• Title/Summary/Keyword: Design education method

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A study on The Design Education Program of BAUHAUS (BAUHAUS의 조형교육방법에 관한 연구)

  • 하상오
    • Archives of design research
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    • v.14
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    • pp.209-219
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    • 1996
  • The BAUHAUS started as the purpose of training the people who are designers in the industnal society or who have artistic talent as architect, handicraftman, sculptor, and in the construction, it was based for entire organizational training for every handicrafts in the aspect of the art and form. The preliminary course that became the generative power of the human training that have possessed creativity was studied and put in to practice through the formative activity of dIverse form and method according to the educational idea and the educational method of the teachers who are in charge of such edudation, and common access method that forms the fundamental basis was centered not only human being as a formative principle, and analyzed thoroughly with biological function and further until mental and philosophical part but served and thought synthetically and took principal objects at the formative practice. Together with this, the characteristic structure of the BA UHA US's formative education was taking the grouptherapy educational method where there was not distinguish teacher and student and through the liberal criticism and they realize by experience themselves that how to solve the certain subject and pursue the form by compare each other's solutions.

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A Study on the Effects of Early Childhood Design Education Program Activities Based on Brain-Compatible Learning Principles (뇌 기반 학습원리를 적용한 유아디자인교육 활동이 유아의 창의성과 친사회적 행동에 미치는 영향)

  • Ahn, Gyoung Suk;Shin, Ae Sun
    • Korean Journal of Child Education & Care
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    • v.17 no.2
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    • pp.45-73
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    • 2017
  • The purpose of this study was to suggest the effects of early childhood design program based on brain-compatible learning principles. Subjects were thirty-six children from two class of I kindergarten and S kindergarten in K city. One class was assigned to an experimental group and had early childhood education program activities based on brain-compatible learning principles and the other class was assigned to a comparative group the general art education program activities. The results of this study are as follows. First, there was a significant difference between the experimental group and the comparative group in their fluency, originality, sensitivity of creativity. Second, participants in the experimental group also score higher on the helpful act, communication skill, sharing skill, empathy, and regulation of emotion. Therefore, early childhood design education program based on brain-compatible learning principles should be considered as a meaningful alternative method for promoting children's creativity and prosocial behaviors.

The Study of Disability Awareness among elementary and high school students for convergence education design (융합적 장애인식 교육 설계를 위한 초·중·고등학생의 장애 인식에 관한 연구)

  • Kim, Sung-Jin
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.539-547
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    • 2015
  • This paper is the study on deducing the education design for convergence of disability awareness of targeting elementary, middle, high school students located in J city. The analysis results are as follows: In the analysis of group difference in disability awareness, there was a statistically significant difference according to female students, schools, and sub-typed phase, and experience in integrated education. It was found that the participating group in disability awareness education showed a higher average than non-participating groups in prejudice against disability, interest and consideration, and acceptance of physically challenged friends. In the relationship between disability perception education and disability awareness, the education was found to have influence on prejudice against disability and acceptance of physically challenged friends. This paper suggested disability awareness education reflecting a life cycle, application of the integrated educational method for verifying educational effectiveness, etc.

A Case Study on the Effects of Online Lifelong Education at Home Using Contents of Lifelong Education Center Attached to the University on the Acquisition and Generalization of Cooking Task Skills of the Persons with Developmentally Disabilities (대학부설 평생교육원 콘텐츠를 활용한 가정 내 온라인 평생교육이 발달장애인의 조리직무기술 습득 및 일반화에 미치는 효과)

  • Kim, Young-Jun;Kwon, Ryang-Hee
    • Journal of Convergence for Information Technology
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    • v.11 no.8
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    • pp.137-150
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    • 2021
  • This study The purpose of this study was to investigate the effects of online lifelong education in a home using contents of university-affiliated lifelong education center on the acquisition and generalization of cooking task skills for persons with developmental disabilities. The subjects of this study were three persons with developmental disabilities who lived with their parents in the home without employment after graduation from school. The research design and method used the technique of multiple probe design across subjects during the single subject research. As a result of the study, the three persons with developmental disabilities who participated in the study effectively acquired cooking task skills through online lifelong education in the home using contents of university-affiliated lifelong education center, and generalized the performance of cooking task skills in the actual restaurant environment, not at home.

Beauty Education of University Considering the Characteristics of Generation Z (Z세대의 특성을 고려한 대학의 미용교육)

  • Oh, Seo-Hyun;Nah, Ken
    • Journal of the Korea Convergence Society
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    • v.10 no.9
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    • pp.153-159
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    • 2019
  • With the development of related industries, there is a growing demand for the training of beauty professionals. At a time when there is a growing social interest in Cosmetology, there is a need to review functional Beauty Education. Generation Z, born after 1995, has the characteristics of a 'Digital Native' and is expected to be the main driver of future consumption. This study is intended to propose the orientation of Beauty Education of University considering the characteristics of the digital generation, Generation Z, in an era of declining school-age population. The results from the preceding and literary studies are as follows: First, Generation Z regards cosmetology as fun tool for self-realization. Second, Beauty Education of University should be designed as a creative curriculum combined with psychology, philosophy, aesthetics, etc., as well as acquiring professional skills. Third, it is believed that the learner-centered Beauty Education method using mobile video contents will be effective. Since the discussion of Beauty Education considering the characteristics of Generation Z is still in its early stages, further research on the direction of Education needs to be made in the future.

A study on the Development of Fusion Education Attempting to Utilize 3D Printing for the Fabrication and Control of Robot Arms (3D 프린터를 활용한 로봇 팔의 제작과 제어를 위해 시도한 융합 교육의 발전 방안 연구)

  • Eum-young Chang;Hyung-jin Yu
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.121-128
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    • 2024
  • This study introduces specializer high school students , as a fusion education method using Inventor software to design a robot arm, which is then 3D printed and controlled by an Arduino microcontroller. Students gain practical experience and have the opportunity to integrate knowledge and skills from various academic fields. They start by designing in CAD software, proceed to fabricate actual robot arm components using 3D printing technology, and finally program and control the assembled robot arm. This interdisciplinary education enhances students' problem-solving abilities, fosters creativity, and increases their motivation to learn. To implement such educational endeavors in actual curricula, ongoing teacher support and appropriate resources are essential. This research serves as a foundational exploration of the applicability of fusion education in future learning contexts.

An Action Research on the Development of the University Entrepreneurship Education Program: Focusing on the Educational needs of the Learner's (대학 창업교육 프로그램 개발 실행연구: 학습자 교육 요구를 중심으로)

  • Kim, Da Hye;Sung, Chang Soo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.4
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    • pp.127-142
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    • 2022
  • According to social change, entrepreneurship education at university is drawing attention as a means to cultivate convergent creative competency required by the times. Currently, the number of entrepreneurship education at university is increasing every year, and quantitative expansion is taking place, but quality advancement of education remains a task. In this context, this study conducted an action research with the aim of revitalizing entrepreneurship education and upgrading quality, and developing a entrepreneurship education program suitable for general elective courses operated by universities. In the process of the study, first, through literature analysis related to entrepreneurship education at university, educational contents and teaching methods of entrepreneurship education were confirmed. Based on this, the IPA analysis was used to analyze the educational needs of students for entrepreneurship education contents and design a program that reflects this. The designed program was applied and operated to the entrepreneurship education of A University, and improvements were derived and improved by analyzing the opinions of learners in the action research process. The entrepreneurship education program developed through this study was composed as follows. The necessity of entrepreneurship education at the beginning of the lecture is sufficiently presented, and the knowledge necessary for start-up, including idea discovery and business model design, is delivered through theoretical lectures by teacher-centered method. In the second half of the lecture, students with similar interests are gathered into teams and learner-centered practical activities are operated. The contents of the activities include information on idea discovery, business model design, business plan and pitching. Practical activities for each team are conducted during class hours, and the professor advice on difficulties for each team.

A Design of Participative Problem Based Learning (PBL) Class in Metaverse (메타버스에서의 참여형 PBL 수업 설계)

  • Lee, Seung Ho
    • Journal of Practical Engineering Education
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    • v.14 no.1
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    • pp.91-97
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    • 2022
  • Recently, as per a representative education method to develop core capabilities (such as critical thinking, communication, collaboration, and creativity) problem based learning (PBL) has been widely adopted in universities. Two important features of PBL are 'collaboration between team members' and 'participation based self-directed learning'. These two features should be satisfied in online education, although it is difficult due to the limitation on space and time in the COVID-19 pandemic. This paper presents a new design of PBL class in Metaverse, based on improving the online PBL class operated in the previous semesters in the H university. In the proposed PBL class, students are able to display materials (e.g., image, pdf, video files) in 3D virtual space, that are related to problem solving. The 3D virtual space is called gallery in this paper. The concept of gallery allows for active participation of students. In addition, the gallery can be used as a tool for collaborative meeting or for final presentation. If possible, the new design of PBL class will be applied and its effectiveness will be analyzed.

Comparison of Pattern Design Functions in YUKA and CLO for CAD Education: Focusing on Skirt Patterns (캐드 교육을 위한 YUKA와 CLO의 패턴 제도 기능 비교: 스커트패턴을 중심으로)

  • Younglim Choi
    • Fashion & Textile Research Journal
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    • v.26 no.1
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    • pp.65-77
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    • 2024
  • This study aimed to propose effective ways to integrate CLO into educational settings by conducting a comparative analysis of pattern functions in YUKA and CLO, specifically focusing on skirt prototypes and variations. CLO, being a 3D virtual sample CAD tool, is mainly used in education to facilitate the creation of 3D virtual clothing. In order to explore the applicability of CLO's pattern functions in pattern education, CAD education experts were asked to produce two types of skirt prototypes and two skirt variations. Subsequently, in-depth interviews were conducted. In addition, the skirt pattern creation process was recorded on video and used for comparative analysis of YUKA and CLO pattern functions. The comparison revealed that CLO provides the pattern tools necessary for drafting skirt prototypes. The learning curve for acquiring the skills necessary for drafting and transforming skirt prototypes was found to be relatively shorter for CLO compared to YUKA. In addition, due to CLO's surface-based pattern drawing method, it is difficult to move or copy only specific parts of the outline, and there are some limitations in drawing right angle lines. In the pattern transformation process, CLO's preview function proved to be advantageous, and it was highly rated on user convenience due to the intuitive UI. Thus, CLO shows promise for pattern drafting education and is deemed to have high scalability as it is directly linked to 3D virtual clothing.

Research for Development of Furniture Industry in a city of Gangneung and Donghae - Focused on Japanese Case Study and Survey of Local Businesses - (동해 강릉지역의 가구산업 조성을 위한 조사연구 - 일본 사례조사 및 지역 업체의 설문조사를 중심으로 -)

  • Moon, Jung-In
    • Journal of the Korean Institute of Rural Architecture
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    • v.13 no.3
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    • pp.73-80
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    • 2011
  • This study aims to develop furniture industry in eastern district of Gangwondo and a city of Gangneung and Donghae. Case study on furniture complex in Asahikawa, Japan and survey of furniture companies in Gangneung and Donghae city were implemented for understanding of present state, followed by analysis of problems. It can be summarized as follows. First, the basic operation method of Japanese furniture industry is to keep a balance between industry and academy. Universities or centers are in charge of education and fostering talents, such as allowing to promote and to sell products in design center gallery while corporations support it by lending expensive devices and conducting strength test analysis. Second, according to the survey of furniture companies in Gangneung, many difficulties in products development such as a shortage of designer, method, creative design were discovered. With respect to education and human force fostering, education for design and e-commerce were not sufficient, also marketing section has a problem with limited space for display and selling. Corporate support section is facing problems in receiving raw materials, aging of facilities, manufacturing and management methods. Consequently, it is considered that academic and industrial sections should implement their own roles by forming a bilateral network which connects local universities, high schools, relevant organization in the city and providence and furniture manufacturing companies to companies' product development, human force fostering and marketing in an attempt to activate the furniture industry in this area.