which is the basic fundamental of mathematics and science. This study proposed four types of items of errors which may occur during robot programming by elementary school students, and made elementary school students in the fifth and sixth grades learn robot programming after developing the curriculum for the robot programming. Then, the study collected and classified errors that had occurred during the process of learning, and conducted a comparative analysis of computer-based programming language which had been previously studied. This study identified that robot programming in elementary school was shown superior to existing computer-based programming language as a creative learning method and tool through the field experience.

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Analysis of Learning Objectives on Elementary School Biology (초등학교 자연과 생물 영역의 교육 목표 분석)

  • Shim, Kew-Cheol;Lee, Hyun-Uk;Chang, Nam-Kee
    • Journal of The Korean Association For Science Education
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    • v.18 no.4
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    • pp.539-544
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    • 1998
  • The consistency and balance of objectives by objective domains in units, sub-units and instructional units were investigated. The 6th elementary biology curricular teaching guidebooks were analysed. Domains of objectives are cognitive, inquiry process, instrumental skill, creative, affective and STS. Cognitive objectives were most dominant in all units, sub-units and instructional units. But no objective for creative domain were suggested. In unit and sub-unit, proportions of objectives were cognitive, inquiry process, affective, instrumental skill and STS domains in order. Objectives for cognitive and inquiry process domains were more than others in instructional units, Except cognitive and inquiry process domains, objectives for the others were not consistent in all units, sub-units and instructional units. Especially, the percentages of objectives for affective domain decreased in units, sub-units and instructional units orderly. These resulted from teaching objective domains categorized formally, Thus, it is necessary to develope curriculum and textbook to be consistent and balanced with objective domains and reflect upon the characteristics of them.

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Sari Case Design & Strategy Study (목(나전)칠기 사리(舍利)용기의 조형디자인 연구)

  • Kim, Jae-Won
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.192-200
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    • 2009
  • Market in the 21st century innovative products is not the same as marketing traditional products and services. Whether for survival or to sustain market leadership, Design Marketing Strategy is the key in the new era of world competition. Design Strategies are also more critical issues in the future, because most business and firms depend on successful design project. In order to effectively bring creative professional output to market, design leaders who can use design intelligence to shape the future of their organizations and business must evidence marketing strategy technology, creative and managerial skill. Design Management links design and related business activities into a creative and coordinated strategy for creating value and sustainable advantage for the firm. Design education has focused primarily in the training of professional designers within their specific disciplines. But it dose not provide training in the management skills necessary to effectively lead a design project team. Most design colleges do not provide any integrated education in leadership and team building, strategy, finance, marketing or project management. This is the time that Design Management Program should be prepared to provide design students who want to manage design project in creative industry. The program has to be prepared to provide all the business skills and information that design students need to know in an upper-level undergraduate school. The Program's goal is to graduate design leaders able to strategically manage a design project for the challenge of managing in the 21st century.

Development and Validation of a Scale to Measure Engineering Empathy (공학적 공감능력 검사도구 개발 및 타당화 연구)

  • Choi, Sung-Youn;Ma, Eunjeong
    • Journal of Engineering Education Research
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    • v.23 no.5
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    • pp.51-60
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    • 2020
  • The purpose of this study is to develop and validate an Engineering Empathy Instrument. Engineering empathy is defined as the ability that encompasses the following three qualities, a skill to interpret social issues and phenomenon that may occur in the process of interactions between human beings and engineering systems, a practical orientation that enables one to take stakeholders' perspectives to carry out an engineering project, and a professional way of being that acknowledges empathic skills and associated practice orientations. Based on this notion, we develop a scale to measure engineering empathy and have surveyed 429 engineering students. Evidence for the validity and reliability of the scale is presented. In conclusion, we find that engineering empathy can be measured and conceptualized as three domains: a Learnable Skill (ELS), a Practical Orientation (EPO), and a Professional Way (EPW). We also find that sophomores show the highest level of engineering empathy as compared with other graders. While students accumulate technical knowledge, their understanding about engineering in social and interpretational contexts gets weakened. This implies that engineering education necessarily emphasizes the impacts of engineering solutions in interpersonal, societal, technologies, and environmental contexts.