• 제목/요약/키워드: Design education method

검색결과 1,969건 처리시간 0.029초

디자인 대중교육의 지향점에 관한 연구 (Research on the public education goal of design)

  • 조규명
    • 한국콘텐츠학회:학술대회논문집
    • /
    • 한국콘텐츠학회 2008년도 춘계 종합학술대회 논문집
    • /
    • pp.743-748
    • /
    • 2008
  • 디자인은 인간의 미적활동을 객관화하고 보편화한 것이다. 본래 디자인의 출발은 '대중의 삶에 풍요로움 주고 그들의 삶의 질을 향상'시키는 데 있었다. 그러나 그 동안 디자인교육은 오랜 기간 동안 '기업을 위한 중요한 생산적 수단' 이라는 미명 아래, 기업의 생산 활동 극대화 위한 인력양성에 치중하는 방향으로만 발전해 왔다. 따라서 디자인을 향유하는 일반 대중에게는 교육적 기회가 매우 희박하였다. 이러한 교육대상 및 기회의 편협성으로 인해 대중의 욕구충족이 어렵게 되었고, 디자인을 일부 디자이너만의 영역으로 점유하는 것에 대한 국민적인 저항을 일으키는 현상이 나타나기도 했다. 따라서 이제는 그 동안 디자인전문가 양성에 편중하였던 디자인교육에 대한 대상의 확대 및 내용의 전환이 무엇보다도 시급하다 하겠다. 이 연구는 대중의 생활 속에서 보편화 되어있고, 그들의 미적생활추구에 대한 욕구가 강하게 표출되고 있는 각종 사회현상을 토대로 하여 디자인 대중교육의 필요성 인식시키고, 삶의 질을 제고하기 위한 하나의 방편으로서, 디자인 대중교육의 지향점(자기표현, 향수, 교양, 생활의 지혜)에 대해 연구하였다.

  • PDF

융복합에 따른 공예디자인의 교육시스템 개선에 관한 연구 (A Study on the Improvement of the Education System of Craft Design according to Convergence)

  • 천정진
    • 문화기술의 융합
    • /
    • 제7권4호
    • /
    • pp.291-297
    • /
    • 2021
  • 현재의 공식적이고 암기식인 공예디자인 반복 훈련과 실습은 획일적인 평면적 디자인사고 표현에서 방황하고 있다. 이러한 평면적 현안 문제를 입체적 디자인 방식으로 변경하려면 통합된 융복합 교육목표 아래에서 학년별 방향을 설정하고 단계적으로 프로젝트를 수행하여 공예디자인에 대한 이해, 공간구성의 원리, 전통 디자인역사의 도입, 공예디자인의 총체적 접근 등 창작과 실무능력을 배양하여야 한다. 공예디자이너는 체계적인 교육과 훈련을 통해서만이 배출될 수 있다. 이는 다양한 시대변화의 요구에 대하여 스스로를 어떻게 적응해 나갈지에 대한 해결능력과 대처방안을 경험한 디자이너가 현장에 나와야 사회를 리드하고 성공할 수 있다. 교육 전문가들은 교육제도의 조직구조와 교과목의 혁신을 주장하며, 변화의 속도가 더욱 빠르게 진행될 21세기에 대응하는 교육의 중요성을 역설하였다. 본 연구는 이러한 문제에 대한 이해 및 분석을 통해 디자인과 인접학문이 연계된 융복합실습을 사회의 니즈를 반영한 프로젝트를 설정하여 과제를 구조적 접근에 의한 학문적 연구가 병행하는 교육체계를 제안하고자 한다.

패션 상품 아이템 개발을 위한 창의적 발상법의 활용 -벨벳 상품의 사례- (Item Development for Fashion Products Using Creative Thinking Methods -A Case of Velvet Products-)

  • 정인희
    • 한국의류학회지
    • /
    • 제37권2호
    • /
    • pp.213-223
    • /
    • 2013
  • This study presents the process of fashion item development with velvet through creative thinking methods. Creativity is one of the most important requirements for a successful job career and education enhancing creative thinking is needed in the area of fabrication, product design, and marketing strategy development. Velvet was selected as a research stimulus because it is a luxurious fabric with various differential properties such as a soft touch, unique luster, excellent drapability, and fine physical properties. The research methodology included creative thinking methods review, the selection of the tools, idea sourcing and listing, sequential idea evaluation and sample product making. After review of the various creative thinking methods, a combination method and forced connection method were employed as research tools to confirm the usefulness of creative thinking training because of their independence of use and application simplicity. A total of 12 university students participated as subjects in this research. After some training, each student derived ten ideas for velvet products that utilized a combination method and forced connection method. A total of 120 ideas were evaluated for novelty, technical possibility, practicality, and marketability; subsequently, 24 ideas were adopted and developed as sample products. The effectiveness of creativity education in fabrication and product design classes was verified through the whole process of product planning.

Development and Effectiveness of a Smartphone Application for Clinical Practice Orientation

  • Park, Jung-Ha;Lee, Yun-Bok;Seo, Youn-Sook;Choi, Jung-Hoon
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제13권1호
    • /
    • pp.107-115
    • /
    • 2021
  • This paper presents a smartphone application for the clinical practice education conducted in hospitals, with an aim to evaluate its effectiveness. A nonequivalent control group posttest design was used, which included a total of 100 nursing of school students who conducted their clinical practice. They were divided into one control and one experimental group (50 students each). The control group was directly trained in the clinical practice orientation, and the experimental group was a group who self-learned the clinical practice orientation using a smartphone application. Research data were collected between March 5 and April 27, 2019. They were analyzed with descriptive statistics and independent t-test, using the SPSS Statistics Version 24. The smartphone application customized for the clinical practice education was implemented through the following four phases: analysis, design, development, and evaluation. The developed application was registered in Google Play (for Android apps) and Apple Store, and related information was provided, making it available for download. The study showed that the satisfaction with and self-confidence in learning differed significantly between the groups. However, technology acceptance and knowledge acquired through practice showed no statistically significant difference. The research results serve as basic data for applying smartphone applications as an educational method that can replace traditional modes of education, serving as a significant indicator of the education delivery method diversification.

공교육 딜레마 해결을 위한 신교수법 설계 : 패러독스 경영 프로세스를 통한 분석 (A Design of a New Learning Method to Solve the Public Education's Dilemma : through Paradox Management Process)

  • 송창용
    • 산업경영시스템학회지
    • /
    • 제37권4호
    • /
    • pp.162-167
    • /
    • 2014
  • This study is to solve the public education's dilemma between the standardized education to maximize learning efficiency and the personalized education to maximize learning effectiveness, using the paradox management process. The process is based on combining the TOC (Theory Of Constraints) and TRIZ (Russian Theory of Inventive Problem Solving), which is a creative way of thinking to draw the synergic effect by pursuing simultaneously the conflicting elements. Through this research, a new concept of learning method can be suggested on a public course. Further research should be performed to develop a learning guideline based on the students' empirical study results.

건축설비 관련 현황과 교육면에서의 개선방향 고찰 (A Study on Present Condition and Educational Improvement Plan of Building Services System)

  • 이철구
    • 교육녹색환경연구
    • /
    • 제12권3호
    • /
    • pp.50-57
    • /
    • 2013
  • The education of building services field at university is not enough, although the field has become to be very important in architectural engineering. This lack of education is one of the reason that the level of domestic building services field is lower than that in developed countries. Present conditions of related laws, fields of work after graduation and education at university in building services field have been studied, and education conditions have been investigated divided into four-year architectural engineering course and five-year architecture course. Though building services field has become more important at university education, the number of credits and professor of the field is still small than other fields of architectural engineering. More practical curriculums are necessary to meet the expectation of companies, and it will be one of the method to meet it that criteria of curriculum constitution is according to ABEEK(Accreditation Board for Engineering Education of Korea) in more architectural engineering department.

수학교육에서 질적(Qualitative) 연구 방법 (Qualitative Research Method in Mathematics Education)

  • 이중권
    • 한국수학교육학회지시리즈A:수학교육
    • /
    • 제42권2호
    • /
    • pp.111-119
    • /
    • 2003
  • This research discussed a general concept on the qualitative research methods in mathematics education. It provided a classification of research methods in mathematics education. It also described research trends in mathematics education. It addressed how research design facilitates formulating a research problem, selecting a research design, choosing who and what to study, deciding how to approach Participants, selecting means to collect data choosing how to analyzing data, and interpreting data and applying the analysis. This study addressed the issues involved in choosing relevant populations and in selecting and sampling qualitative data. It described how populations are conceptualized and distinguished between probability sampling and criterion based selection. It discussed not only data arrangement such as, cross-sectional and categorical indexing, non-cross- sectional data organization, but also diagram flow chart matrix, cognitive map, family tree to facilitate analyzing data.

  • PDF

초등학교 교육활동 기반 그룹웨어의 설계 및 구현 (Design and Implementation of Educational Activity Based Groupware for Elementary School)

  • 김영식;김영복;유선택
    • 정보교육학회논문지
    • /
    • 제4권1호
    • /
    • pp.12-23
    • /
    • 2000
  • Education using the internet, such as a virtual school and distance education, has been limited to the studies of content and method in learning, It has been less studied to make advantage of internet with regard to school administration, teachers' research, and efficient communication within a school. Therefore, it is suggested to implement groupware which can be used in a school environment. For this purpose, this study attempts to design and implement groupware on that purpose. The main content consists of 7 areas: introduction of the school(including children's room), notice room, working room, room for educational materials, individual information, parents' room, internet journey. The basic tool for a groupware is implemented on Windows NT 4.0 Server and subsequent IIS 2.0. DB management based on SQL Server 6.5 makes it enable to manage various information.

  • PDF

전통적 교육이론에 따른 유아교육용 멀티미디어 콘텐츠 설계 방안 (Multimedia Contents Design for Early Childhood Education to Traditional Education Theory)

  • 이범석
    • 디지털산업정보학회논문지
    • /
    • 제12권1호
    • /
    • pp.107-117
    • /
    • 2016
  • This study investigates design strategies for improving the educational quality of multimedia contents for early childhood education. It emphasizes both traditional education theory and developmental aspects in its exploration of interactive and educational qualitative multimedia contents for early children. Accordingly, for an effective early childhood education, it is necessary to experience of the playful learning for the conception of ideas and the understanding of the social life. Because this study 1) possibility of multimedia contents for early childhood education, 2) computer application method for early childhood education, 3) examines used in the designing of multimedia contents for early childhood education according to traditional education theory. Multimedia early childhood education system is possible to organize information such as test, image, sound and video based on hyperlink system. I use Microsoft's Ms-office and Asymetrix's ToolBook software that are useful for hyperlink and parameter. Multimedia contents and other pages are used by Dynamic Data Exchange(DDE). Therefore multimedia contents for early childhood education is a useful tool for students of early childhood education department, parents, and children.

과제 중심 및 참여학습을 통한 사용성 연구 사례 - Wiimote를 이용한 포인팅 작업의 사용성 개선을 중심으로 - (Usability Study through Project-based and Participatory Learning - Focused on Usability Improvement of Pointing Task using Wiimote -)

  • 김혜선;정광태
    • 한국실천공학교육학회논문지
    • /
    • 제4권1호
    • /
    • pp.22-29
    • /
    • 2012
  • 실천공학 교육을 위하여 피교육자가 효율적으로 관련 기술을 습득하고 문제를 해결할 수 있도록 하는 것이 필요하다. 디자인 교육에서 사용성은 제품의 사용자 중심 디자인을 위하여 가장 중요하게 고려되어야 할 요소 중의 하나이다. 디자인을 전공하는 학생에게 사용성의 중요성을 인식시키고 사용성을 고려한 디자인 문제해결을 효율적으로 습득할 수 있도록 하는 방법은 학생 스스로 문제를 해결하고 그 과정에 참여하는 과제 중심 및 참여 학습(Project and participation based learning)을 통한 교육이다. 본 연구에서는 학생들 스스로의 과제 중심 및 참여 학습을 통한 사용성 평가 및 디자인 사례를 진행하였다. 이를 위하여 학생들이 관심을 갖는 주제를 선정하였고, 디자인 문제해결 및 사용성 연구를 위한 목적으로 디자인공학 대학원생, 학부생, 디자인전공을 준비하는 고등학생으로 팀을 구성하여 연구를 진행하였다. 이 과정을 통하여 대학원생은 사용성 디자인의 연구능력을 습득하고, 대학생은 디자인과정에서의 실무능력을 습득하며, 고등학생은 디자인의 전반적 이해를 습득할 수 있도록 하였다.

  • PDF