• 제목/요약/키워드: Design Education Methods

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디지털미디어 시대의 시각디자인 교육시스템 연구

  • 정봉금
    • 디자인학연구
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    • 제16권3호
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    • pp.341-350
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    • 2003
  • 21세기의 문화라는 화두를 보면 디지털미디어의 등장이다. 이는 산업혁명에 버금가는 새로운 전환을 이루었으며 이제 우리사회는 디지털 미디어 매체가 지배하는 사회가 되었다. 변화와 발전을 거듭하는 디자인 학문으로서 시각디자인의 정체성이 디지털매체가 들어오면서 어떻게 진화하고 있는지를 조사ㆍ분석하여 현재 시각디자인 교육의 방향을 가늠하기 위한 것이 본 연구의 주된 목표이다. 또한 디지털 매체는 젊은 계층이 주 타깃이 되기에 시각언어의 표현기법이 달라지는 것도 필연적이라고 볼 수 있는데, 실제 디지털 매체의 등장으로 시각커뮤니케이션이 창조되고 분배되어 온 방법들이 많은 변화를 거쳐 온 것이 사실이다. 과거 대부분의 디자인 교육기관들은 서로 비슷한 교육목표와 커리큘럼, 교수법으로 학생들이 실무현장에 대비할 수 있는 교육을 제공해왔다. 그러나 지금과 같은 디지털 미디어시대에 시각디자인의 적용과 활용은 비할 수 없이 다각화되었으며 그것은 상호자강(Interaction)으로 대별된다. 본 연구에서는 디지털 시대 시각디자인 분야의 전문 인재 양성 방안을 찾는 것을 목적으로 이를 위해 기존의 전통교육과 디지털 교육의 융합으로 현실 사회의 요구에 부응하는 새로운 교육시스템을 도출하고, 사회의 요구를 앞서가는 디자인 교육기관으로서의 위상을 제시하고자 한다.

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수학교육에서 질적(Qualitative) 연구 방법 (Qualitative Research Method in Mathematics Education)

  • 이중권
    • 한국수학교육학회지시리즈A:수학교육
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    • 제42권2호
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    • pp.111-119
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    • 2003
  • This research discussed a general concept on the qualitative research methods in mathematics education. It provided a classification of research methods in mathematics education. It also described research trends in mathematics education. It addressed how research design facilitates formulating a research problem, selecting a research design, choosing who and what to study, deciding how to approach Participants, selecting means to collect data choosing how to analyzing data, and interpreting data and applying the analysis. This study addressed the issues involved in choosing relevant populations and in selecting and sampling qualitative data. It described how populations are conceptualized and distinguished between probability sampling and criterion based selection. It discussed not only data arrangement such as, cross-sectional and categorical indexing, non-cross- sectional data organization, but also diagram flow chart matrix, cognitive map, family tree to facilitate analyzing data.

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네트워크를 활용한 컴퓨터그래픽스교육에 관한 연구 (A Study on the Computer Graphics Education in Network Environment)

  • 김소영;임창영
    • 디자인학연구
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    • 제11권3호
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    • pp.79-88
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    • 1998
  • 본 연구에서는 컴퓨터의 활용이 가져다주는 많은 장점 중 교육매체로서의 컴퓨터의 역할에 중점을 두고 진행되었다. 네트워크의 기능이 부가된 컴퓨터는 원격 협동 작업에 효율적으로 사용될 수 있다. 교육은 교육의 목적에 부합되는 도구의 활용과 내용의 구성을 필수 요소로 하고 있다. 그러나, 컴퓨터의 활용이 주가 되는 컴퓨터그래픽스 관련교과에서의 교육방법이 기존의 디자인교육과 차별 화되지 않고 진행되는 것은 교육의 효과를 저하시키게 된다. 이러한 문제점을 해결하고자, 네트워크의 장점을 도입한 디자인교육 프로그램을 제작하였다. 프로그램은 LAN환경에 기초하여 구성되었으며, 라이브러리와 갤러리모듈에서는 부분적으로 웹이 특성을 활용하고 있다. 이 프로그램은 화이트보드를 사용하여 학습자들간의 의견교환을 도와 협동작업에 효율적으로 사용될 수 있으며, 과제 진행 물을 웹에 게시하도록 함으로써, 다양한 계층의 사용자들로부터의 피드백을 수용할 수 있다. 그러나, 프로그램이 컴퓨터 관련교과목의 활용에 중점을 두고 제작되었다는 단점을 가지고 있으며, 일반적인 디자인교육으로 활용범위를 확대할 수 있는 방법에 대한 연구가 진행되어야 할 것이다.

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디자인사고방법 활용 메이커교육이 대학생 창업역량에 미치는 영향에 관한 탐색 연구 (A Study on the Effects of Design Thinking Process and Maker Education on University Students' Start-Up Activities)

  • 김태완
    • 벤처창업연구
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    • 제16권6호
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    • pp.177-196
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    • 2021
  • 4차 산업혁명시대 신기술들은 현대 사회와 경제에 많은 변화를 야기하고 있으며 그 중 산업과 일자리의 변화는 미래 인재들에게 새로운 역량을 요구하고 있다. 이러한 변화와 요구에 대한 교육적 대안으로 메이커 교육과 디자인사고 방법이 세계적으로 확산되고 있으며 대학교육에서도 이러한 교육의 적극적 연구와 운영에 대한 필요성이 높아지고 있다. 이에 창의 교육 철학이자 환경으로서의 메이커 교육·환경과 혁신 교육 방법론으로서의 디자인 사고 방법의 특성 분석과 국내 대학생 역량과의 영향관계 파악을 토대로, 두 영역의 특징과 요소들을 상호 보완적으로 접목한 교육 모형을 제시하고자 한다. 이를 통하여 미래 산업의 발전과 일자리 창출에 주도적으로 대응할 수 있는 대학생 미래 역량 강화 교육의 활성화에 기여하고자 한다. 이를 위해 메이커 교육·환경과 디자인 사고 방법에 관한 선행 연구들을 조사하여 그 개념과 특징을 살펴보고, 메이커 교육·환경과 디자인사고 방법을 통하여 개발되는 학습자의 개인적, 사회적, 산업적 차원의 역량에 관하여 분석하였다. 그리고 각각의 교육을 통하여 개발되는 학습자의 역량과 대학생의 창업 역량 간에 영향관계를 분석하고 그 결과를 토대로 메이커 교육·환경과 디자인 사고 방법을 접목한 교육의 방향과 개념모델을 제시하였다. 본 연구 결과를 토대로 대학 과정에서 메이커 교육·환경과 디자인 사고 방법을 활용한 교육은 학습자의 인지적, 상호적, 기술적 역량 개발에 긍정적 영향을 미치고, 이러한 역량들은 대학생의 개인적, 사회적, 산업적 차원의 창업 역량 및 그 하위 요소들과 유의미한 관계를 가지고 대학생들의 창업 활동 촉진에 긍정적인 영향을 미치는 것으로 분석되었다. 본 연구를 통하여 디자인 사고 방법을 활용한 메이커 교육·환경은 각각의 교육적 특성들과 효과들이 상호 보완적으로 작동하여 대학생의 통합적 역량 개발을 통한 미래 인재 역량 개발과 창업 역량 개발을 위한 대학 교육 발전을 촉진할 것으로 기대한다. 그리고 본 연구에서 제안한 디자인 사고 방법을 활용한 메이커 교육·환경의 설계 방향과 개념 모델은 대학생의 창의혁신 교육 프로그램의 개발과 운영에 관한 다양한 연구의 기초 자료가 될 수 있을 것으로 기대한다.

공학계열 프레젠테이션 글쓰기 수업 설계 모델 (A Study on Models of Instruction Design in Presentation Writing for Engineering Education)

  • 전은경;이성학
    • 공학교육연구
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    • 제20권6호
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    • pp.22-34
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    • 2017
  • The purpose of this study is to present a model for fusion education combining engineering elements based on humanistic writing. Instruction design in presentation writing for engineering education progresses consists of four steps, such as instruction in visual, teamwork, feedback, and rewriting. Following these steps help engineering school students to analyze important data and to communicate their creative ideas. As writing is proceeding step by step, instruction design for presentation writing should come forth with specific methods to make students practice.

패션 유통업체 위탁교육 활성화 방안 (The Methods to Activate the Consigned Education of Fashion Retailing Companies in the Dept. of Fashion Design in Junior Colleges)

  • 김효은;구정모
    • 한국의상디자인학회지
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    • 제5권1호
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    • pp.97-107
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    • 2003
  • This study was conducted to provide the basic data to activate the consigned education of fashion retailing company in the department of fashion design in a junior college. 36 consigned education students from fashion retailing company in Daegu were surveyed and interviewed. The result can be summarized as follows: 1. Their motives of study lie in ‘I wanted to study in a junior college’ (55.6%), ‘It would be some help for my job’. ‘My company recommended’ (16.7%), and ‘I wanted to get a higher degree’ (11.1%). 2. Their preferences in terms of major and subjects lie in ‘fashion marketing’ (30.6%), ‘fashion coordination’ (25.0%), and ‘fashion information’ (19.4%). 3. The occupations they wanted to get are ‘a displayer’ (38.9%), and ‘a shop master’ (30.6%), and ‘a merchandiser’ (8.3%). 4. The ratio of theories to practices they want is ‘40:60ㆍ30:70’ (27.8%), ‘50:50’ (22.2%), ‘20:80’ (11.1%) 5. With regard to their adaptability in school, they answered that ‘I'm doing quite well’ (44.4%), ‘I'm doing OK’. ‘It's a little hard to follow’ (22.2%) 6. About teaching methods and contents, they responded that they want ‘more emphasis on practices’ (41.7%), and they commented that ‘teachers are focused on the syllabus procedure rather than students’ practical improvement’ (19.4%), and ‘I feel loaded with too much assignment’ (13.9%) 7. They wanted to be taught by ‘professors’ (77.8%) and ‘professionals in the field’ (19.4%) In conclusion, it is required that both the college and the company need to develop a customized education program focusing on the field training specialized by their cooperation and constant researches. On the part of junior colleges, adjusting their educational directions to the trend of the 21st century, they need to focus on nurturing the consigned students to be highly qualified professionals required by the industry, using hi-tee equipment and facilities through academic and industrial cooperation.

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최근 보건교육건강증진학회지 게재논문 동향 (2009-2011년) (Trends in Health Education and Promotion Research Published in the Korean Journal of Health Education and Promotion from 2009 to 2011)

  • 김혜경;권은주
    • 보건교육건강증진학회지
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    • 제29권4호
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    • pp.1-13
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    • 2012
  • Objectives: By analysing the recent trends of published papers in the Korean Journal of Health Education and Promotion, this study aims to identify and discuss some challenging issues, and to provide recommendations for quality improvement of the research papers. Methods: One hundred and sixty five papers published between 2009 and 2011 were examined and categorized according to selected standards. Results are displayed in frequencies and percentages. Results: The volume of articles published has increased by two-folds in three decades since the publication of the first issue. More than 90% of the papers were original articles. Cross-sectional research design was most frequently applied, while only 11.5 % of the articles were intervention studies. For cross-sectional research articles, limitation in generalizability of the study findings was mentioned as one of the major issues, in relation with the frequent use of convenient sampling methods and lack of theoretical evidence in inclusion of variables. Consideration of internal and external validity of the study, utilization of scientific evaluation design and mixed evaluation methods were recommended for intervention research to improve the quality of the research results. Conclusion: To serve as a key resource for evidence-based practices in health promotion, more strict scientific research criteria should be applied to the articles published in the Korean Journal of Health Education and Promotion.

Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • 디자인학연구
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    • 제19권3호
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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대학교육 공간의 유니버설디자인 평가에 관한 연구 - 국립한국재활복지대학을 중심으로 (Study on the evaluating universal education surroundings by the universal design standards - Focused on korea National College of rehabilitation & welfare -)

  • 임진이
    • 한국실내디자인학회논문집
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    • 제15권6호
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    • pp.196-204
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    • 2006
  • The education for the disables has been eliminated till now, thus, it is very important that we take them as our real citizens and help them to improve their social standings and extend their chances for occupations. It's true that admissions into a university for the disabled have been promoted, but it's also true that their droppings out of college because of physical environments have been frequently found. Without data on the universal education surroundings and full understanding on the handicapped, making up the week points in the current surroundings is not useful for them in essence. This study is on the evaluating the korea national college of rehabilitation & welfare, set up for the disabled, by the universal design standards and analyzing their satisfaction with the education surroundings, in addition to that, improving on methods of universal education surroundings.

어린이 놀이학습공간 실내디자인의 감성적 특성 (Emotional Characteristics of Interior Design for Children's Rec-Education Space)

  • 신선영;이규백
    • 한국실내디자인학회논문집
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    • 제19권5호
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    • pp.226-233
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    • 2010
  • This study is to analyze and determine the emotional design on domestic rec-education space, in order to propose a way to design children rec-education space. A study is on reviewing needs and verify categories of emotional design through interior design of rec-education space, A study procedure will begin with theoretical proofing of children rec-education and move on to needs of emotional design in interior design and types of analysis for it. With this procedure, we will project adequate way for emotional characteristics in rec-education space and will analyze types of it from interior design of rec-education space in nine different domestic brands. With this background, we like to present methods and reveal characteristics of it. The conclusion on this study is described as followed. First, children rec-education space has positively carried types of emotional characteristics: experimental, continuity, and symbolism. Second, Some precondition; application through types of pattern, experimentation on light in space, continuity on linear interior space composition, symbolism in abstract implementation, and physical control over designed subject, has low effectiveness on creating emotional space by applying such scale matters. Third, the actual interior design subject matters and supporting facilities' textural accommodation is inadequately built for their majority, children, whether it is direct or indirect for contact. Forth, Even though to carry emotional space needs some kinds of story telling and prerequisite sequential space composition, there are lack of applicable space compositions. For this reason, it needs on going study in emotional space for children rec-education space. Last, there are needs for researching a depth understanding and presenting different characteristics of emotional interior design by brands.