• Title/Summary/Keyword: Design education method

Search Result 1,969, Processing Time 0.028 seconds

Optimization of Design of Plasma Process for Water Treatment using Response Surface Method (반응표면분석법을 이용한 수처리용 플라즈마 공정 설계의 최적화)

  • Kim, Dong-Seog;Park, Young-Seek
    • Journal of Korean Society on Water Environment
    • /
    • v.27 no.5
    • /
    • pp.617-624
    • /
    • 2011
  • In order to confirm the creation of the OH radical which influences to RNO bleaching processes, it experimented using laboratory reactor of dielectric barrier discharge plasma (DBDP). The experiments performed in about 4 kind process variables (diameter of ground electrode, diameter of discharge electrode, diameter of quartz tube and effect of air flow rate) which influence to process. In order to examine optimum conditions of design factors as shown in Box-Behnken experiment design, ANOVA analysis was conducted against four factors. The actual RNO removal at optimized conditions under real design constraints were obtained, confirming Box-Behnken results. Optimized conditions under real design constraints were obtained for the highest desirability at 1, 1 mm diameter of ground and discharge electrode, 6 mm diameter of quartz tube and 5.05 L/min air flow rate, respectively.

Crowdsourced Design Evaluation Methodology for Architectural Education (크라우드소싱을 이용한 건축 디자인 평가 방법 연구)

  • Shin, Dongyoun
    • Journal of KIBIM
    • /
    • v.13 no.1
    • /
    • pp.33-40
    • /
    • 2023
  • In architectural design studios, students' needs are evaluated from a diverse and objective point of view. And the evaluation process and results are to use a design evaluation method that everyone can recognize. Therefore, in this study, we propose Crowdsourcing, in which a large number of participants participate in the evaluation to solve fundamental problems. However, the field of architecture is an area in which expertise such as evacuation, firefighting, rescue, and regulations is essential. Therefore, we expanded the concept by participation of a large number of architects, not the general public. And It presented a new word, Prowdsourcing. Prowdsourcing is a group of architects working on-line as an evaluator. It is a method that can have objectivity and expertise of evaluation at the same time. Therefore, prowdsourcing will provide students with a variety of objective assessments, which will be a recognized design evaluation method by everyone.

A Study on the Characteristics of the Creativity Development Teaching Method for Promoting Fashion Design Ability (패션디자인 능력 육성을 위한 창의성 개발 교육법 특성 연구)

  • Lee, EunRung
    • Fashion & Textile Research Journal
    • /
    • v.20 no.2
    • /
    • pp.156-166
    • /
    • 2018
  • The purpose of this study is to present the suitable material that can be a real help to make the creativity development teaching method for creative inspirations of fashion design. To achieve these goals, researched and analyzed the creativity studies in the fields of psychology, education, and design (visual design, product design, fashion design, etc.) published in the national journal. Through this analysis, were extracted the characteristics of creativity, teaching methods for creativity learning, and expression methods. Based on this, intend to provide the creativity characteristic, the expression method, and the problem solving process in teaching methods for promoting fashion design ability. After the analysis, the results are as follows; First, the classical 4P (Place, Person, Process, Product) is important to a creativity development teaching method for fashion design. The elements of creativity of a creativity development teaching method for fashion design are 5elements; curiosity, openness, originality, patience, and synthetic ability. Second, the typical method is a drawing (such as a sketch) when visually express and embody ideas in fashion design. Drawing is an important activity that is working with the right brain and the left brain. Drawing exercises will reduce the burden of expressing ideas, providing pleasure and fulfillment in the development of creative ideas. Third, offered 5stages to solve problems of a creativity development teaching method for fashion design; understanding stage, idea stage, visualization stage, evaluation stage, and verification stage. Abstract intangible ideas are concreted and elaborated through stages of visual manifestation such as language, symbol, and drawing.

A Case Study on Early Childhood Coding Education Program for Convergence of Human Resources (융합인재를 위한 유아 코딩 교육 프로그램 사례 연구)

  • Lyu, Ji-Hyun;Kim, Seung-in
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.8
    • /
    • pp.129-135
    • /
    • 2019
  • The purpose of this study is to propose the future development direction of the program which can apply the fusion education in the fourth industrial revolution era to the class and achieve creative problem solving ability. As a research method, we investigated cases of overseas coding education and conducted in - depth interviews with infants and parents. The results of the case study and in-depth interviews were as follows: First, the children were able to do their own preliminary and reviewing at home. Second, to provide an interesting play program for the young children to participate. Third, It is important that parents and children learn together. In future research, it is anticipated that there will be a positive effect by concrete proposal to secure the weaknesses and to combine existing coding education with interesting education in accordance with domestic characteristics.

Community Empowerment Models of Tourism Village Based on Superior Commodities: Realizing Economic Resilience

  • Cahyono, Arie Eko;Kurniawan, Moh. Usman;Sukidin, Sukidin;Kantun, Sri
    • Journal of Distribution Science
    • /
    • v.16 no.11
    • /
    • pp.29-36
    • /
    • 2018
  • Purpose - Research on community empowerment based on superior commodities to improve the economic resilience of the tourist village of Lumajang Regency is an investigative descriptive study to obtain an overview of the problems of community economic development, especially regarding economic resilience. The output of this research activity is the formation of integrated and comprehensive strategic programs and activities in order to improve economic empowerment and food security of the community around the tourist village. Research design, data, and methodology - This research method applies several methods of analysis such as the Loqation Quotion (LQ) method, SWOT analysis, Trend analysis, and analysis of Community Economic Empowerment in the agricultural sub-sector. Results - This research has strategic values and objectives in addition to providing important information to improve food security of tourism villages in Lumajang district in particular and disadvantaged communities in Indonesia in general. Through this supportive community economic empowerment programs, Lumajang District has an agricultural area and at the same time as a nature-based tourism area that supports it. Conclusion - Village tourism community empowerment activities are taken based on existing superior commodities. The existing tourism village program in Lumajang district can be used as one of the references for the upcoming tourism village program.

The Design and Implementation of Single Sign-On Service for Education-related Information Service Platform (교육정보 통합 플랫폼 구현을 위한 통합 사용자 인증 서비스의 설계 및 구현)

  • Park, Jung-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.12 no.1
    • /
    • pp.100-109
    • /
    • 2011
  • The study concluded that in order to achieve a single sign-on through the federation ID management method must be used among many other methods so to establish a combined approval service that gives access to education related information provided by the 16 city and provincial offices of education and the KERIS(Korea Education & Research Information Service). The federation ID management method allows the usage of authentication policy and enables transfer of ID information to other institutions through standardized processing. Therefore by establishing single sign-on through the federation ID management method allows individual city and provincial office of education to maintain the already existing approval services while combining user identification database.

Students’ Perception of Landscape Design Studio Education (조경설계 스튜디오 교육에 대한 학생들의 인식)

  • Kim, Ah-Yeon
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.38 no.2
    • /
    • pp.9-24
    • /
    • 2010
  • This study investigates how students perceive landscape design studio classes and provides basic data to set guidelines for future student-oriented pedagogical strategies in landscape architectural design education. This study is based on the premise that the current dominant educational method, which is based on positivism, should shift to a constructivist approach, which allows students to question objective and absolute truths and restructure knowledge based on their own experiences. Unlike lecture-oriented classes, studio education relies heavily on the perceptions, attitudes, and capabilities of individual students because the nature of the class asks each student to find solutions to given project problems in creative and visual ways. Therefore, it is important to understand the psychological state of students during these classes in order to set alternative criteria for design studio education. This study contains three parts. The first part reviews theoretical discourses to understand the demands for a student-oriented educational paradigm shift and the nature of the design studio at many levels. The second part analyzes how students perceive design studio classes in terms of their satisfaction and stress levels and how studio classes affect their decision making regarding future careers. The stress levels accompanying the design process are also investigated, based on a survey of undergraduate students who are enrolled in the landscape architecture programs of four universities in Korea. According to the findings, design studio classes play a specific role in students' decision making about their future careers. Almost half of students turn out to be dissatisfied with their design education, and half of students suffer from high stress levels caused by studio classes, especially in the early phases of the design process. The findings suggest that instructors should give more attention to discovering ways to help students initiate the design process and bridge ideas and forms, provide clear guidelines for evaluation of students' abilities, and develop a more holistic approach in design studio classes that is based on individual problem-solving processes.

Design and Implementation of Web-Based Humanity Education System (웹기반 인성교육 시스템의 설계 및 구현)

  • Choi, Soo-Kyong;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
    • /
    • v.6 no.2
    • /
    • pp.163-178
    • /
    • 2002
  • WBI as new instructional method is known to be superior to the traditional face-to-face education method with regard to cost, time and effectiveness of learning. However, WBI lacks the humanity education that teaches human nature such as cooperative spirit or morality, since WBI delivers the knowledge in a mechanical way. The objective of this study is to design and implement Web-based humanity education system that supplements WBI. The system is designed to promote the intimate relation, reliability, and openness between teacher and student. Also, this system encourages the students to experience an affirmative human relation through group activities. In additions, this system promotes parents to join together for improving their understanding of children's learning process.

  • PDF

A Study on the Teaching Method of Mobile Platform App Development for Improving Computing Thinking (컴퓨팅 사고력 향상을 위한 모바일 플랫폼 앱 개발 교수·학습 방법 연구)

  • Jeon, Mi-Yeon;Kim, Eui-Jeong;Kang, Shin-Cheon;Kim, Chang-Suk;Chung, Jong-In
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2019.05a
    • /
    • pp.190-192
    • /
    • 2019
  • Not only learners majoring in computer science, but also non-engineered learners want to implement their ideas as apps through real-life problems. In response, first-year university students with little experience in creating apps studied how to develop mobile platform apps to improve computing thinking skills. We applied the teaching and learning procedures of the Discovery-Design-Development among the software teaching and learning models, and used Android Studio Unified Development Environment (IDE) as a development tool to design mobile platform app development projects and assess whether they helped improve computing thinking skills. The application of the designed teaching and learning method found that the project output was implemented as an app through emulator, which gave students high interest in class and satisfaction, and was effective in improving their computing thinking ability.

  • PDF

The Effect of Knowledge Sharing Activity on Computational Thinking through Design Thinking Project and Team Activity Satisfaction (디자인씽킹 프로젝트와 팀활동만족도를 매개로 한 지식공유활동이 컴퓨팅사고력에 미치는 영향)

  • Park, Jeongseon;Park, Sanghyeok
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.13 no.4
    • /
    • pp.1-11
    • /
    • 2017
  • Our society has changed from an industrial society to a knowledge - based society, and the need for new knowledge creation activities through the convergence of various knowledge is emphasized. In accordance with these changes, universities aiming at nurturing human resources for society have sought new approaches and changes. The discussion of various curriculum for the future talent training in the university is aimed at the goal of developing problem solving ability irrespective of the subject of education or major. In this study, we tried to show that computational thinking ability can be improved by strengthening creative team activities by combining design thinking method in computer curriculum of general education course of university. To do this, we conducted a design thinking team project for students of computer general education course at G university in Gyeongnam province and conducted a survey. The results of the questionnaire were verified by statistical methods. The variables of this study satisfied both the validity and the reliability. Multiple regression analysis showed that knowledge sharing, team activity satisfaction, and design thinking project satisfaction factors all affect computing thinking ability.