• Title/Summary/Keyword: Design education method

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A Developing a Teaching-Learning Model of Software Education for Non-major Undergraduate Students (비전공 학부생 대상의 SW 교육을 위한 교수-학습 모델 개발)

  • Sohn, Won-sung
    • Journal of Practical Engineering Education
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    • v.9 no.2
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    • pp.107-117
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    • 2017
  • here are many cases that take a software education as a required course for non-major students in university curriculums. However, non-major students are experiencing various difficulties in the process of learning programming languages, and there is also the opposite opinion in terms of their effectiveness. In this study, we developed a design based software education model (DBSEM) and curriculum to solve these problems and applied it to undergraduate non-undergraduate students for the last 8 years. In the proposed method, we provide a specialized educational tool such as 'block-based programming tool', but developed 'core module' and 'concept learning module' for computational thinking and applied 'prototype design module' and coding strategy based on it. As a result, non-major undergraduates could easily learn block-based scripting tools and acquire core concepts of computational thinking.

A Study of Introduction Process of the Bauhaus Formative Art Education in Korea (한국에 있어서의 바우하우스조형교육의 도입과정에 관한 연구 -1930년대 조선총독부 산하에 있어서 소학교의 교육시스템과의 관계에 관하여)

  • 손영범;백금남
    • Archives of design research
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    • v.15 no.4
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    • pp.67-76
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    • 2002
  • This study is mainly based on the introduction process of formative art education method of Korean Bauhaus which was brought in this CQuntry through Japan. The introduction routes into Korea of Bauhaus education method by way of the United States through Germany have been disclosed since 1945, including Korean students studying in the United States as well as Scandinavian countries. Those introduction of Bauhaus method by Korean students into Korea had influenced the domestic university education. However, it was worth notice that Park Hui-rak pointed out through his writing that Bauhaus education method had already existed in the CQuntry before 1945 when korea was liberated from 35 years of Japanese colonial rule. Park hinted in his book of "Korean Design History,199B" that the curriculum of primary school, then affiliated with Taegu Education College had been possibly influenced from Composition Education" idealogy led by Japanese Kawakita Rensichiro. In Japan, Bauhaus education method had been independently introduced by civilians like primary school teachers of Kawakita. However, the possible introduction of the informative art education in the country by way of Japan leaves a lot of things to be considered. Because, the introduction was carried out by Choson governor-General which took charge of colonial rule of korea. Accordingly, the purpose of this study is to make full explanation on the introduction of formative art education and on the types. For that purpose, examinations on various materials and information released by many educational institutes as well as by choson Governor-General were included. As the result, it was possible to find out a trace of "Composition Education : Japanese Bauhaus Formative Art Education" in 1937, one year earlier pointed out. And it was remarkable that two interested books were found out, which mainly dealt with Spanung of Composition and Dynamic sense. Finally, through examinations in many aspects, five drawing education books written in 1930s, such as Drawing Guide Details and indication, were proved to be equal to Bauhaus Composition Education in terms of terminology and contents. Moreover, it has been made clear that Composition education Choson was made mostly under the control and management of Choson Governor-General in the of books on education systems in then education college.

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A modified JFNK with line search method for solving k-eigenvalue neutronics problems with thermal-hydraulics feedback

  • Lixun Liu;Han Zhang;Yingjie Wu;Baokun Liu;Jiong Guo;Fu Li
    • Nuclear Engineering and Technology
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    • v.55 no.1
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    • pp.310-323
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    • 2023
  • The k-eigenvalue neutronics/thermal-hydraulics coupling calculation is a key issue for reactor design and analysis. Jacobian-free Newton-Krylov (JFNK) method, featured with super-linear convergence rate and high efficiency, has been attracting more and more attention to solve the multi-physics coupling problem. However, it may converge to the high-order eigenmode because of the multiple solutions nature of the k-eigenvalue form of multi-physics coupling issue. Based on our previous work, a modified JFNK with a line search method is proposed in this work, which can find the fundamental eigenmode together with thermal-hydraulics feedback in a wide range of initial values. In detail, the existing modified JFNK method is combined with the line search strategy, so that the intermediate iterative solution can avoid a sudden divergence and be adjusted into a convergence basin smoothly. Two simplified 2-D homogeneous reactor models, a PWR model, and an HTR model, are utilized to evaluate the performance of the newly proposed JFNK method. The results show that the performance of this proposed JFNK is more robust than the existing JFNK-based methods.

Effect of Design for Interactive Narrative App, a Mobile App for Children's Education, on Enhancement of Learning Immersion and Intention to Continue Use (어린이 교육용 모바일 앱 인터랙티브 내러티브 디자인이 학습몰입도 증진, 지속사용의도에 미치는 영향)

  • Qing, Guo;Han, Hyun-Suk
    • Journal of Industrial Convergence
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    • v.20 no.10
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    • pp.157-167
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    • 2022
  • The purpose of this study is to verify the educational effectiveness of interaction design in mobile APP by observing the impact of interaction design for elementary school education on enhancing learning immersion and continuous use intention, and propose an interaction design scheme based on elementary school education APP. The research methods are literature research and questionnaire survey. Specifically, through the literature research method, the concepts and prior studies on the concept, reviews the continuous use intention and previous research of interaction design. Then, conducts a questionnaire survey on elementary school students in South Korea and China to understand the interaction design, learning immersion, and continuous use intention, and analyzes the relationship between variables.The research result of this study is to observe the influence of interaction design elements within interaction on learning immersion and continuous use intention with elementary school students who are users of elementary school education application as the objects. The results show that interaction design within interaction has a positive impact on improving learning immersion and continuous use intention. It can be thought that this is because in mathematics/science education, it is easy to understand theoretical concepts or explanations, and stories and images will be continued at each stage to help students learn without being bored.In conclusion, this study can confirm that interactive inline design has a positive effect of enabling learners to engage in learning and continue to use.

Convergence Learning Program based on Childhood's Sociopsychological Development and Design Thinking

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.176-183
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    • 2020
  • This study inquired about the convergence learning program for childhood based on Erikson's play theory and design education for children's behavior development. I analyzed the convergence learning programs of Summer Camps in the Pacific Science Center, Galileo Learning. The contents of the programs show the most used imaginary and symbolic contents that represent the real-world problems which are related design thinking process. The curriculums and structure of the programs are based on the design thinking method and K-12 theory. The visual thinking method and the applications are used for expressing their creativity and approaching the technical skills easily. The play concept theory is an affirmative way to strengthen the children's psychological and social development. Therefore, the convergence learning program should integrate the design thinking process and apply the play concept theory for supporting and developing the children's behavior.

Design and Implementation of Trackball Based UI for Efficient Text Entry on Smartwatch (스마트워치에서의 효율적인 문자입력을 위한 트랙볼 센서 기반 UI 설계 및 구현)

  • Lee, Ji-eun;Ahn, Jung-eun;Park, Kyeongsoo;Choi, Go-eun;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.19 no.5
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    • pp.452-457
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    • 2015
  • Recently, wearable devices have gained popularity with familiar form factors and designs of eye-wear and watch to satisfy wearers' various preferences. Since UI/UX of smartphones can not be applied directly on smaller wearable devices, text entry on wearable devices is still problematic. In this paper, we first identify UI/UX problems of existing input methods and propose a new input method for wearable devices specifically targeting smartwatch platforms. We design and implement an efficient text entry method for wearable devices using trackball sensor and evaluate its performance and usability.

Digital Contents for Learning Computer Science using Unplugged CS

  • Han, Sun-Gwan
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.6
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    • pp.37-43
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    • 2019
  • This study focused on the design and development of contents using Unplugged CS method to learn computer science knowledge. With the strengthening of software education, all universities students including elementary and junior high school students are demanding knowledge of computer science centered on the computational thinking. We have developed educational contents using unplugged computing method as a way to effectively learn the concept of computer science. First, we analyze the related research of Unplugged CS theory and investigate the educational method accordingly. And we divided the areas of computer science and selected learning concepts in each area. The contents of learning were divided into basic and intermediate classes considering the level of the learner. The subject of learning contents was selected evenly in the area of computer science and it consisted of 16 basic subjects and 16 intermediate subjects based on concepts that are important in each field. In order to confirm the validity of the Unplugged CS learning topic and the development contents for computer science, we conducted expert reviews and content validity tests. As a result of the validity test, the validity of the learning topic and area selection was found to be more than .92 for the CVI value and the validity of the 32 subject learning contents was over .935 in basic level and .925 in intermediate level for the CVI values. Based on the design contents, we developed digital contents for online learning and put them in the system. We expect that this study will contribute to the understanding of computer science for all, including elementary and junior-high school students as well as students at software - oriented universities, and contribute to the spread of software education.

An Action Research on Flipped Learning for Fundamental Nursing Practice Courses (플립러닝 적용 기본간호학실습 수업에 대한 실행연구)

  • Kim, Heeyoung;Kim, Yun-Hee
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.24 no.4
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    • pp.265-276
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    • 2017
  • Purpose: This study was conducted to design and implement a fundamental nursing practice based on flipped learning and to examine the effects. Methods: Participants were 57 students who were taking the fundamental nursing practice course at D university in N city. The study included processes of instructional design, action/effects and reflection. Data were analyzed using paired t-test with the SPSS/WIN 23.0. Results: In the instructional design stage, the class consisted of 3 parts: outside class (pre-learning), inside class (assessment, collaborative practice, peer review, reflection), after-class (self-directed practice, feedback). In the action/effects stage, the flipped learning was applied for 15 weeks according to the instructional design and then the effects of flipped learning were evaluated. Students showed a significant improvement in self-directed learning ability (t=-3.56, p=.001) and critical thinking disposition after the class (t=-3.72, p<.001). Finally, in the reflection stage, the researchers examined whether the four pillars of flipped learning occurred. Conclusion: Findings indicate that flipped learning applied in fundamental nursing practice is effective in improving self-directed learning ability and critical thinking disposition. The action research method was a useful way to foster professor's educational competency as well as to verify effects of a new nursing education method.

A Study on Non-face-to-face Educational Methods which can be used in Practical Subject of Game Production (게임제작 실습 교과목에서 활용할 수 있는 비대면 교육방법 연구)

  • Park, Sunha
    • Journal of Korea Multimedia Society
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    • v.24 no.1
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    • pp.125-133
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    • 2021
  • Due to Covid-19, the un-contact culture has affected society as a whole, and the methods of education conducted offline has been greatly affected. In the private education of preparing for university entrance, the public official examinations and certification acquisition, the method of online education has been shown to have positive effects. While private class and school class which have offered in off-line to cope with rapid changes caused various problems such as decline in quality for education. Due to the characteristic of design class, practical training is important. As interactive feedback between students and educators is more important than one-way of delivering knowledge while class is conducted in online, educators have a challenge when they prepare for class. This study handles the methods of online education for the purpose of practical education methods in university nowadays, Especially, the non-face-to-face education methods for game animation production. Based on this study, I propose an effective educational method with non-face-to-face class that allows students to be satisfied and increases their knowledge, beyond face-to-face class.

A Design and Implementation of a Smartphone App Providing the SCAMPER Method (SCAMPER 기법을 제공하는 스마트폰 앱의 설계 및 구현)

  • Lee, Hye-Joo;Jung, Eui-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.14 no.5
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    • pp.29-37
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    • 2011
  • This paper reports on a design and implementation of a Smartphone App providing the SCAMPER method. The SCAMPER method is an efficient method of creativity, which is a way of encouraging uniqueness, promoting change in things, and evoking or triggering new or varied possibilities. The Smartphone users analyzed the effectiveness and shortcomings of the Smartphone App. The results showed that the developed Smartphone App is effective in terms of the value, use, content, and component. The Smartphone App is also efficient to use anywhere, anytime and to express, share, actively communicate with others through the App. In addition, several improvements of the App were suggested for Smartphone users to develope and enhance their creativity by adopting the SCAMPER method.

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