• Title/Summary/Keyword: Digital Design Curriculum

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The Analysis of Industrial Difference in Skill Requirement for IT Personnel (정보기술 인력의 정보기술 스킬 요건 분석연구)

  • Oh, Seunng Hee;Park, Sang Hyeok;Cho, Nam Jae
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.3
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    • pp.187-194
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    • 2013
  • Being in era of the digital economy, the impact of IT on our economy more and more increased. Along with this effect, IT becomes origin of predominance of competition in every category of industry. Regarding new trends in industry, companies have to mutate their IT skill set. Every industry has their color and environment of IT and uncertainty is different. For a company, it is most important to plan own strategy with strategy view on industrial environment. The idea of this study is to find the difference of Skill Requirement in every category of industry by find what are the most important jobs and skills of IT in every industry. We set skills by categorized curriculum of specialized IT education center, then with IT specialist, checked and retouched the results and surveyed with IT people in every industry on skill set and job of IT. The result of this study can gives the idea to who design curriculum and build educational contents that would fulfill the need of field. Also, this study would be meaningful that it opens the field of study of skill requirement in Korea.

Study on the Curriculum standards model of Green Coffee Education (그린커피교육 교과과정 기준 모형 개발에 관한 연구)

  • Shin, Hye-Kyung;Baek, Hyeongi;An, Gansu
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.103-122
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    • 2013
  • It has been realized that the flavor of coffee depends on the coffee-producing region and the growing condition. It has also been realized that the species of coffee beans influence the taste of coffee. However, coffee education is currently underway mainly for the simple job training of baristas such as roasting, extracting and customer service, and very little education on green coffee is being done. Therefore, this study is to contribute to the basic research material for the curriculum development of green coffee education. Through surveys to coffee instructors and students to investigate the current situation of green coffee education and awareness level of green coffee, the requirements of green coffee education has been analyzed. Further, the teaching direction and learning factors of green coffee have also been analyzed through Interview Analysis to coffee professionals. Based on the result thereof, this study is to suggest systematic lecturing-learning standards by presenting an education goal of green coffee, selection of education contents, determination of subject name, and composition and listing of education units to be learned. This study will be one of the basic research materials to plan and design the curriculum for green coffee education.

A Study on the Instructional System and Curriculum Design to Evolve the Software Education in Elementary School (초등학교 소프트웨어교육의 교육과정 개선을 위한 내용체계 및 교과 편성의 설계에 대한 연구)

  • Park, Phanwoo;Shin, Seungki
    • Journal of The Korean Association of Information Education
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    • v.23 no.3
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    • pp.273-282
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    • 2019
  • In this study, we have look through the national progress of computer science education in South Korea and analyzed the main subjects and contents of each period. We suggests the ways to evolve the current computer science education in terms of class hours for computer science education, hierarchical instructions, and the limitation of current national curriculum. In South Korea, it has been leaded the computer science education in the world since the it was promoted in earnest since 1995. Based on the recently revised national curriculum, South Korean government are taking efforts to nurture a leader through computer science education in terms of the students' future skills. However, it should be promoted to strengthen the ability of not only problem-solving ability through programming education, but also balanced computing and digital literacy through enhancing the ICT skills. In order to improve the curriculum of computer science education in elementary school of South Korea, a sufficient class hours of computer science education should be secured first.

Capacity Building Measures of SMEs Employee for Spreading the Creative Economy : For focus on Excavation of Convergence Project (창조경제 확산을 위한 중소기업 임직원의 역량강화방안 : 융합과제발굴을 중심으로)

  • Han, Ji-Won;Park, Ki-Nam;Lim, Heui-Seok
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.607-614
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    • 2014
  • The need for integration of knowledge and technology among SMEs has been acknowledged, and lacks ways of convergence in practical education. Therefore contents of convergence in practical education of high quality are needed. In this study, a case-oriented curriculum and contents were developed to enhance employee's skills of SMEs. The curriculum consists of 3 steps. The first step is analysis of trends and current status of convergence of SMEs in the domestic and foreign areas. Thus drawing up measures of standards to analyze a successful case. The second step is collection of materials, and development of models through successful cases of convergence. The third step is the analysis of a curriculum to enhance employees' of SMEs and the development of an education program. This study may lead to strengthening competition of SMEs through knowledge and technology convergence based on developed curriculum.

Design and Control of a Basic Circuit System for STEAM Education (STEAM 교육을 위한 기초 회로 시스템 설계와 제어 방법)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
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    • v.9 no.2
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    • pp.99-106
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    • 2017
  • The most important thing in STEAM education is to enhance students' interest and understanding of science and technology. In this paper, we propose basic circuit system design and control method applicable to STEAM fusion education. The circuit system design practice using the breadboard is designated as an essential curriculum in the corresponding department at the high school and college level in the domestic curriculum. However, there is a lack of STEAM convergence implementation examples that can easily understand circuit system design and control methods. Therefore, we proposed and tested a method to implement and control a media art type circuit system.

Digital Media Design Curriculum: Focusing on Planning and Evaluation in Design Process (디지털미디어 디자인학과의 교과 과정 현황 및 교과 과정 제안: 계획 및 평가 프로세스를 중심으로)

  • Yoon, Young-Doo
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.190-196
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    • 2010
  • Digital media has evolved in different areas as a result of the development of media and communications technology. The development of such media has also affected design in general as well as the design process systems focused on computer systems. Specifically, study of digital media design is based on a variety media and the development of computers due to social and environmental changes. Additionally, study is required on the convergence of variety of research including business, computer science, and human ergonomics. Nevertheless, most curricula in domestic universities are biased towards training practical manpower rather than creative/analytical manpower. For this reason, interchange between and study in multidisciplinary courses is desirable. Therefore, this study analyzes the curricula of departments of multimedia design of major universities and suggests enhanced curricula based on an analysis of the current state and understanding of the problem.

Prospects & Issues of NFT Art Contents in Blockchain Technology (블록체인 NFT 문화예술콘텐츠의 현황과 과제)

  • Jong-Guk Kim
    • Journal of Information Technology Applications and Management
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    • v.30 no.1
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    • pp.115-126
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    • 2023
  • In various fields such as art, design, music, film, sports, games, and fashion, NFTs (Non-Fungible Tokens) are creating new economic value through trading platforms dedicated to NFT art and content. In this article, I analyze the current state of blockchain technology and NFT art content in the context of an expanding market for blockchain-based NFT art content in the metaverse. I also propose several tasks based on the economic and industrial logic of technological innovation. The first task proposed is to integrate cultural arts on blockchain, metaverse, and NFT platforms through digital innovation, instead of separating or distinguishing between creative production and consumption. Before the COVID-19 pandemic, there was a clear separation between creators and consumers. However, with the rise of Web 3.0 platforms, any user can now create and own their own content. Therefore, it is important to promote a collaborative and integrated approach to cultural arts production and consumption in the blockchain and metaverse ecosystem. The second task proposed is to align the legal framework with blockchain-based technological innovation. The enactment and revision of relevant laws should focus on promoting the development of the NFT trading platform ecosystem, rather than merely regulating it for user protection. As blockchain-based technology continues to evolve, it is important that legal systems adapt to support and promote innovation in the space. This shift in focus can help create a more conducive environment for the growth of blockchain-based NFT platforms. The third task proposed is to integrate education on digital arts, including metaverse and NFT art contents, into the current curriculum. This education should focus on convergence and consilience, rather than merely mixing together humanities, technology, and arts. By integrating digital arts education into the curriculum, students can gain a more comprehensive understanding of the potential of blockchain-based technologies and NFT art. This article examines the digital technological innovation such as blockchain, metaverse, and NFT from an economic and industrial point of view. As a limitation of this research, the critical mind such as philosophical thinking or social criticism on technological innovation is left as a future task.

Providing a Direction to Interactive Design Education According to the Changes in IT Environment -Focusing on College Education- (IT 환경 변화에 따른 인터랙티브 디자인 교육의 방향성 -대학교육을 중심으로-)

  • Hong, Eun Jung
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.265-276
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    • 2014
  • This study observes innovation demand in design education according to IT environment in change, and explores reasonable directivity of design education according to fluctuations in media and technologies by presenting academic possibility of interactive design field and its education paradigms for universities. In order to achieve highly added values through interactive design complying with social demand, accompanying researches and academic frames are to be prepared, in particular with independent academic domain frame in universities, this study presents an educational directivity by recognizing important establishments of related curriculum that must be proceeded. This study has made a contribution in addressing the necessity of establishment of individual academic domain for interactive design and also setting up the domain of interactive design. It has been concluded that technological understanding beyond conventional design education, management of complex issues in consideration, and methodology of differentiated education in corresponding to the situation needed as well as typical educations of conventional technologies should be provided for satisfying innovation demand in the domain of interactive design.

A study on the Proposal of Interior Design Education Program Using BIM (BIM을 적용한 인테리어디자인 설계 교육프로그램 제안에 관한 연구)

  • Ha Seung-Beom
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.427-433
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    • 2024
  • BIM was activated by applying it necessarily to the government ordered construction of more than a certain amount of money in architecture and construction field of Korea before and after 2010. An architectural education using BIM at college in Korea has been doing in accordance with this trend but is not too different from the existing interior design studio. Also, a new design curriculum based on BIM that provides a digital design concept and a digital working environment is increasingly being demanded in modern society. A digital-based design process is required not only in the field of architecture but also in the field of interior. Therefore, this study suggests the prototype of the interior design studio based on the field practice can apply BIM design, not the unfamiliar interior design studio pursued in the field practice to understand easily the environment of interior design process BIM is essentially seeking.

Effect of Design & Business Content Class on the Improvements of Learning Attitude for Corporate Learning Program (디자인과 경영 콘텐츠학습 태도를 기반으로 한 기업 경영자 교육의 효과 연구)

  • Cho, Youn-Hyung;Lee, Sang-Ho
    • Journal of Digital Contents Society
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    • v.15 no.2
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    • pp.155-165
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    • 2014
  • This study deals with the proposals and the verification of the causal relationship between improvements of corporate manager's learning attitude for enterprises productivity and managerial effectiveness, the learner's familiarity and personal character strengths that are classified as positive psychology-based theory. For this study, researchers designed the structural equation model using the AMOS analysis. And researchers conducted the interviews using a questionnaire survey of quantitative research methods. Results of the analysis are as below. First, both online and offline classes were identified as the learner's character strengths affect the positive effect to the learner's familiarity strengths. Second, the learner's familiarity affects the positive effect to improvements of learning attitude. And the last, the learner's character strengths and improvements of learning attitude are not significant effect each other, therefore researcher could be found that the role of mediating variables of the learner's familiarity strengths. In this study, researchers analyzed the relationship between familiarity strengths and improving the learning attitudes needed for a desirable curriculum development considering the learners' personality factors. These findings contribute to an ideal course of study when educator design a curriculum and contribute to a successful communication strategy.