• Title/Summary/Keyword: Digital Design Education

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Digital Transformations to Improve the Work and Distribution of the State Scholarships Programs

  • Kireyeva, Anel A.;Lakhonin, Vassiliy;Kalymbekova, Zhanna
    • Journal of Distribution Science
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    • v.17 no.3
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    • pp.41-47
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    • 2019
  • Purpose - Based on the analysis of Kazakhstan's experience of digital transformation, this study suggests a concept for digital solution to optimize organizational process, create trust networking between the center of state scholarships programs and recipients. In addition, the authors contribute to the current discussions of an effective digital transformation of state services. Research design, data, and methodology - Policy analysis is based on the combination of both primary and secondary materials collected during a Policy Research Project conducted in Kazakhstan in 2017. It involved semi-structured interviews with the state scholarship' recipients, ICT experts and findings from academic articles. Results - Findings are represented via Policy Development Matrix - a table with three options (status quo, partial change, total change) to deal with policy challenges. Authors suggest a concept for digital solution following the Customer Relationship Management (CRM) principles for optimizing core business processes, communication and networking strategies of the state scholarships program. Conclusions - At the time when digitalization becomes trending for states, the transformation of the state education policy is inevitable. The rapid development of digital technologies creates new opportunities for a single integration platform with key principles of Smart Remote Management in the state scholarships programs.

Design of Digital IF Up/Down Converter Using FPGA (FPGA를 이용한 Digital IF Up/Down 변환기 설계)

  • Lee, Yong-Chul;Oh, Chang-Heon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.1023-1026
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    • 2005
  • 본 논문에서는 SDR(Software Defined Radio) 시스템을 위한 Digital IF(Intermediate Frequency) Up/Down 변환기를 설계하고 성능을 평가하였다. 설계한 시스템은 AD 변환부, DA 변환부 및 Up-Down conversion 기능을 수행하는 FPGA로 구성된다. AD 변환부는 Analog Device 사의 AD6645를 사용하였으며, DA 변환부는 Analog Device 사의 AD9775를 사용하였다. Up-Down conversion 기능을 수행하는 FPGA부는 샘플된 IF 입력을 혼합기와 NCO에 의해 기저대역(DC)으로 다운 시키는 역할을 하며, 14bit의 기저대역(DC) 신호를 혼합기와 NCO에 의해 IF 출력으로 올려주는 역할을 한다. 이러한 설계는 기존의 아날로그 헤테로다인 방식에 비하여 높은 유연성 및 우수한 성능 향상을 보여준다.

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The Mediating Role of Self-Regulation Between Digital Literacy and Learning Outcomes in the Digital Textbook for Middle School English

  • LEE, Jeongmin;MOON, Jiyoon;CHO, Boram
    • Educational Technology International
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    • v.16 no.1
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    • pp.58-83
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    • 2015
  • Digital textbooks draw attention as a new format of educational material, using the advantages of information technology; this innovative learning tool requires consideration as a part of successful and effective learning. The main purpose of the article is to investigate the mediating role of self-regulation between digital literacy and learning outcomes (academic performance and learning motivation) when using digital textbooks as a learning tool in Middle School English. Both descriptive and regression analysis were used as data analyses methods. The main findings of this study were as follows: first, digital literacy and self-regulation significantly predicted academic performance and learning motivation; second, self-regulation fully mediated between digital literacy and academic performance; third, self-regulation partially mediated between digital literacy and learning motivation. The research results proved the effects of digital literacy and self-regulation on the learning outcomes and mediating role of self-regulation between digital literacy and learning outcomes. These results help to design and implement effective lessons when using a digital textbook in Middle school English.

Digital Design Process of Marine Leisure Boat Using Human Sensibility Evaluation (해양 레저선박의 디지털 감성 디자인 프로세스)

  • Choi, Chool-Heon;Jang, Phil-Sik;Seo, Moon-Seog
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.4
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    • pp.693-699
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    • 2010
  • Korea has been took the top ranking in the global shipbuilding industry in terms of new orders, order backlogs and the volume of vessels for several years. However, the domestic small- and medium-scale shipbuilders currently face imminent threat from China and new challenge to focus on development of high value-added ships. So far, the marine leisure industry of Korea has been showed weak global competitiveness and there were few attempts to design and develop leisure boats and yachts. We describe the digital design process of leisure boat exterior that could reflect user's sensibilities and feelings of entire forms of the products. This design process contains stepwise sensibility evaluation via web and provides designers with various and fast feedbacks about their design outputs in each design stage.

A Case Study of the Use of iPad Application in Fashion Design Education (패션디자인 교육의 아이패드 어플케이션 활용 사례)

  • Park, Keunsoo
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.377-383
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    • 2022
  • In today's modern society, along with the 4th industrial revolution, digitalization is rapidly progressing from everyday life to the entire industry. In the field of education, support is being provided at the government level, such as the dissemination of digital devices to create a digital educational environment, and the use of digital devices is remarkably increasing at the level of individual students as well. In the fashion design education field of universities, the number of students using tablet PCs and applications such as iPads is increasing and the scope of its application is expanding, from design concept setting and idea generation to design sketches in the early fashion design process, as well as diagramming and portfolio work. For fashion design sketching, it was found that students mainly use Procreate or Clip Studio applications with iPad. Therefore, by identifying the differentiated functions and characteristics of Procreate and Clip Studio, and examining design sketch examples using them, the possibility of effective use of iPad applications was presented and problems were also examined. Through this study, it is intended to provide basic data for fashion design education that can increase students' interest and achievement by using the iPad application.

Development of self-expression activity class program for elementary school students to cultivate AI literacy

  • LEE, DoeYean;KIM, Yong
    • Fourth Industrial Review
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    • v.2 no.1
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    • pp.9-17
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    • 2022
  • Purpose -In general, elementary school is the time to take the first social step away from family relationships with parents or siblings. Recently, AI technology has been widely used in everyday life and society. The purpose of this study is to propose a program that can cultivate AI literacy and self-expression for elementary school students according to the trend of the times. Research design, data, and methodology - In this study, prior to developing a self-expression class program for cultivating AI literacy, we looked at the related literature on what AI literacy is. In addition, the digital learning program was analyzed considering that the current AI literacy is based on the cutting edge of digital technology and is located in the same area as digital literacy. Result -This study developed a curriculum for self-expression and AI literacy cultivation. The main feature of this study is that the education program of this study allows 3rd, 4th, and 5th graders of elementary school to express themselves and to express their career problems by combining culture and art with AI programs. Conclusion -Self-expression activity education for cultivating AI literacy should be oriented toward holistic education and should be education as a way to express oneself in order to improve the quality of life of learners

Digital typological analysis of AI courseware in mathematics education (수학교육에서 AI 코스웨어의 디지털 유형학적 분석)

  • Son, Taekwon;Kang, Dahye
    • Education of Primary School Mathematics
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    • v.27 no.3
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    • pp.261-279
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    • 2024
  • The purpose of this study is to examine the characteristics of AI courseware for mathematics learning based on Choppin et al.'s (2014) digital typology and to derive implications for directions for AI courseware development. For this purpose, 12 types of AI courseware actively used in domestic were selected for analysis, and the characteristics of these AI courseware in terms of program-student interaction, teacher' s lesson design, and evaluation system were analyzed. As a result, each AI courseware provided unique functional features for students, teachers, and evaluation, but the ability to modify and configure teaching and learning was limited. Based on these results, implications for the direction of development of AI courseware in mathematics education were presented.

The impact of learners' gratitude disposition on computer thinking ability and digital efficacy in a Christian edu-tech program utilizing metaverse, generative AI, and Scratch based on a design thinking-based step-by-step process (디자인씽킹 기반 단계별 메타버스, 생성형 AI, 스크래치를 활용한 기독교 에듀테크 프로그램에서 학습자의 감사 성향이 컴퓨터 사고력과 디지털 효능감에 미치는 영향)

  • Su Yeon Kim;Bong ik Go;Eung gyo Seo
    • Journal of Christian Education in Korea
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    • v.78
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    • pp.231-262
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    • 2024
  • This study aims to explore the impact of learners' gratitude tendencies on computer reasoning and digital efficacy in a Christian program utilizing metaverse, generative AI, and Scratch at each stage based on design thinking (Chapter I). The subjects of the study are learners who participated in a youth Christian program for two weeks on January 20th and 27th, 2024, consisting of 22 middle and high school students. Gratitude tendencies, computer reasoning, and digital efficacy were measured through post-program surveys, and simple regression analysis was conducted. Open-ended survey questions were used for learner perception analysis (Chapter II). The research results showed that learners' gratitude tendencies significantly influence computer reasoning. Additionally, learners' gratitude tendencies significantly affect confidence and familiarity among the sub-dimensions of digital efficacy, while not showing a significant impact on usefulness. The significance of this study lies in specifically exploring learners' experiential perceptions in metaverse, generative AI, and Scratch utilization in design thinking-based edutech programs in Christian education. It is hoped that the results.

Case Study on Design Approach Education for Creativity Based Game (창의력 기반 게임을 위한 디자인 접근 교육 사례)

  • Eun, Kwang-Ha;Lee, Wan-Bok;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.229-235
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    • 2012
  • The domestic game industry has constantly developed in a short time by concentrating on online games, and keeps growing as a highly added value industry. Also, in the social aspect, it has been seeking various alternatives to place online games as positive and new play culture in the digital era by avoiding negative criticism on game addictiveness. One of important factors in expanding the infrastructure of the game industry and developing it as a type of culture is not simply to develop the existing core genres (on the basis of profits), but to promote the approach of mixture with various contents and of positive functions and thereby enlarge users through various game genres. That is, it is to design games with positive themes and easy immersion by targeting a variety of game users. Such expansion of game design approach is a starting point to develop the infrastructure of the game industry. In the aspect, training professional human resources on the basis of academic and educational process is of significance. Therefore, this work was intended to suggest examples of design approach education based on creativity subject among various subjects with positive functions, and then propose an education process to which Capstone design education contents were applied.

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.