• Title/Summary/Keyword: Design Education Methods

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The Practical Research of Mixed Reality for Photographic Darkroom Education

  • Li, Wei;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.24 no.1
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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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    • 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.

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

  • Kim, In-sook;Kang, Tae-wook
    • Journal of Engineering Education Research
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    • v.19 no.2
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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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    • v.11 no.2
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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.

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

  • Choe, Hyun-Jong
    • The Journal of Korean Association of Computer Education
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    • v.15 no.1
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    • pp.13-21
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    • 2012
  • In this paper I present the teaching strategies and methods of programming education based on the learning style which teachers can apply it to their class on condition that learning style can classify their students' preferences about learning strategies and methods. Recent related researches that prove the differences about student's specific abilities based on their learning styles could never help teachers design and do their teaching of programming in the class. Therefore this study about teaching strategies and methods of programming education will be necessarily. I propose the teaching strategies and methods of programming education based on the learning styles as a results of questionnaire to some professors of computer science education in university. Then, I design and do programming education in the experimental class in order to verify the availability of the proposed teaching strategies and methods. After teaching in class, I evaluate the statistical results of students' achievement test of programming. This study has some restrictions about small number of class and periods of teaching programming, but it will be a good case study about teaching strategies and methods of programming education based on the learning style.

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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 - (디자인 체험전시관의 전시공간구성 및 연출에 관한 연구 - 어린이 체험관의 아이템 선정과 대안제시 -)

  • 고도재;임채진
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2003.05a
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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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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
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    • v.20
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    • pp.87-96
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    • 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.

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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.