• Title/Summary/Keyword: Design Education

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Developing a Customized Education System in University : Application of Modular Design Concept (대학의 맞춤 교육 지원시스템 설계에 대한 연구 : 모듈러설계 개념의 적용)

  • Cho, Sung-Eui
    • Journal of Information Technology Services
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    • v.8 no.3
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    • pp.35-49
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    • 2009
  • This study presents a new design method of courses and programs for interdisciplinary or customized education in university organizations. The concept of modular design in manufacturing industry is employed for the development of new courses and programs design in university education. Diverse customization methods in service processes or service delivery channels in education are excluded in this study to focus on the research purposes. The results of this study can contribute to the development of a new education system for customized or interdisciplinary education in universities.

A Study on Design Education in Primary School -With Emphasis on Analysing the Present Condition of Design Education in Korean Primary School- (초등학교 디자인 교육에 관한 연구 -국내 디자인 교육의 현황 분석을 중심으로-)

  • 김혜숙;권은숙
    • Archives of design research
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    • v.12 no.4
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    • pp.191-200
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    • 1999
  • Improving the design ability of idea developing and creative problem solving should be started from the primary school. Design education in the primary school should be not education for design but education by design. It helps students can naturally understand the basic concept of design and experience the process of activities. Therefore primary educational circle use the term of 'Design-related activities', or 'Design-Based Education'. It can be applied to variable themes of mathematics, science, music, society as well as Art. On the Basis of these literature review, the traditional design education as a part of the art education is analyzed in two aspects of its contents and behaviors. The contents in design education involve aesthetic·symbolic, useful·functional, and scientific·technological area. And, the basic design behaviors are classified with 'know', 'perceive', 'inquire', and so on. This concept becomes the analytic frame of the present condition of design education in Korean primary school. Through the analysis, it is found that the portion of scientific·technological area in contents and 'inquire' related behaviors are relatively very low. Also, the planning and teaching methods for leading children's opportunity of creative expression are found inadequate. This study proposes the potential capability and the integrative contents of design education in primary school.

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Participatory Fashion Design Education Program based on RP-ISD Model (RP-ISD모델을 활용한 참여적 패션디자인 교육프로그램 개발)

  • Lee, Jee Hyun;Ahn, Ji Won;Kim, Ji Eun;Kho, Jeong Min
    • Journal of the Korean Society of Costume
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    • v.66 no.1
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    • pp.73-89
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    • 2016
  • This study aimed to develop an education program for fashion design that can deliver knowledge and techniques to enhance the capability of participatory fashion designers. The framework for education program was established based on the RP (Rapid Prototype) model, and the developing process of education program was structured and systemized. As a result, this study proposed the circulated RP-ISD model, which is designed to revise and complement the educational objectives, strategy and evaluation tool by iterative prototype, and purposed to be consistent in carrying out the instructional systems design. Furthermore, the systematic developing process and the assessment criteria of design education program for ten weeks was proposed. This result could be used as a base study of participatory fashion design and contribute to systemization of education programs in design field. Furthermore, it could foster the possibility of an alternative education model in fashion design.

A Study on Engineering Design Report Writing Education Using Critical Thinking (비판적 사고를 적용한 공학설계 보고서 쓰기 교육 연구)

  • Ku, Jin-Hee;Hwang, Young-mee
    • Journal of Engineering Education Research
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    • v.24 no.1
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    • pp.53-61
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    • 2021
  • Critical thinking ability based on a sound sense of logic is essential for analyzing a given engineering design problem and assessing it to arrive at the most plausible conclusion. Engineering design classes require students to organize their engineering design experiences through reports, and engineering design reports require detailed specifications of their tasks at each stage. Given the nature of these curriculums, design classes provide writing courses focusing on science and engineering within specialized fields, but there still lies many obstacles for communication education that embraces both general education and major subjects. This study proposes a specified step-by-step writing model for engineering design reports that encompasses critical thinking for the objective of systemizing design experiences from engineering design report writing. For the purpose of the study, the concepts and relationship between critical thinking and creative problem solving have been examined, followed by a proposal of application methods for critical thinking criteria and elements from a case example on engineering design. Furthermore, the study proposes a critical thinking-based assessment rubric for logical decision making at each stage of engineering design as well as a resulting model for engineering design report writing.

Design Principles for Learning Environment based on STEAM Education

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.55-61
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    • 2021
  • In this study, a learning environment based on STEAM theory was proposed to support and improve learners' activities and achievements for convergent design education. The learning environment design influence STEAM education with intentional design and schedule coordination, schools can create informal environments that are crucial to STEAM education. The physical surroundings of the learning space should be applied to teaching methods and learning activity, especially for STEAM-based education, physical space conditions should support the learner's design thinking and process. Furthermore, STEAM-based education environment should support a vast array of experiences that allow students to learn the context around ideas and skills. For spaces for learning environment based on STEAM, common design principles should be considered such as technology integration, safety and security, transparency, multipurpose space, and outdoor learning. Therefore, the learning environment based on STEAM needs flexible and mobile, connected, integrated, organized, flipped, and team-focused surroundings to support the learners understand, participate, cooperate, and accomplish the design process.