• Title/Summary/Keyword: Design Education Methods

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A Research Review on Major Variables in PBL Designs of Engineering Courses

  • JIN, Sung-Hee;KIM, Tae-Hyun
    • Educational Technology International
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    • v.14 no.2
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    • pp.137-166
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    • 2013
  • Problem-based learning (PBL) in engineering education has been implemented in various ways. The wide range of PBL methods sometimes creates difficulties in implementing PBL. The purpose of this study was to identify the major variables that a teacher considers in PBL designs for an engineering course and suggest specific PBL methods according to the PBL design variables. This study was conducted using a review research method involving 21 studies from a range of engineering education fields. The results showed that the major variables that engineering professors need to consider when applying PBL are the authenticity of the PBL problem and the method of providing knowledge or information that the learners must know to solve the given problem. Based on the two variables identified, the following four types of PBL methods for engineering education are suggested: 1) lecture-based problem, 2) guided problem-based learning, 3) problem-based learning and 4) co-op problem-based learning.

A study on the Application of Teaching and Learning Theory to Military School Education (교수·학습이론의 군 학교교육 적용에 관한 연구)

  • Lee, Deug-Woon
    • Journal of National Security and Military Science
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    • s.15
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    • pp.87-116
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    • 2018
  • This study is a study on applying the teaching-learning theory of education to military school education. For the purpose, the theories of constructivist, cognitive, and behavioral theories of teaching-learning theory are reviewed and applied to military school education. The application of teaching-learning theory to military school education suggested the application of constructivist, cognitive, and behavioral education methods to each core curriculum and OBC curriculum. In addition, Gagne's 9th instructional design model of teaching and learning theory was applied in school education design. Applying the teaching-learning theory of education to military, discussion of situation education is constructivist education method, L&T education is cognitive education method, mastery education is behavioral education method, teaching principle, applicable education method. Based on the teaching-learning theory presented in this study, it is expected that the design of military school education and the application of education method will achieve the goal of more effective military school education.

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Study on running practices of introductory design for engineering education (based on an example of Hanbat National University) (공학교육 입문설계의 운영사례 연구 (한밭대학교 중심으로))

  • Yun, Rin
    • Journal of Engineering Education Research
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    • v.19 no.4
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    • pp.83-88
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    • 2016
  • In this paper, we surveyed from students and professors of Hanbat National University to examine the current state of running the introductory engineering design and to derive the direction of future improvements of the subject. A total of 783 students from nine departments and 12 professors who are in charge of the introductory engineering design participated in the present questionnaire evaluation. Outcome categories of the interest in their major and the learning of design theory appears relatively lower than other learning outcomes of the introductory engineering design course. Accordingly, it is determined that the theoretical aspects of designing should be emphasized in performing a team project. The design process, writing and presentation ability, teamwork theory are dealt in more than 70% of the departments, but engineering ethics, patent, visualization education had not been addressed in a number of departments due to their department characteristics. While a lesson outcome of the creativity resulted in the largest for the students, most of the professor feel difficult in increasing the creativity. It is urgent to develope of teaching methods in order to promote the creativity in the introductory engineering design course.

A Basic Research on the Method for Applying Mapping Technique to Basic Design Education (기초디자인 교육에 있어서 매핑기법의 활용 방법에 관한 기초연구)

  • Prak, Eung-Bum;Hong, Jung-Pyo
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2007.05a
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    • pp.67-69
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    • 2007
  • Customary way of thinking may be the most major stumbling block to creative thinking in basic design education in the information and network era. The basic design education was used to be based on personal experience or subjective ideas, but these days, the role of divergent thinking and convergent thinking which provide the basis of creative techniques has been closely examined. Going beyond a divergent thinking and directly starting a convergent thinking means bypassing the design process of the existing basic design education. Though preceding studies considered various creative techniques apart from divergent thinking and convergent thinking, this study presumed that complementing the most typical methods of divergent thinking and convergent thinking may result in the same basic design education effect. So, what approach must be used to the design? The way of thinking needs to change. For that, we try to apply the mapping to basic design education. It must encompass interactive thinking which includes immaterial elements and communication. Divergent thinking can begin with the accurate understanding of current state, and the created current state resolves the design process that needs to be a certain thing. The purpose of this study was to present the method for applying the mapping techniques to basic design education based on divergent and convergent thinking which provides the basis of creative ideas.

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A Study of the Satisfaction with the operation of design courses-Based on PJBL(Project Based Learning) - An analysis of a University of Applied Sciences in China -

  • WANG LEI;Choi Wonjae
    • Smart Media Journal
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    • v.12 no.5
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    • pp.88-101
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    • 2023
  • As the definition and role of design changes over time with the times and society, design education needs to update teaching methods to match it. The course design in this study began with an optimisation of the learning model based on previous research and analysis, followed by in-depth interviews, the application of the interview results to the final curriculum design, and finally a questionnaire to verify the positive effects of this teaching model. This teaching model has been applied to teach a pilot class in a university of applied sciences in China. The main characteristics of the course design are Project-Based Learning (PJBL) oriented, team cooperation centric, and an educational model developed based on peer assessment. In every stage of the UI design course, realistic project simulations are adopted, enhancing students' abilities through practical experience, teamwork, and peer assessment. The innovation lies in validating the effectiveness and advantages of this model at every stage of the UI design course, innovating existing teaching methods, optimizing learning models, and combining practice with evaluation. This research found that a project-oriented team course design based on PJBL has a high degree of effectiveness and relevance in each stage of the UI design course, significantly improving students' overall competence. It is expected that the results of this study can be applied in various ways to the course design of the courses that similar to design majors.

A Comparative Analysis of Design Methods for Educational Games (교육용 게임디자인 방법들의 비교분석)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.25-35
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    • 2010
  • The generation who have had experienced computer games while growing up, are called game generation. The game generation has quite different styles of thinking and behavior from other generations. But present education methods for the game generation are not basically different from the education methods for other generations. Prensky argued that digital game-based learning is one of the few ways to meet the needs of the information age for the game generation. In this paper, we analyze the suitability of 4 design methods for educational games in comparison which were selected by the literatures survey. The suitability analysis was performed on the overall design method, the game design method, the education design method, the explicit of the design method, and the pros and cons. We suggest research topics on design methods for educational games which are needed to research in the future, based on the analyzed results.

A Study on the Innovation of Course Contents and Instruction of Basic Design in Interior Design Education (실내디자인 교육에서의 기초디자인의 교육내용 및 교육방법 개선에 관한 연구)

  • Han, Young-Ho;Kim, Dong-Young
    • Korean Institute of Interior Design Journal
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    • no.3
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    • pp.46-57
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    • 1994
  • Today, it is a fact that interior design plays a very important role as much as architecture on contributing to our society as a rising new professional field. On the other hand, our interior design education is still in immagture stage unlike the graudal development of the mood of interior design line , If the interior design field has any educational value to invest to be noticed as an environmental design that creates the human environment. There are great deal of meanings to indicate the direction for better education after recognizing the manu different problems on presently offering interior design education. Therefore, the objectives of this study is , after establishing the innovative methods of education and course contents of the four year interior design program, to produce the interior designers of manifold abilities, who is able to fit well in the professional practice, in order to materialize the settlement of interior design education which will be the key point in our circumstances, which has ow social recognition toward interior design. There were four phases in this study. First was to gather and to analyze information from printed materials, such as curriculum and catalog from each institution. Secondly, we had collected existing previous studies in all interior design area in order to sude as references. Thirdly, we have managed to suggest ideal improvement for better basic design program in the area of interior design education after the arranging and analyzing . Finally, we were able to persuade the importance of improved basic design program to the interior design education parties and to suggest the direction for the future. Because interior design as a scholastic pursuit is combined practical application study by the art and technology, it emphasizes specialty . From that reason interior design education must be performed as professional specialist education instead of vocational education. In another words, the ultimate goal of the interior design objectives must be in producing professional specialist.

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복식산업발전을 위한 패션 전문 교육에 관한 연구

  • Do, Gyu-Hui;Choe, Gyeong-Sun;Lee, Jeong-Ok;Jo, Cha
    • Journal of the Korean Society of Costume
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    • v.23
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    • pp.225-248
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    • 1994
  • The purpose of this study is to find an effective curriculum of the future in the fashion design and the clothing construction area by comparing the curricula of the fashion -related departments in domestic college. The research finding are as follows : 1. Clear objectives of fashion education need to be defined based upon the characteristics of the field. 2. Following education methods are suggested for the fashion design area. 1) Basic core courses need to be offered to support the fashion design courses. 2) More design -practice courses need to be included to educate creative designers and the curriculum need to reflect also the needs of the Apparel Industry practioners. 3) Major concentration systems need to be introduced. 4) Intership which is a kind of the Academy and Industry cooperation needs to be introduced. 3. Following education methods are suggested for the clothing construction area. 1) Major concentration systems need to be introduced. 2) Workshops which are similar to the actual production systems of the clothing Apparel Industry, are required. 3) Internship is required. 4) Course required for both the fashion design area and the clothing construction area need to be offered effectively. The suggestion made in the research can be applied with some modifications or adjustments considering the situation of each college. Since each college has different characteristics in terms of the tradition , faculty ,size, facility etc., it is difficult to make a general statement regarding professional fashion education , however, professional fashion education should be reformed in order to achieve individuality of each college.

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Design and Application of Nursing Simulation using Goal-based Scenario for Nursing Students (Goal-based Scenario를 활용한 간호시뮬레이션 수업설계 및 적용)

  • Park, Soo Jin
    • The Journal of Korean Academic Society of Nursing Education
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    • v.23 no.2
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    • pp.224-235
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    • 2017
  • Purpose: This purpose of this study was to investigate the effectiveness of educational design according to Goal-based Scenario constituent elements such as educational goals, mission, cover story, role, scenario operation, resources, and feedback in simulation training. Methods: The subjects of this study were 130 nursing students in their senior year who enrolled in the simulation exercise I course. They were divided into a total of 10 groups in which less than 20 students were assigned. In order to verify the effectiveness of the simulation training through Goal-based Scenario instructional design, a design of non-equality control group was carried out. Results: The results of this study were as follows: Critical thinking (t=1.81, p=.073) and problem solving ability (t=1.79, p=.076), course satisfaction (t=8.61, p<.001) and academic performance (t=5.48, p=.001) were supported. Conclusion: This study applied a Goal-based Scenario simulation program to present clear objectives for simulating training and to advance learning methods that are appropriate to the current education environment. In addition, this study has significance in presenting an instructional model for various simulated practice education and can be used as useful basic data related to simulated training education.

A Case Study: Designeer Education Program and Application of Capstone Design - Focusing on Design Thinking Process of a Robot Vacuum Cleaner (디자이니어 양성 커리큘럼 및 캡스톤 디자인 응용 사례연구: 로봇청소기의 디자인적 사고 프로세스 사례를 중심으로)

  • Lim, Dokshin;Ahn, Junghyun
    • Journal of Engineering Education Research
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    • v.22 no.2
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    • pp.61-70
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    • 2019
  • This paper deals with a 'Designeer' education program that has a specific objective of educating design to undergraduate students in mechanical engineering with the aim of enhancing their ability of collaboration with designers when they are going to work in the field after graduation. The entire curriculum of the Designeer education program is introduced first, the end of which two-semester Capstone Design Courses for senior students is offered to let them practice all the knowledge and skills in a project-based learning environment. Learning specific matters such as sketching & visual thinking, prototyping and user experience design is one thing and practicing those knowledge and skills into a Capstone Design project is another. At this point, design thinking process needs to be in place to give students a foresight of one-year journey and to ensure that they will produce a desirable, feasible and viable product at the end of the year when they define the right problem at the beginning. Their frustrations and discoveries while applying design thinking throughout the year is explained by taking an example of a Robot Vacuum Cleaner design project. Finally, we provide real examples of effective methods to practice divergent and convergent phases.