• Title/Summary/Keyword: Design Education Methods

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Aesthetic Education of Young People As a Necessary Condition for Cultural Development of the Individual in Modern Conditions of the Information Society

  • Shevtsova, Olena;Tiutiunnyk, Mariia;Bosyi, Oleksandr;Zharovska, Olena;Patsaliuk, Iryna;Bielikova, Valentyna;Kuchai, Tetiana
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.207-213
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    • 2022
  • The article reveals the problems of aesthetic education of young people as a necessary condition for the cultural development of the individual in the modern conditions of the information society. Aesthetic education should contribute to the formation of a creatively active personality. The basis of aesthetic education of young people in the modern conditions of the information society is the core of artistic culture - art as a unique form of public consciousness that contributes to the spiritual development and improvement of the inner world of a person. The main tasks of aesthetic education are highlighted. It is focused on the formation of aesthetic consciousness and aesthetic behavior of the individual. The formation of true aesthetic and spiritual values of students is impossible without a deep awareness of the national foundations of culture, which combines science (including technology), education, art, morality, way of life and worldview, and most importantly its information component - information culture. The effectiveness of aesthetic education of students largely depends on the skillful use of various methods and means by teachers. Aesthetic education of students involves a qualitative change in the level of their aesthetic culture in the modern conditions of the information society. In the era of information and computer technologies, the main Institute for aesthetic education of young people, as a necessary condition for the cultural development of the individual, is mass media. Television stands out especially because it has several information series (audio and video sequence), multiplied by the efficiency of providing information that increases several times compared to paper media, which allows you to report directly during the event.

A Study on the Possibility of Applying Blended teaming to Design Education - Focused on the survey of learners′ satisfaction - (디자인교육에서 혼합형 수업(Blended learning) 적용 가능성 - 학습자 만족도 조사를 중심으로 -)

  • 백수희
    • Archives of design research
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    • v.16 no.4
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    • pp.443-452
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    • 2003
  • This study is to find out the possibility of applying the Blended Learning which combines the advantage of face-to-face classroom instruction and e-Learning to design education. This Blended Loaming Model has five steps such as 'prepare, teach, show, interact, and collaborate'. It is designed by the learning decision points (performance outcomes, content stability and structure, audience size, and so on) and the characteristics of delivery methods(asynchronous, synchronous). This research is based on the learners' satisfaction data of each step. The number of the participants is 27 and a questionnaire with 21 items is administered. Ten items of them are designed with 5-point Likert scales and the rest of them ask learners describe the reason of their selection. The result show that learners are satisfied with the blended learning than the off-line classroom. It is expected that the blended learning can be a substitute of the off-line classroom for the effectiveness of design education.

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Analyzing in-service primary and secondary teacher's experience on development of instructional media with Scratch: Based on the ASSURE model (초·중등 현직 교원의 스크래치 활용 교수자료 개발에 대한 경험 분석: ASSURE 모형 기반)

  • Cha, Hyeon-Jin;Lee, Gyeong-Suk
    • Journal of The Korean Association of Information Education
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    • v.24 no.4
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    • pp.265-278
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    • 2020
  • The purpose of this study is to analyze the experience of the process of developing instructional media by using Scratch for in-service teachers, after they participated in programming education with Scratch conducted as part of teaching methods using ICT. In particular, this study aimed to explore in-service teachers' thoughts and experiences of the objectives and methods integrated the programming education into their subjects creatively and convergently. To achieve the objective, they conducted an instructional design in accordance with their subject's learning goals and methods on the framework of the ASSURE model. Then, they conducted a project to develop instructional media with Scratch as part of the instructional design. 10 in-service teachers who attends the Graduate School of Education at K University in the second semester of 2019 were participated in this study. As a result, teachers showed positive expectation that the use of media developed by Scratch could bring significant results to attract students' interest and promote students' participation to lead learner-centered classes. This study has implications for future direction on programming education for professional development programs of prospective teachers as well as in-service teachers.

A Study on the Assessment of Program Outcomes Based on Capstone Design Course (캡스톤디자인 교과목 기반의 프로그램 학습성과 평가 연구)

  • Lee, Hee-Won;Kim, Sung-Hwan;Park, Keun;Kim, Jung-Yup
    • Journal of Engineering Education Research
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    • v.13 no.6
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    • pp.143-151
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    • 2010
  • This paper presents a case study on the assessment of program outcomes using the capstone design course based on 16-year management experience and improvements of the school of mechanical design and automation engineering in the seoul national university of science and technology. First, the program outcomes related with the capstone design course are introduced, and the assessment methods and items are described. Based on them, the assessment results in 2008 were obtained and a strategy to improve the results were built after analyzation. As for the strategy, we revealed the assessment items and good examples in an internet web site in advance. As a result, we were able to obtain about 3.3% improved assessment results in 2009. Finally, the validity, efficiency, internal stability, and sustainability of the assessment of the program outcomes using the capstone design course are addressed in terms of a notion of the course-embedded assessment.

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Creative Problem Solving Process using TRIZ Contradiction Analysis (트리즈의 모순분석을 활용한 창의적 문제해결 실습과정)

  • Kim, Taioun
    • Journal of Engineering Education Research
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    • v.18 no.3
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    • pp.39-45
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    • 2015
  • Many methods have been suggested for a creative problem solving approach. TRIZ approach is ranked top in its practical application because it is originated from the real patent analysis. This approach is assumed to be generic which can be applied to any types of problems regardless of problem type and its domain. The objective of this study is to propose a creative problem solving approach using TRIZ's contradiction analysis, then introduce a case study of applying this approach to a creative design coursework. Main topic covers a creative problem solving approach, a problem definition using TRIZ contradiction analysis, finding invention principles, and problem solving from the generic approach. For the course project, Roborobo tool is adopted to implement the design concept. This coursework helps students finding a general problem solving approach, and applying a generic solution for their specific problem domain.

A Study on Jet Engine Noise Analysis and Reduction for a Capstone Design Project (캡스톤 디자인 프로젝트 수행을 통한 제트엔진 소음특성 파악 및 저감 방안 연구)

  • Kim, Sitae;Kim, Hyuksoo;Cho, Minhyuk
    • Journal of Engineering Education Research
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    • v.27 no.4
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    • pp.21-27
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    • 2024
  • This study introduces a series of processes aimed at understanding the noise characteristics generated by jet engines and devising measures to mitigate them through interdisciplinary capstone design projects. During the project execution, educational methods were applied to foster 4Cs (creativity, communication, collaboration, critical thinking) competencies. Project objectives were set through team discussions, and individual team members were assigned primary roles to act as subgroup leaders. As a result, the project was executed as follows: combustion tests were conducted using an SR-30 turbojet engine to generate noise, and the locations and characteristics of the noise sources were identified using beamforming techniques and frequency analysis applied to a 30-microphone array. Additionally, chevron nozzles were designed and fabricated to confirm their noise reduction performance.

A study on the development of living products using heat and color conversion treated woods (디자인 스튜디오 교육을 위한 CALM 시스템 개발에 관한 연구 -가구디자인 교육을 위한 시청각 기자재 디자인을 중심으로-)

  • In, Chi-Ho
    • Journal of the Korea Furniture Society
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    • v.20 no.5
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    • pp.467-479
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    • 2009
  • The high-tech computer technology developments have greatly affected the area of design education. Starting from the mid 80s, innovations in visual presentation methods have heightened with 2D computer graphic programs, CAD & 3D modeling, and Rapid Prototype that allows dimensional generation. The specialty and quality in design studio education have advanced due to the development in presentation methods such as Power Point and Keynote. But there are many problems with the current method of presenting the visual outcome in a data format using beam projectors, which is a vertical presenting method compared to the old studio study method of conducting discussions and reviews based on the substantial outcome. The essence of studio study that allows for comparisons and analysis by horizontally opening up the various work outcomes is being offset. Also the requirement for manual idea sketching work that plays an important role in the initial design phase continuing to decrease due to the digital working process dependence and cumbersome procedures in the presentation. In order to resolve this problem, the CALM system (Class Applied LCD Modular System) has been developed that replaces the method of attaching the sketches or renderings on the wall with a digital multi-display system. In a nutshell, individuals will upload the outcomes online and display them on the CALM system studio that is composed of 32 LCD (Columns: 4 $\times$ Rows: 8) monitors that are 19 inches in size so that various personnel can openly study the design outcomes. Also the central 42 inch PDP monitor that offers touch pad capability allows each design outcome to be described and examined by expanding. The concept phase of this development process has elevated to the production of an operating prototype that is being reviewed of its practicality. It is considered that the development of this system will decrease the extreme tendency of depending on digital operation but achieve revitalization of a more realistic and opened studio study environment compared to the individual consulting method of the old study approach.

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A Study of Process of Establishing Fashion Business (패션상품 창업 체험교육 프로세스에 관한 연구)

  • Lee, Byoung-Hwa
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.3
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    • pp.177-193
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    • 2012
  • The purpose of this study is making a contribution to expand course of employment precluding students from fear and perception of danger related to establishing fashion business and improving self-confidence with practical businesses through an education experiencing in establishing fashion business with united both theory and practice. In this study, A Merchandise-Process consisting of researching, merchandising, marketing, selling has been applied after selection of fashion items by 4 groups of applicants. As a result, the result of these applicants's reaction has shown that most of them has improved self-confidence and felt a sense of accomplishment about practical businesses. The Applicant has experienced the market situation, realized reality of the business and formed human relationships with many people through the marketing. In conclusion, experience of applicants has shown that practical education is important because it was providing applicants with self-confidence of establishing fashion business, importance of teamwork and a sense of accomplishment about making a profit. Therefore, converting theoretical education to practical education is needed. A limitation of this study is that the detailed part of merchandising was omitted because the whole course of merchandising should be accomplished within a semester. To develop this study, detailed proceeding methods divided by one process is required.

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Educational Effects of an Instructional Model for Engineering-Centered Convergence Project (공학중심의 융합프로젝트 교수학습모형의 교육적 효과)

  • Choi, Ji Eun;Jin, Sung-Hee;Kim, Hale
    • Journal of Engineering Education Research
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    • v.21 no.1
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    • pp.3-13
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    • 2018
  • The purpose of this study is to propose a teaching and learning model that can effectively manage convergence education, which is one of the concerns of university education, at the level of course. The pre-collaborative instructional design stage is to prepare the operation of the convergence project course. It shares the common goal and establishes a team of relevant professors to set up the actual convergence project topic and establishes cooperation relationships with industry or community as needed. In the convergence project activity, students will be able to understand the learning objectives, learning activities, evaluation methods, and explain the subject of the convergence project by proceeding with the whole orientation. Students organize teams of interest and conduct learning and design activities on convergence technologies and present their results. In the educational improvement activities, professors will share the lesson process and results and discuss improvements through the improvement seminar. As a result of analyzing the effectiveness of the proposed convergence project based teaching and learning model, the convergence project experience has improved the cooperative self - efficacy for the learners and the results were confirmed that students perceived to achieve the expected learning goal and satisfied with their experience.

The Effect of Education Program by Illness on Perception of Illness and Knowledge of Medication in Psychiatric Inpatients (질환별 교육프로그램이 정신질환자의 질병인식 및 약물지식에 미치는 효과)

  • Jun, Won-Hee;Park, Jeong-Soon;Jeong, An-Soon
    • Journal of East-West Nursing Research
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    • v.17 no.2
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    • pp.110-116
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    • 2011
  • Purpose: This study aimed to examine the effects of education program by illness on perception of illness and knowledge of medication in psychiatric inpatients. Methods: The research design was a non-equivalent and non-synchronized control group design. For this research, a total of 50 subjects was selected at a psychiatric unit of C university hospital in U-city. The experimental group consisted of 24 subjects and they received education program by illness 1 session per a week for 4 weeks. The remaining 26 subjects were assigned to the control group and they received standard services except the education program by illness. In data analysis, SPSS/WIN 15.0 program was used. Results: The experimental group significantly improved compared to the control group in perception of illness and knowledge of medication. Conclusion: This study results suggest that education program by illness could be effective to improve perception of illness and knowledge of medication in psychiatric inpatients.