• Title/Summary/Keyword: Design creativity

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A design of teaching units for experiencing mathematising of secondary pre-service teachers: Inquiry into number partition models (예비중등교사의 수학화 경험을 위한 교수단원의 설계: 수 분할 모델의 탐구)

  • Kim, Jin-Hwan;Park, Kyo-Sik
    • Journal of the Korean School Mathematics Society
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    • v.9 no.1
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    • pp.57-76
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    • 2006
  • In this paper, we generalized number partion problems in elementary situations to number partition models that provide some mathematical problem situations for experiencing mathematising of secondary pre-service teachers. We designed substantial teaching units entitled 'the inquiry intof number partition models' through 4 steps: (1) key problems, (2) integration from the view of partition, (3) defining partition (4) a real practice of inquiry into models. This teaching unit can contribute to secondary pre-service teacher education as follows: first, This teaching unit have pre-service teachers experience mathemtising. second, This teaching unit have pre-service teachers see the connection between school mathematics and academic mathematics. third, This teaching unit have pre-service teachers foster their mathematical creativity.

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The Image Expressions of High-Fashion Snood Coordination (하이패션의 스누드(Snood) 코디네이션에 나타난 이미지)

  • Yang, A-Rang;Lee, Hyo-Jin
    • The Research Journal of the Costume Culture
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    • v.18 no.6
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    • pp.1153-1164
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    • 2010
  • The objective of this study is to analyze the coordination images seen in comprehensive fashion items and their features. This will be done from the viewpoint of both the creativity as well as functional characteristics of items and images. For the method of study, I explored the idea of "snood" style, analyzing its features of 42 pictures appearing from the 2006 S/S to 2010 F/W collection. It is important to note that "snood" style has the characteristics of both a muffler and turtleneck. With looping design connected at both ends, it can be placed around the neck or head, creating the image of wearing a hood. After having examined the selected data and pictures, one can largely divide the exclusive high-fashion image categories into three types: feminine, avant-garde, and finally, active & functional sportive image. First, the orthodox image is widely accepted by most as it has forever evolved within the original tradition of the practically functional muffler(scarf). Second, since the metamorphic image tends to lend itself to free ideas, you can wear a snood around the shoulders like a collar. Worn together with the same type of clothing, the snood can be seen as an effective suit. Third, the aim of image emphasis is to highlight certain points, or make some features more noticeable, as a means of possibly attracting more interest and attention. The image of snood arises out of the use of shapes, colors, and other accessory parts. As mentioned earlier, snood stands out as an independent item instead of just being an accessory to clothing. Its primary function as a style coordinator is emphasized in order to create more distinctive fashion images. Through this study, I thereby intend to provide fashion style data on the latest trends, and high-fashion codes of snood coordination.

An Experimental Study on a Network-based Collaborative Learning System for Education of Information Ethics (정보통신윤리 교육을 위한 네트웍 기반 협력학습 시스템에 대한 실험 연구)

  • Song, Tae-Ok;Jung, Sang-Wuk;Kim, Tae-Young
    • The Journal of Korean Association of Computer Education
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    • v.4 no.2
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    • pp.63-69
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    • 2001
  • In this paper, the educational effects of NETCLASS(network-based collaborative learning system) for EICE(education on information communication ethics) were verified by a non-equivalent control group protest-posttest design. We experimented our system on an experimental group (45 learners) and a comparative group (45 learners) respectively with a defining issues test (DIT). The t-value is 5.108 which shows the difference of the mean value between the experimental group and the comparative group, and their average p-mark shows that the difference is statistically meaningful at p<.001 level. Thus, the experiment using NETCLASS and DIT suggests that the morality of the experimental group is higher than that of the comparative group(t(88)=+5.108, p<.001). This paper suggests very strong possibility that the abilities such as creativity, sociality, morality and emotivity can be improved by utilizing ICT(Information and Communication Technology).

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Design of a Stepwise Enrichment Curriculum for the Gifted and Talented in Informatics (정보과학영재를 위한 단계별 심화 교육과정의 설계)

  • Kim, KyungKyu;Lee, JongYun
    • The Journal of Korean Association of Computer Education
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    • v.17 no.1
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    • pp.35-50
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    • 2014
  • The current curriculums for the gifted and talented students in informatics are not practical and systematic in teaching methods because it is hard to provide the gifted and talented students with appropriate education individualized at their own levels. Furthermore, there are still some problems in previous curriculums for the gifted and talented students in informatics as follows. First, there are not sufficient on previous curriculums for the gifted and talented education in informatics in middle and high schools. Second, previous curriculums in use do not contribute to cultivating the creativity, problem-solving, logical thinking abilities and insight for the gifted students. Third, there is no curriculum, which reflects on individual's ability and aptitude, for the gifted and talented education in informatics. Therefore, in this paper, we suggest stepwise enrichment curriculums that enables the gifted and talented students to be equipped with creative problem-solving skills and computational thinking abilities. In this regard, at first, The problem with existing research and educational institutes for the gifted and talented in informatics were analyzed. Next we developed a concrete stepwise enrichment curriculum in accordance with the practical educational objectives of the gifted and talented in informatics.

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An Education Effects through 3D Animation implementation using Educational Programming Language (교육용 프로그래밍 언어를 이용한 3D 애니메이션 제작을 통한 교육효과)

  • Rim, Hwa-Kyung;Lee, Gil-Liean
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.459-467
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    • 2012
  • In this work, we develop an instructional method in which students create 3D animations based on problem-solving techniques and computational thinking. The educational, easy-to-learn programming environment/language called "Alice 2.3", which supports story-telling, is used for the delivery of the instructional method. Unlike typical 3D animation instructional methods using command-based demonstrations and/or 3D animation tools, learners engage in a group project in which they develop a story and solve problems by creativity, computational thinking and reasoning skills. Then they develop animations based on the story by programming with Alice. The analysis based on the collected data showed that learners had to put much effort while working on the project, but their critical-thinking skills were improved. It also showed they were more involved and their interests were heightened in developing animation through programming.

Development of a Convergent Teaching-Learning Materials based on Logic Gates using Water-flow for the Secondary Informatics Gifted Students (물의 흐름을 이용한 논리 게이트 기반 융합형 중등 정보과학 영재 교수·학습 자료 개발)

  • Lee, Hyung-Bong;Kwon, Ki-Hyeon
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.12
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    • pp.369-384
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    • 2014
  • Since the start of gifted education in 2002, educational support system has now been established, and sufficient growth in quantitative aspects has been achieved in Korea. On the other hand, they report that there are insufficient points in terms of education quality. In other words, most of the gifted education simply expands knowledge by prior-learning. In order to improve the quality of gifted education, they should enhance critical-thinking and creativity able to apply interdisciplinary principles or phenomena for solving problems. In this study, we designed and developed a convergent teaching-learning materials based on the concept of integrated education, which explore the process that basic logic operations such as AND, OR, XOR do the role of computer cells. A survey result showed that student satisfaction(usefulness, understanding, interest) of the materials is significantly higher than that of other traditional learning topics, and the design intent was met.

Earth System Science (ESS) Course for Urban Planning and Engineering Undergraduate Students

  • Nam, Younkyeong;Yun, Sung-Hyo
    • Journal of the Korean earth science society
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    • v.38 no.5
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    • pp.357-366
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    • 2017
  • Urban planning and engineering undergraduate students need to understand the earth physical systems and that how human beings interact with the earth systems to planning and engineering urban area. The eco-friendly or geo-friendly design and planning of an urban area is a critical issue not only for economic benefits but more importantly for the sustainable future of urban life. However, little study has been done dealing with the urban engineering students' understanding of the earth as a system and what pedagogical approach is appropriate to improve their understanding of the earth as a system. This study is to investigate the impact of a purposely designed ESS course on urban engineering students' understanding of the earth as a system and their perceptions about the instructional approaches of the course on their learning competency. This study utilized a mixed-methodology with three main data sources: concept maps, student's perception survey about their learning competency, and course contents. Both the survey and concept maps were analyzed quantitatively as well as qualitatively. The result of this study showed that the urban engineering students' experience of team-based research about the topic they chose based on their own interest had a positive impact on their understanding of the earth as a system and their learning competency. The results of this study suggest that structuring and presenting the earth system contents in the context of engineering students' understanding and their future career be effective not only for the improvement of students' content knowledge but also for the enhancement of their learning competency such as creativity and problem-solving skills in everyday life situation.

The Components and the Characteristics Revealed at the Processes of Designing Application Experiments of Science-gifted Students (과학영재들의 적용실험 설계 과정에서 나타나는 과정요소 및 특징)

  • You, Ji-Yeon;Park, Youn-Ok;Yang, Chan-Ho;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
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    • v.31 no.4
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    • pp.528-538
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    • 2011
  • In this study, we investigated the thinking processes of 7th grade science-gifted students in designing application experiments and analyzed their performance levels in the categorized processes. The analyses of the results revealed that they considered 'setting a problem situation,' 'deciding a strategy,' 'identifying the assumptions,' 'defining the measurements,' and 'validating the assumptions' in the processes of designing experiments. However, their performance levels of the categorized processes were found to be rather low. It was especially insufficient in setting the situations concretely appropriated to solve the problems and checking their own thinking critically by proper criteria. Therefore, we suggested a potential learning strategy for designing experiments such as replacing difficult and abstract situations to concrete and familiar situations. These results may offer some implications in developing an education program for science-gifted students to foster creativity by emphasizing scientific thinking skills such as experiment design ability.

A Case Study on Collaborations in 3D Printing Fashion (3D 프린팅 패션에 나타난 콜라보레이션(Collaboration) 사례연구)

  • Park, Suyeon;Yoo, Youngsun
    • Journal of the Korean Society of Costume
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    • v.66 no.7
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    • pp.124-138
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    • 2016
  • The present study observes collaboration methods in which 3D printing was a part of the fashion manufacturing process, expression methods of such cases, and their ripple effects. As a result, the three types of collaborations between fashion designers and other industry fields, fashion brands and 3D printing companies, and fashion designers and artists. Case analysis results and ripple effects found according to each collaboration method were as follows. First, in collaborations found were between fashion designers and other industry fields, 3D printed fashion works with futuristic images were seen through the fusion of future industries, which claim to support cutting edge digital technology, and creative fashion design. As they were mainly collaborations between automobile industries with cutting edge images or digital related industries and fashion designers, they were expressed as a new form of experimental clothing, and were used as strategies to improve future corporate images of the high tech industry. Second, in collaborations between fashion brands and 3D printing technology businesses, the sporting good brands and the shoe industry attempted to let their products be known through the promotion of functional material or ergonomic technology. While they emphasize practicality by mainly using flexible material, they were mainly proposed as functional sporting goods for famous players or as shoe accessories, so methods are still used for public distribution as brand promoting marketing strategies. Third, with collaborations between fashion designers and artists, creative pieces were shown through the grafting of 3D printing technology, the artistry of artists, and the experimentation of fashion designers. In particular, the innovative value of fashion as art was created through the union of the artistic 3D modeling technology support of artists and the creativity of designers. Like this, 3D printing fashion can graft the cutting edge nature of fashion to other industry fields through collaborations, enhancing pacesetting images, and in the fashion field, it can improve possibilities for innovations in the fashion industry through the support of 3D printing technology businesses and artists, raising expectations towards future human living.

Analysis on the Current Status of Using Information and Communication Technology(ICT) in Elementary Schools (초등학교에서의 정보통신기술 활용 실태 분석)

  • Jo, Mi-Heon;Kwon, Hyun-Gkyu;Lee, Kil-Jae
    • Journal of The Korean Association of Information Education
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    • v.8 no.2
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    • pp.227-238
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    • 2004
  • While the first step of the comprehensive plan for educational informationization focused on the infrastructure establishment, the second step aims to develop creativity and problem solving skills of students through the use of Information and Communication Technology(ICT). The purpose of this research is to investigate the current status of the educational use of ICT in elementary schools, and to give guidelines for future educational informationization. Four aspects of ICT(i.e., school environments, teachers' abilities to use ICT, methods for using ICT in class, and factors hindering the use of ICT in schools) were examined in the survey. From the survey, it is found that ICT is now used in schools more actively than before. However, it is also found that more efforts need to be made in some areas such as instructional strategies using ICT in class, and the design and the management of teacher training programs.

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