• Title/Summary/Keyword: Design education method

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Research on Developing Instructional Method for Consumer Education of Home Economics in the Middle School -Focusing on Problem Solving method- (가정과 교육에 있어서 소비자교육의 교수.학습방법에 관한 개발연구-문제해결 중심 학습모형개발을 중심으로-)

  • Park, Myung-Hee;Huh, Hyung;Park, Myung-Sook
    • Journal of Korean Home Economics Education Association
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    • v.7 no.2
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    • pp.91-101
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    • 1995
  • The purposes of the study were to: (1) develop instructional method for consumer education of home economics in the middle school. (2) test the effectiveness of the developing instructional method focusing on the problem solving. In the method of the research, literature review related to the consumer education. models of teaching and characteristics of problem solving method were studied. Also, on the basis of theoretical evidence. the teaching plan focusing on problem solving method was developed. In addition, experimental research was done to find out the learning effectiveness on the developing instructional method of the study. This experimental research were made in the six classes of the three middle school in Seoul. For the statistical analysis of the study, frequency, mean and two way ANOVA(factorial design) were used. The results of this study were summarized as follows; (1) The developed instructional method of the study was more effective than the traditional lecture method. (2) The effects of the teaching-learning method were depended on the sex. The learning effects on the female students were higher than the male students. (3) The learning effects on the students were influenced by the sex and teaching method.

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A Development of Creative Capstone Design Education (창의적 캡스톤 디자인 교육 방법 개발)

  • Yoon, Seok-Beom;Jang, Eun-Young
    • Journal of the Korea Convergence Society
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    • v.5 no.4
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    • pp.15-20
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    • 2014
  • This paper discusses the creative capstone design education in Kongju National University and introduce a new operational capstone design education method. The result products are evaluated by self-evaluation and performance assessment that is based on the operational method and procedure of the project. The capstone design teams are comprised of 2~3 students with a individual major accomplishments. All teams are satisfied the criteria of evaluation. And their's self-satisfaction and questionaries are totally 3.88~4.44 point out of 5. Compared with the conduct of previous capstone design project that was not the industry affiliate, it provides students with industrial experience in design and development of industrial solution. And industrial partner must provide funds for student team to design, fabrication and test in next time.

Development of a Medical Humanities Course Based on Design Thinking and Medical Students' Perceptions (디자인사고 기반 의료인문학 수업 개발과 의과대학생의 인식)

  • Jaehee Rho;Aehwa Lee
    • Korean Medical Education Review
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    • v.26 no.1
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    • pp.55-69
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    • 2024
  • Amid the increasing interest in medical humanities education, this study developed a medical humanities course that utilized design thinking to foster creative thinking, problem-solving, and collaboration skills that pre-medical students should possess. The course's efficacy was assessed by evaluating improvements in core design thinking skills. The present study was conducted among 83 first-year medical students after planning and implementing a design thinking course. The reflection journals written by students along the course of the class were examined using the template analysis technique to evaluate the effectiveness of the class. The study's primary findings showed the successful development of step-by-step medical humanities education content utilizing design thinking and its practical implementation in a class. Moreover, the course improved students' core design thinking skills effectively, and in a balanced way. These results illustrate the effective application of design thinking in medical school through a medical humanities course. These findings indicate that a medical humanities course can help medical students showcase their abilities to collaborate and solve problems in the real world. This paper suggests the need for further research to develop a curriculum that integrates design thinking and investigate the relationship between medical students' core competencies and design thinking-based courses.

A Study on the expressions material and method in design education(1) (디자인교육에서의 표현 재료와 방법에 대한 연구(1))

  • Im, nam-sook
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.1061-1063
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    • 2009
  • The study notices the value of the expressions material and method in design education as the subject of for appreciation study. The objective of the present study is, it is as follows: to understand education system and social and cultural atmosphere, diverse elements including in the value of the expressions material and method; to get an overall perspective on various aspects of life; and to develop contents for appreciation study which points to help learners perceived values.

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The Study on the Education System of Digital Film design in New Media Environment - Focusing on Graduate Courses in film and Digital Media - (뉴미디어 환경에서의 디지털 영상디자인 교육시스템 연구 - 영상ㆍ디지털미디어 대학원교육을 중심으로-)

  • 정봉금;김종덕
    • Archives of design research
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    • v.17 no.2
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    • pp.451-462
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    • 2004
  • The range of graphic design has expanded very widely as the digital era emerged, and many new areas of film design, including film, DVD, interactive TV, mobile and DMB, began to require the work of designers. This could be considered as an application as well as a case of digital film design as it has more developed new media environment as basis. The change in the expression techniques of film language is inevitable since major consumers of new media are the younger generation. The method of creating and distributing visual communication work is not standing still anymore. It has been diversified through dynamic movements and changes resulting from interaction. The major objective of this study is to find out and suggest the directions that film and digital media graduate school education of future by researching and analyzing how the nature of design, as an academic subject that keeps on changing and developing, is evolving in the new media environment. For this purpose, the methods of appropriate education system in higher design education, which are derived from case studies and previous studies on education system, are evaluated by examining the consumers. This study aims at finding the most effective training method in film and digital media design, and by integrating current design education with digital film design education establish a better fit education system that complies with the demands of today's society. It will suggest how an educational institute should see ahead of the time and provide what the society will demand in the future.

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A Courseware Design using Metacognitive Strategy (메타인지 전략에 기반한 코스웨어 설계)

  • Lee, Jaemu
    • Journal of The Korean Association of Information Education
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    • v.20 no.1
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    • pp.101-108
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    • 2016
  • Most of a courseware evaluated negatively by short of instructional strategy to improve learning effects. Designing a courseware is a time-taking and challenging task. Therefore, a method is required that helps to easily design courseware that is effective to learning. This study proposed a method for designing and management courseware by utilizing a metacognitive strategy. We made a design the coursewase efficiently using concrete instructional model frameworks as metacognitive stragety and tried to improve the quality of courseware for learning effects. We applied our proposed method to teacher's college students in Korea who were taking the "Courseware Development" course. After analyzing it's effects, the responds can design courseware easily and monitor the design direction while their designing. Also, they can design the courseware systematically and implement detail instructional strategy by using concrete instruction model frameworks as metacognitive strategy. However, they were not easy to develop concrete instructional model frameworks at first and we need sharing it among the designers.

Culture Management through Vision and Practical of Jewelry Design Education (주얼리 디자인 전공 교육의 비젼과 실무를 통한 문화경영)

  • Shim, Kwan-Sun
    • The Journal of the Korea Contents Association
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    • v.7 no.11
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    • pp.140-149
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    • 2007
  • Social recognition conversion of the jewelry-related industries must be preceded by changes of responsibility of both the staff in charge and educators in education objections. Based on the debate of whether or not increasing (public) interest in jewelry design will subsequently lead to bringing about vision and possibility in the form of cultural management, this paper examined the influences that logical systematization of jewelry design and educational process of jewelry designers' ethics have on the next generation of the cultural industry of jewelry. Through the education and the industry of Italy, this paper analyzed existent method of design, current trend, and new content sand cases of design management that are based on types of consumption. In addition, it also provided the developmental possibility of future culture industry, and the foundation of ethical philosophy of jewelry education that lies beyond national economic power. I intend to imply significance of how designer's perception and conduct provides the whole new conventional foundation of sympathy and sensitivity and the existent method of design.

Innovation of Engineering Education in Department of Engineering Education at Virginia Tech in the United States (미국 Virginia Tech 공학교육과에서의 공학교육 혁신)

  • Kim, Jin-Soo
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2007.11a
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    • pp.504-505
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    • 2007
  • In 2004, a department of engineering education was established at Virginia Tech and Purdue university in the United States. Innovation of engineering education for improving the quality of engineering college education has been progressing. Content of subject of engineering exploration was developed newly for engineering college freshmen. And, effect of a sustainable energy design project on academic achievement for engineering freshmen at Virginia Tech in 2006 was researched. The project was performed throughout a 6 weeks period with one by 50 minutes lecture by professor and one 90 minutes workshop by TAs (Teaching Assistants) every week. To analyze the data, statistical package SPSS (ver. 15.0) was used. In responses to an open-ended question about freshmen students' perceptions of their improvement in design skills, the 3 most identified skills were teamwork, design process, knowledge. In, Korea, an innovation relating to engineering curriculum, facility, instructional strategy and so on will be required.

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A Comparative Analysis of Design Methods for Educational Games (교육용 게임디자인 방법들의 비교분석)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.25-35
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    • 2010
  • The generation who have had experienced computer games while growing up, are called game generation. The game generation has quite different styles of thinking and behavior from other generations. But present education methods for the game generation are not basically different from the education methods for other generations. Prensky argued that digital game-based learning is one of the few ways to meet the needs of the information age for the game generation. In this paper, we analyze the suitability of 4 design methods for educational games in comparison which were selected by the literatures survey. The suitability analysis was performed on the overall design method, the game design method, the education design method, the explicit of the design method, and the pros and cons. We suggest research topics on design methods for educational games which are needed to research in the future, based on the analyzed results.

A Study on Developing the Participatory Educational Program of Agricultural Safety and Health for Farmers (농업인을 위한 학습자 참여형 안전보건 교육 프로그램 설계)

  • Kim, Jin-Mo;Hwang, Young-Hun;Sohn, Kyu-Tae;Cai, Li
    • Journal of Agricultural Extension & Community Development
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    • v.22 no.2
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    • pp.205-219
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    • 2015
  • The purpose of this study was to develop a participatory education program of farmer's safety and health. After investigating the concept and status of agricultural safety and health to identify the problem of farmer's safety and health, we made the model in 3 steps, consist of analysis, design, and development, based on the instructional system design and the participatory instructional method. We also applied the participatory instructional method to the program to facilitate a change in practice by making farmers understand the contents. The findings of this study revealed the followings: 1) we developed the education program focused on characteristics of farmers as learners; 2) the education program was developed based on the model for developing education programs and the specific procedures that we made up; 3) we designed the program in modules to increase the availability; 4) we raised the content validity of the learning contents in the safety and health education program targeting farmers; 5) manuals and supplementaries for teachers were developed from learner's textbooks.