• Title/Summary/Keyword: Design Based Education K-12

Search Result 230, Processing Time 0.025 seconds

A Fundamental Study on K-12 Design Education Emphasizing 'Design Based Education' (초.중등 디자인교육에 대한 기초연구 :‘디자인을 기초로 한 교육’을 중심으로)

  • 권은숙
    • Archives of design research
    • /
    • v.20
    • /
    • pp.87-96
    • /
    • 1997
  • Design education has been developed on the basis of higher education and continuing education for professional designers. This professional education has been regarded as a top priority in order to establish the discipline of design and status of designers in the society for the birth of design as a new discipline. Education of designers, however, should not be limited within the professional education led by higher education system. In order to educate designers having the competitiveness for the 21st century, it is necessary to expand the range of design education from higher education to general education by developing new programs. This paper is designed to investigate the importance and characteristics of 'Design-Based Education' by emphasizing design educational methods which are applied to the general education. As case studies, the current educational situations of England and United States of America are analyzed on the basis of their efforts and children's education programs. This study will provide the fundamental guideline for the development of K-12 design education in Korea.

  • PDF

Education Method for Programming through Physical Computing based on Analog Signaling of Arduino (아두이노 아날로그 신호 기반 피지컬 컴퓨팅을 통한 프로그래밍 교육 방법)

  • Hur, Kyeong;Sohn, Won-Sung
    • Journal of Korea Multimedia Society
    • /
    • v.22 no.12
    • /
    • pp.1481-1490
    • /
    • 2019
  • Arduino makes it easy to connect objects and computers. As a result, programming learning using physical computing has been proposed as an effective alternative to SW training for beginners. In this paper, we propose an Arduino-based physical computing education method that can be applied to basic programming subjects. To this end, we propose a basic programming training method based on Arduino analog signals. Currently, physical computing courses focus on digital control when connecting input sensors and output devices in Arduino. However, the contents of programming education using analog signals of Arduino boards are insufficient. In this paper, we proposed and tested the teaching method used for programming education using low-cost materials used for Arduino analog signal-based computing.

STEAM education cases study analysis using Open Source : Focusing on the use of the Knitting Machine (오픈소스를 활용한 융합인재교육(STEAM) 사례분석 연구 : 니팅기의 활용을 중심으로)

  • Park, Ji-Hoon;Nam, Won-Suk;Jang, Joong-Sik
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.12
    • /
    • pp.199-204
    • /
    • 2019
  • This study was designed to identify the expected effects and implications of STEAM education using open source-based knitwear to be designed as an open source task in the future by analyzing the current status, trends and case studies of domestic and foreign STEAM education using open source widely used in various fields. As a research method, the theoretical examination was conducted based on the literature research, and the current status and trend of STEAM education using open source at home and abroad were investigated and analyzed. As a result, the social interest in STEAM education using open source was confirmed to be increasing, and the education was designed for the purpose of generating interest, self directed learning ability, and creative thinking development, and the positive effects of the education were visible. Based on these implications, the expected effects of using an open source made knitter are presented and the design direction and significance of the STEAM training to be designed in the future are reviewed.

Computational Thinking Framework-based Analysis of Afterschool Scratch Team Project Experiences (컴퓨팅 사고 프레임워크 기반 방과후 스크래치 팀프로젝트 경험의 분석)

  • Choi, Hyungshin;Jeong, Inkee;So, Hyojeong
    • Journal of The Korean Association of Information Education
    • /
    • v.18 no.4
    • /
    • pp.549-558
    • /
    • 2014
  • This study aims to provide suggestions for software education in an afterschool program, deriving from the analysis of student experiences of working on Scratch team projects. This study reports on the implementation of the 12 week afterschool software education program in an elementary school, where students worked in pairs to learn Scratch programming from ideation to design and presentation. For an in-depth study of student-generated artifacts, we selected three groups' Scratch projects and conducted artifact-based interviews to unpack student experiences working on Scratch projects as a group. Adopting the computational thinking framework as an overarching analytical lens, we focused on examining student experiences from three dimensions of computational thinking (CT), namely, CT concepts, CT practices, and CT perspectives. The present study provides both theoretical and practical implications. Firstly, we demonstrate the feasibility of applying the CT framework for assessing student-generated artifacts in design-oriented software education. We also believe that this study provides important suggestions to future software education programs adopting CT as an overarching design and assessment framework.

Qualitative Analysis of the Creative Design Process of Elementary School Students in STEAM Class (STEAM 수업에서 나타난 초등학생의 창의적 설계 과정 질적 분석)

  • Jeon, Jeong-Hee;Shin, Young-Joon
    • Journal of Korean Elementary Science Education
    • /
    • v.37 no.2
    • /
    • pp.93-109
    • /
    • 2018
  • The purpose of this study was to analyze the character of the creative design processes that appear at the creative design stage of the design thinking based on STEAM class and what factors affect the creative design process. Students who served as the subjects of this study were 4 elementary school students. We developed the design thinking based on STEAM program to look more specific the creative design process. The project was conducted with a total of 12 sheets of paper materials. The conclusions of this study are as follows. First, the problem solving process of the design thinking based on STEAM classes is not anticipatory and is cyclical and complex. So, teachers should provide sufficient time for students to create and simulate ideas and accept the solving problems through trial and error. Second, Having presented the STEAM class as a practical problem in the real world, there was less fear of students' failure and heightened motivation and enthusiasm. Providing with the real topic and open questions in classrooms can lead to students' voluntary participation in the classroom. Third, In the design thinking based on STEAM class, students develop concrete ideas through visualization courses. The group of students made the best solutions through communication.

Application development guidelines for the students with developmental disability based on universal design for learning(UDL) (보편적 학습설계 관점에서 발달장애 학생을 위한 앱 개발 가이드라인)

  • Han, Dong-Wook;Kang, Min-Chae
    • Journal of Digital Convergence
    • /
    • v.12 no.10
    • /
    • pp.485-491
    • /
    • 2014
  • The aim of this study is to suggest development guidelines of educational smart application for the students with development disability based on Universal Design for Learning(UDL). The basic guideline set were organized by analyzing UDL studies on different media. The totally 35 preliminary guidelines which consist of 14 items of contents presentation, 12 items of education strategy and 9 items of education engagement were settled through review of smart contents expert developer and professors in special education. Based on the preliminary guideline, a survey was conducted to determine effective guidelines among end users which consist of the teachers who educate students with disability, parents with disabled children and professors in special education major. 3 categories and 20 guidelines are presented by analyzing survey result through excluding items whose importance factor were lower than average of importance.

The Effectiveness of Learning Performance on Supplementary Learning Tool based on Blog using Learner-Centric UI/UX Design in Higher Education (대학교육에서 학습자 중심형 UI/UX 디자인이 적용된 블로그 기반의 보조학습도구가 학습성과에 미치는 영향)

  • Bae, Ji-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.12 no.12
    • /
    • pp.5531-5540
    • /
    • 2011
  • The Learning Models including the design principle about web 2.0 use in education has been recently presented. In types of web 2.0 tools, blogs are the best tool that reflected the trends of web 2.0 and these are able to share a lot of information and contents. To invent new learning methods involving web 2.0, this study aims to get the results about effectiveness of learning performance on a supplementary learning tool based on blog using learner-centric UI/UX design in higher education. As a study tool, installation-type blog that can be designed as user-centric system is applied to experimental environment. This study presents the conclusion that supplementary learning tool based on blog using learner-centric UI/UX design influences on learning achievement and learning flow through the analysis of questionnaire results of learners, learning evaluation score of learners and assignments evaluation score of learners.

Design and Implementation of Educational Activity Based Groupware for Elementary School (초등학교 교육활동 기반 그룹웨어의 설계 및 구현)

  • Kim, Yung-Sik;Kim, Young-Bok;Yoo, Seon-Tack
    • Journal of The Korean Association of Information Education
    • /
    • v.4 no.1
    • /
    • pp.12-23
    • /
    • 2000
  • Education using the internet, such as a virtual school and distance education, has been limited to the studies of content and method in learning, It has been less studied to make advantage of internet with regard to school administration, teachers' research, and efficient communication within a school. Therefore, it is suggested to implement groupware which can be used in a school environment. For this purpose, this study attempts to design and implement groupware on that purpose. The main content consists of 7 areas: introduction of the school(including children's room), notice room, working room, room for educational materials, individual information, parents' room, internet journey. The basic tool for a groupware is implemented on Windows NT 4.0 Server and subsequent IIS 2.0. DB management based on SQL Server 6.5 makes it enable to manage various information.

  • PDF

The Effect of a Design Thinking-based Maker Education Program on the Creative Problem Solving Ability of Elementary School Students (디자인 사고 기반 메이커 교육 프로그램이 초등학생의 창의적 문제해결력에 미치는 영향)

  • Lee, Seungchul;Kim, Taeyoung;Kim, Jinsoo;Kang, Seongjoo;Yoon, Jihyun
    • Journal of The Korean Association of Information Education
    • /
    • v.23 no.1
    • /
    • pp.73-84
    • /
    • 2019
  • Maker movement is emerging as one of the key areas of the fourth industrial revolution in recent years. The maker movement is to create and share what users need using a variety of inexpensive production tools such as open source software and hardware, 3D printers and laser cutters. We think that the effect would be enhanced if design thinking is applied to elementary and middle school (K-12) class. The purpose of this study is to develop a design thinking-based maker education program and to apply it to classroom for clarify the effect on the creative problem solving ability of elementary school students. In order to verify the purpose of the research, students in the 5th-6th grades of elementary school were divided into a controlled group and an experimental group. The general lecture maker class was applied in the controlled group, and our developed design thinking-based maker class was simultaneously applied in the experimental group. The creative problem solving ability test was conducted before and after the test, and its effectiveness was verified using statistical t-test. In conclusion, this study suggests that design thinking-based maker education program has a positive effect on elementary school students' creative problem solving ability.