• Title/Summary/Keyword: Digital Design Education

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Improvement of Elementary English Digital Textbook Design (초등학교 3학년 영어 디지털 교과서의 디자인 연구)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.32
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    • pp.383-409
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    • 2013
  • This research comes from the premise that a student-oriented English digital textbook's design should be age appropriate. Our study is intended for third-year elementary students, since that age is the onset of English education within the Korean national curriculum. Our proposal focuses on this age's need for concrete information. Three popular textbooks' designs were analyzed using Cress's "Grammar Flame of Visual Design [Cress 2006]," and the results reflected in our modified book design. Via two case studies, a focus group interview, questionnaire, and observation analysis, we learned that the design of an age-appropriate digital English textbook changes the effectiveness of the education. An age-appropriate modified digital English textbook improves student satisfaction and interest. Our research proposes a systematic textbook design guide for age-specific preferences and characteristics.

Contents Development of PBL-based Integrant Design Course for Creative Design Capability -Focusing on Logic Circuit Design Textbook- (창의적 설계능력을 위한 PBL기반의 요소설계 콘텐츠 개발 - 논리회로설계 교재를 중심으로 -)

  • Lee, Jae-Min
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.413-420
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    • 2012
  • In this paper, PBL-based design education(PBDE) techniques for effective engineering design education to assess the infrastructure and outcome of creative engineering education which has been recognized as an important target in accreditation system of engineering education and a case of contents development as PBDE application to the logic circuit design that is essential integrant course of IT division of universities is presented. Because integrant design is based on compositional technologies with restricted realistic constraints, design components and the application of realistic constraints are different from those of capstone design. PBL technique must be carefully considered as it is used for creative design education. We applied the developed content to real design classes for validation of its performance and effectiveness.

An Approach to Implementation of Creative Design-Oriented Curriculum and Engineering Design Complex (창의설계교육을 위한 교과과정 및 종합설계실 구축 방안 (전자공학전공을 중심으로))

  • Lee, Jae Min
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.53-61
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    • 2015
  • Recently a demand for student-centered creative design education is rapidly growing, but well organized design curriculum and design practice complex are not established properly in most universities. In this paper, we present a scheme for design-centered engineering curriculum and a method to build a design practice complex for creative design education which it is currently attracting a lot of interest in engineering education. Based on the analysis of the conventional curriculum of electronic engineering, a new curriculum and a design practice complex that is suitable for enhancement of professional practice capability and by which an effective engineering education through introductory design, element design and advanced design steps can be performed is described.

Research for Design Specialization Education strategy (디자인특성화 교육전략 연구)

  • Park, Young-Jin
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.481-488
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    • 2019
  • A change request in design education is a phenomenon manifested by changes in the value of the industry and market demands. Changes in external requirements and internal values that affect the design industry today are shifting from consumer-centered design to stakeholder-centered design. At the center of these changes, design education should be transformed into an educational mechanism that conforms to the characteristics of each field and design specialization should coincide with the direction of the capitalist market. Design specialization must realize the policy of education in economic value first, and should be changed to a design process that enhances rationality and efficiency from the previous apprenticeship education.

Ergonomics curricula or Korean design colleges

  • Lee, Kyong-Hee;Cheng, Hong-In
    • Archives of design research
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    • v.20 no.2 s.70
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    • pp.29-40
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    • 2007
  • Human factors engineering has been taught in the design fields and considered as a necessary course for design students, We, ergonomists working with a design department, analyzed the current status of ergonomics curricula in the Korean design colleges. Sixty one percent of schools with design departments were offering ergonomics courses and most courses were electives. Comparatively more ergonomic courses were offered in industrial design and digital media departments. Ergonomic and human factors knowledge might not properly be acquired with this current status of the design curricula and systematic solutions should be considered and prepared for the future Korean designers.

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Exploring How to Apply Curriculum-Type Capstone Design based on Design Thinking in the Digital Healthcare Field (디지털 헬스케어 분야 디자인씽킹 기반 교과형 캡스톤디자인 적용 방안 탐색)

  • Hwang, Yunja;Jung, Hyojung
    • Journal of Practical Engineering Education
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    • v.13 no.2
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    • pp.261-270
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    • 2021
  • The purpose of this study is to develop a capstone design program by applying a design thinking methodology to the digital healthcare field to cultivate creative convergence talents with complex and practical skills and understanding of new technologies required in the era of the 4th industrial revolution. To this end, we analyzed the literature and previous studies in the field of digital healthcare and capstone design and proposed a capstone design model and application plan in the field of digital healthcare. The effectiveness was confirmed through expert review, and the effectiveness was analyzed by pilot application of the capstone design program. This is meaningful in that it can be used as an operation guide that can be used step-by-step when applying the capstone design in the digital healthcare field.

A Case Study of Architectural Engineering Design Education using BIM Concept (BIM 개념을 적용한 건축공학설계교육 사례 분석)

  • Shin, Kyoo-Chul;Kang, Da-Young
    • Journal of The Korean Digital Architecture Interior Association
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    • v.11 no.1
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    • pp.63-71
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    • 2011
  • The purpose of this research is to analyze a case study of the applicability of BIM concept in architectural engineering design education of 4-year architectural engineering program under ABEEK accreditation. The research method is to introduce a case of architectural engineering design studio and to compare the satisfaction of outcome between BIM S/W and conventional design process. The survey outcome reveals that the satisfaction of BIM S/W is relatively higher than the satisfaction of drawings by hands. The design education outcome is analyzed according the characteristics of expression, revision, relationship, and spatial understanding, etc.

Consideration of Don't-care Condition for Multiplexer-based Logic Design (For Application to Arduino-based Design Education) (다중화기 기반 논리 설계를 위한 무정의 조건의 고찰 (아두이노 설계 교육에의 활용을 위한))

  • Lee, Jae Min
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.881-888
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    • 2017
  • Logic design using multiplexer has been used as a useful method for design convenience and flexibility in structural digital system design. In this paper, we analyze the effect of don't care conditions on logic optimization in a multiplexer-based logic design, which was not discussed enough in the previous studies in multiplexer based logic design, and describe the use of don't care conditions for designing of a single multiplexer and multiple multiplexer-based logic design. Especially, the design method when the number of data input is not 2m (as the number of selection lines is m) is considered. We also describe how to apply the proposed technique to the digital logic design education in conjunction with microprocessor design using Arduino which is widely used in creative engineering education recently.

Research on Digital Content Development for AR-Based Traditional Craft Education and Training -Focusing on Lacquer Thread Sculpture-

  • HaiBiao-Huang;LingJing-Zheng;Seuc-HO Ryu
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.72-79
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    • 2024
  • This study focuses on combining traditional craft lacquer thread sculpture and augmented reality (AR) technology to develop digital educational content. In this way, we not only make it easier and easier for children to learn and understand the traditional craftsmanship of lacquer thread sculpture, but also finds a new direction for traditional craft education. First, through literature research, the production process of traditional craft lacquer thread sculpture is summarized. Through an in-depth understanding of traditional craft lacquer thread sculpture, it provides a theoretical basis for subsequent AR digital content development to achieve educational goals. Next, we used AR technology to design and produce the digital content of the traditional craft lacquer thread sculpture. This study proposes the application of AR technology and the design and production methods of digital content. It is hoped that the methods and experiences we have proposed will not only provide reference for the development of similar digital content in the future, but also provide new educational methods for the inheritance of traditional crafts.

Development of Creative Economy Innovation and Digital Entrepreneurial Ability for Distribution Strategy by using Design Thinking

  • Siwaporn NAKUDOM;Sor sirichai NAKUDOM;Panita WANNAPIROON
    • Journal of Distribution Science
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    • v.21 no.4
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    • pp.11-20
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    • 2023
  • Purpose: 1) develop a learning model involving design thinking to develop creative economy innovation and the characteristics of digital entrepreneurs. 2) evaluate the impact of design thinking on creative economy innovation 3) evaluate the impact of design thinking on digital entrepreneurial ability. Research design, data and methodology: 1) develop a learning model involving design thinking in order to develop creative economy innovation and the characteristics of digital entrepreneurs. 2) Evaluating creative economy innovation involving design thinking. 3) Assessing the characteristics of digital entrepreneurs based on design concepts. Results: 1) the development of a learning model involving design thinking to develop creative economy innovation and digital entrepreneurial competency 2) The students who studied using the learning model involving a design thinking process had the highest overall scores in terms of creative economy innovation 3) The scores for the assessment of digital entrepreneurial activity for the students who studied by using the design thinking learning model were at a high level. Conclusions: The development of the design thinking learning model can encourage students to be able to develop creative economy innovations and to empower digital entrepreneurs' ability for distribution strategy. Educational institutions that would like to succeed in developing creative economy innovative and digital entrepreneurship characteristics with the support of design thinking.