• 제목/요약/키워드: Design Education Methods

검색결과 2,024건 처리시간 0.026초

The Practical Research of Mixed Reality for Photographic Darkroom Education

  • Li, Wei;Cho, Dong-Min
    • 한국멀티미디어학회논문지
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    • 제24권1호
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    • pp.155-165
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    • 2021
  • With the continuous development and progress of science and technology, the field of mixed reality applications has involved scientific research, medicine, entertainment, education, information dissemination, and people's daily lives; This paper will focus on the application of mixed reality in the field of education and teaching, relying on the characteristics of mixed reality technology. This article will use the combination of mixed reality and smart glasses to fully consider the characteristics of photography darkroom teaching, design and produce a mixed reality photography darkroom teaching software, and explore the feasibility of the application of mixed reality in teaching. This paper will use literature research methods, practical research methods, and survey methods as the main methods of research topics to determine the importance, feasibility, and necessity of the relevant theories studied in this paper. The application of mixed reality technology in photography darkroom teaching can not only solve many problems in the existing darkroom teaching methods, but also develop and expand students' Independent learning ability. It is concluded from this that mixed reality teaching software has the feasibility of sustainable development, which brings particular application value to the development and research of other education and art discipline software.

Design Principles for Learning Environment based on STEAM Education

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • 제9권3호
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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.

공학설계 교과목에서 교수-학습 방법에 따른 학습성과 분석 사례 (Case Analysis of Program Outcomes Depending on Teaching Methods in Engineering Design Course)

  • 김인숙;강태욱
    • 공학교육연구
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    • 제19권2호
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    • pp.8-13
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    • 2016
  • This paper is concerned with the development case of CEA(Course-Embedded Assessment) design tool for engineering education accreditation operations department for CEA system implemented. Each university or programs are already devoting efforts to build research and CEA system for CEA applied to. In order to effectively apply the CEA studies for each program it is required and particularly, the preferred way to build an operating system is considered a difficult situation of the course unit. Therefore, this case study and to propose a method and procedures required to assessment the design basis for curriculum and program assessment unit in terms of the applicability of CEA, proposes a virtual application results. The information proposed in this case study is determined that could be used in the design for the outcomes and assessment of a variety of programs as one of the steps to build the CEA systems.

Design Guidelines of Convergent Education Environment Based on Design Thinking through STEAM Theory

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.56-63
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    • 2023
  • I proposed the architectural guideline for educational environment based on design thinking approach to integrate and enhance learners' activities and achievements. The physical environment of design education learning space should be applied by teaching methods and learning activities, especially for STEAM-based convergent education, the architectural space conditions should support the design process based on design thinking. The learning environment conditions influence design education with physical design factors and learners' communication, and the flexible environment based on design thinking, which is crucial for design education. The 3 steps of design thinking experiences also allow students to learn the context of ideas, skills and outcomes. Therefore, I argued that the learning surrounding based on design thinking needs flexible and mobile, connected, integrated, organized, and team-focused environments to support learners' understanding, participation, and collaboration, and to achieve the design process based on research findings. For spaces for convergent learning environments based on design thinking, common design principles should be reviewed, such as coexistence with technology, safety and security, transparency and spatial extension, multi-purpose space and outdoor learning.

학습 양식 기반의 프로그래밍 교수 전략과 방법 연구 (Study of Teaching Strategies and Methods of Programming Education based on the Learning Style)

  • 최현종
    • 컴퓨터교육학회논문지
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    • 제15권1호
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    • pp.13-21
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    • 2012
  • 이 연구는 학생이 선호하는 학습 전략과 방법이 있다는 학습 양식을 전제로 교사가 수업에 적용할 수 있는 학습 양식에 따른 프로그래밍 교수 전략과 방법을 제안한다. 관련 연구들은 대부분 학습 양식집단이 특정 능력에 차이가 있음을 증명하는 연구들이기 때문에 교사가 수업을 설계하거나 실현할 때, 연구의 결과가 큰 도움을 주지 못한다. 따라서 실제 수업을 설계하고 실현할 때 도움을 주기 위한 교수전략과 방법에 대한 연구가 필요하다. 이에 컴퓨터 교육 전문가들로 구성된 전문가 설문을 통해 연구된 학습 양식에 따른 프로그래밍 교수 전략과 방법을 제안한다. 제안된 교수 전략과 방법의 유용성을 확인하기 위해 실험 집단을 구성하여 실제 프로그래밍 교육을 설계하여 실현하였다. 수업을 마친 후 성취도 평가를 실시하여, 그 결과 차이를 학습 양식 집단별로 검증하였다. 이 연구의 실험자의 수가 적고 적용기간이 짧다는 제한점이 있지만, 앞으로의 학습 양식에 기반한 교수 전략과 방법 연구에 좋은 사례 연구가 될 것이다.

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디자인 체험전시관의 전시공간구성 및 연출에 관한 연구 - 어린이 체험관의 아이템 선정과 대안제시 - (A Study on Space Plan and Production for the Design Exploratorium - The Selection of Items and the Presentation of Alternative Plans in a Children′s Design Exploratorium -)

  • 고도재;임채진
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2003년도 춘계학술발표대회 논문집
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    • pp.104-111
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    • 2003
  • Today, design is considered to have competitive power for a county, so there has been various efforts such as education, publicity and development, etc. Design has long been a national material, and Korea Institute of Design Promotion(KIDP) was inaugurated for the purpose of education, publicity, development and the management, public ownership, support of the contents. Laying stress on the results, however, the design education for children which would be the heart of a world design power is short of both investment and systematic study of education. Now that the design education for children is being active, the cultural spaces are needed to transform the current system focused on schooling and textbooks into the participating, experiential ones by the interesting, educational, and entertaining presentation. The children design exploratorium should make children have their own feelings, and present communicative methods considering children's cognition and behaviors. So, in this study, I'd like to analyze characteristics of the participating and experiential exhibition, and present a children design exploratorium as an alternative plan by the application of adequate methods to the exhibition medium, and the analysis of current exploratoriums' features case by case. The children design exploratorium is the place to maximize the educational effect of design by children's easier and exciting participation, which would offer an unique exhibition place for children to comprehend designs. In this study, on the basis of the alternative presentation of children design exploratoriums, I would refer to the future direction of the 21st century pavilions, the search for the exhibition items for active design education, and the contribution to practical plans.

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

  • 권은숙
    • 디자인학연구
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    • 제20권
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    • pp.87-96
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    • 1997
  • 현재까지 디자인 교육은 대학생을 위한 고등교육(Higher Education)과 실무 디자이너를 대상으로 한 재교육 프로그램을 중심으로 발전되어왔다. 이는 디자인 학문의 태동기에 학문의 정립과 디자이너로서의 사회적 위치를 확고히 하기 위하여 실행되어져야 할 우선 과제였다. 그러나 디자이너의 육성은 고등교육기관이 주도하는 전문교육에 국한될 문제가 아니다. 21세기의 경쟁력 있는 디자이너를 교육하기 위하 여는 현재까지 진행되어왔던 고등교육의 발전 뿐 아니라, 초. 중등 교과과정 속에서의 디자인 교육프로그램을 개발하여 디자인의 조기교육으로까지 디자인교육의 범위를 확대시킬 필요가 있다. 본 연구에서는 일반교육에서 활용되어질 수 있는 디자인 교육방법의 연구를 중심으로,‘디자인을 기초 로한 교육’의 특성과 중요성을 고찰하고, 사례연구로서 영국과 미국의 디자인 교육현황을 역사적, 프로그램의 특성별로 분석하였다. 이는 국내에서 확대되고 있는 디자인의 학문적 위상과 중요성에 맞추어, 초. 중등학교의 디자인 교육프로그램 개발을 위한 기초적 틀을 마련한 것이다.

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

  • 구진희;황영미
    • 공학교육연구
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    • 제24권1호
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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.