• Title/Summary/Keyword: Educational Design

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A Development of Expert System for Secondary School's Interior Space Function Analysis (중학교의 내부공간 기능분석을 위한 전문가 시스템 개발)

  • Kim, Myoung-Whan
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.2 no.2
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    • pp.1-14
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    • 2002
  • The purpose of this study was to develop the expert system based on the artificial neural networks for architectural design phases. The applied building was secondary school focussed in its space-relational-diagram. To implement this system, a data matrix derived from case based database was used as learning pattern, and its output data was lastly evaluated by the educational phase's behavior & activity analysis data. The results of this study were as follows; 1) the needs of educational system for real world spacing can be solved by this expert system based on neural networks. 2) FCM also can be applied for architect's needs. 3) Afterwards, for developing architectural planning & design processes, information technology (for example, internet, odbms, dca and etc.) can be used.

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Exploratory Study on the Educational Planning Process Model for School Space Innovation - Focusing on User Participatory Design Practices - (학교교육공간 혁신을 위한 교육기획 절차 모형 탐색 - 교육분야 사용자 참여 설계 사례를 중심으로 -)

  • Hong, Sun-Joo;Lim, Ji-Young
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.23 no.2
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    • pp.1-10
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    • 2024
  • This study presents a model for educational planning based on user participatory design for the purposes of curriculum development and educational space innovation. It reviewed previous research and practices related to educational space innovation, educational planning processes, and user participation design and suggested a draft model. This model was applied in the renovation project of an elementary school, and the problems encountered during the application were reflected upon and used to improve the model. The final model comprises four phases. Phase 1 is an initial exploratory phase foruser participation, where educational planners and users form a shared perspective regarding the future of education. Phase 2 is a needs-analysis phase for the transition to future education, which focuses on setting the overall direction of the school-level curriculum. Phase 3 specifies the direction of future school curricula and identifies needs for educational spaces. Finally, Phase 4 focuses on the interaction between educational and space planners. Based on the above discussion, the study discussed the benefits and limitations of this educational planning model for school space innovation.

A Study on the Properties of the DQI as a Participation Tool (DQI의 참여도구적 특성에 관한 연구)

  • Yoon, Hwon
    • Journal of the Korean Institute of Educational Facilities
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    • v.18 no.5
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    • pp.51-59
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    • 2011
  • This research suggests that the Design Quality Indicator for School(DQIfS) could be applied on the education facilities construction process not only as a building design assessment tool, but also as a participation tool. From the analyze of the background, the aims, the implementation processes and the case studies of the DQIfS, the results are: 1. DQI was formulated with the social requirement for the public participation in the public building design processes.; 2. DQI was articulated with the aim to involve the wide range of the stakeholders in the design processes, to hear the various opinions of the stakeholders, and to apply these opinions in the planning or the decision-making processes.; 3. In the implementation stage, it was found that the implementation methods of the DQIfS was devised to involve the wide range of the stakeholders. Moreover, the DQIfS has transformed its representation way to convey the results to the stakeholders and make a base for the discussion. 4. Through the case studies, it was found that the DQIfS was used with various participatory planning methods in the implementation process. Furthermore, the DQIfS was used as a main method to provide the basis of the discussion about the educational facility design. Thus, it could be concluded that DQIfS is a specialized participation tool for making participatory processes in the educational building design processes.

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Educational Effect of Universal Design Navigation Teaching Module (유니버설디자인 체험 강의 모듈의 교육적 효과)

  • 이연숙;장윤정;반자연;변혜령;서해양
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2001.05a
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    • pp.140-143
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    • 2001
  • Since Universal Design emerged as a new design paradigm for future, the strategies of implementing UD in educational setting has been continuously pursued. Many university programs in North America especially explored the possibility and shared their experiences in the international conferences. In asia, however, no attempt was tried. This presentation will share the navigation teaching modules used in a undergraduate course “Interior Environment and Human Behavior” class, its methodology of experience and data analysis, and finally educational outcome. Since UD is a basic human oriented design, the modules surely provided affluent and realistic opportunity for students to feel emotional sympathy to understand a diverse range of users and to facilitate creative design solution for them.

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A Study of Protective Gear Provision Improvement for Preventing an Accidental Fall in Construction Field of Educational Facilities (교육시설 공사현장의 추락예방 보호구 지급개선에 관한 연구)

  • Lee, Kyoung-Hun;Kim, Jung-Ho
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.13 no.2
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    • pp.26-34
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    • 2014
  • Recently, a series of massive earthquakes have been occurred northeast Asia and there has also been constant sensible earthquakes in South Korea. Particularly, after diagnosing educational facilities with Sichuan earthquake momentum, remodeling construction of old educational facilities and buildings which were not designed not to resist earthquake are actively underway. Remodeling construction sites, however, are mostly small construction sites which consist of less than 30 full-time laborers, where a number of deaths from a fall occur by improper uses of protective gear. Therefore, to reduce the disaster from a fall caused by inadequate uses of protective gear in domestic small construction sites such as those for remodeling, this study conducts research into ways of decreasing accident rates by suggesting providing and administering protective gear as a national project so that donning protective gear is activated.

Study on Educational On-line Game for Collaborative Learning (협동학습을 위한 교육용 온라인 게임 연구)

  • Roh, Chang-Hyun;Lee, Wan-Bok
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.49-54
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    • 2004
  • The social interest for collaborative teaming and educational game has been increased. In this paper, we investigated the educational value of collaborative teaming and game. Based on this investigation, we propose an educational on-line game model for collaborative teaming. Although the proposed model is still conceptual design, it sufficiently shows that on-line RPG game can be a good collaborative teaming method for young children. We will perform a comparison study on the teaming achievement between the two methods: 1) the on-line game proposed in this paper, 2) the conventional educational method performed in normal school.

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Journal Content Analysis of ETR&D and the Journal of Educational Technology of Korea

  • JO, Il-Hyun
    • Educational Technology International
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    • v.6 no.2
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    • pp.11-21
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    • 2005
  • The study analyzed the topics and the types of the selected articles from the 20-year-old Journal of Educational Technology(JET), flagship journal of the Korean Society of Educational Technology. Further the results were compared with those of the Educational Technology Research & Development journal. Results indicate that the JET has grown in terms of quantity and quality since its birth 20 years ago. The JET seems to be independent as a young adult. Some issues and concerns were also identified: The articles of the JET are more inclined to Experimental design in terms of research type, and to Design in terms of research topic. Balance across Types and Topics needs be kept for long-term, healthier growth. The emergence of e-Learning and high technology of Korea offered opportunities to the field. However, the monopoly of e-Learning that consumes most of the limited space of the JET raises a red flag. More balanced and quality-oriented endeavors were suggested for another 20 years coming.

Development of Evaluation Tool and Guidelines of Space Design for Applying the Concept of Universal Design (공간디자인을 위한 유니버설 디자인 평가도구 및 지침개발)

  • Oh, Chan-Ohk
    • Korean Institute of Interior Design Journal
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    • v.24 no.1
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    • pp.23-33
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    • 2015
  • As the population of the aged and the disabled increases, the needs for universal design is also growing. Universal design is to design for diverse users including all ages from children to the elderly, the disabled and non-disabled, the pregnant, the tourist, and etc. This study is intended to develop the design evaluation tool and guidelines of universal design for applying to space design. In order to achieve this, four basic spaces in human living such as residential space, educational space, working space, and cultural space were selected. Then, the elements of universal design were chosen for each space. The numbers of areas in each space were 12 for residential spae, 5 for educational space, 6 for working space, and 6 for cultural space. Also, 60 elements of universal design for residential space, 53 for educational space, 36 for working space, and 46 for cultural space were selected. The field observation with photos and user evaluation survey were carried out for each space by using these elements. Finally, the elements and guidelines of universal design applied for spatial design were suggested. This consisted of 8 areas and 67 elements. This would be useful for designing space for all people.

Prototype of Educational Game for Development of Creativity (창의력 계발을 위한 학습게임의 프로토타입 제시)

  • Ahn, Seong-Hye;Song, Su-Mi
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.112-119
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    • 2008
  • Today, changing to knowledge information society, creativity education is thought important in each educational institution according as the importance of creativity is emphasized more. But it focused on development of intelligence that put special stress on scholastic subject. Therefore, this paper wished to present direction of development of educational game that can develop creativity and synthetic ability to solve problem through learner's voluntary interest and participation. As a result, the researcher drew element of fun and component of storytelling of educational game that was based on design of leaning for development of creativity, a previous research, that was based on the concept of creativity and theory of multiple intelligence, and presented a development example with storyboard, interface design and element of graphic for the production of prototype of educational game, after design game structure.