The purpose of this study was to delve into what type of expression mode of fashion design could suit the life style of digital nomads, as the appearance of nomadic life style was concurrent with people's modified way of thinking and sociocultural changes in today's digital society. It's basically meant to define the roles of fashion design, which was discussed as a way of improving the quality of life as a sort of 'culture,' and to suggest some of the right directions for fashion design in the future. The culture of today's digital era is marked by a pursuit of high mobility and high speed, and by nomadic disposition that is built on flexible thinking. The kind of design that lets people carry nomadic things with them and thereby improve their mobility can satisfy their needs for mobility, and body-friendly design that functions as a device of information in itself can meet their needs for mobility as well. The leading example of the latter is a wearable computer, and wearable scientific technology will be taken to another level, thanks to the advance in digital technology. In the future, that will be more accessible to people in general, and subminiature digital equipment will gain popularity in fashion industry as part of textiles and clothing or as an accessory. And specific kinds of design will be widespread, including variable design, multi-functional design and modular design. The first serves as a tool to protect the human body and to facilitate the adaptability of it to the given circumstances, and the second is characterized by a superb physical and psychological protectability. The third lets wearers bring design to completion at their own option, owing to an increase in the number of open-minded people and the development of interactive media. All these types of design could be called a wearer-friendly, human-oriented design that is specifically appropriate for the digital age. Wearers can actively be involved in design process as productive consumers, which is expected to help increase opener practices in fashion design sector.
Software education is drawing attention as an education for fostering future talents who will lead the 4th industrial revolution. The purpose of software education for everyone from kinder to adults is not simply to develop programming skills, but to develop "Computational Thinking," a problem-solving ability that effectively solves real-world problems based on computing. Therefore, how to cultivate and evaluate computational thinking is a very important issue. This paper proposed a method of applying a process-based performance evaluation method to evaluate computational thinking ability in the process of solving learners' problems. The developed contents were revised and supplemented through two Delphi surveys by a group of experts consisting of five university professors and five incumbent information teachers majoring in computer science and computer education to verify the effectiveness of the final model. I hope This paper can contribute to the study of evaluating computer thinking ability from the perspective of problem solving.
International Journal of Computer Science & Network Security
/
v.21
no.3
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pp.21-30
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2021
Economic transformations have led to an increase in the role of creative assets and their central role in public life. Changes in creative activity have led to a change in the organization of the work of institutes engaged in the training of specialists, in particular teachers of labor education. Methods and approaches to training determine the development of creative industries, being the basis for models of professional training of future teachers of labor training. The purpose of an article was to develop a modern model of professional training of future teachers of labor training based on the concept of creative economy. The methodology is based on the concepts of holistic craft and creative economy. Based on the integration of pedagogical learning models "Craft as design and problem-solving", "Craft as skill and knowledge building", "Craft as product-making" and "Craft as self-expression" developed and experimentally confirmed the conceptual model of professional training of future teachers of labor training. The proposed model forms a practitioner with professional, technical, digital and creative skills who is able to transfer the experience to students. The training course "Creativity and creative thinking" has been developed. The model provided for the development of a course based on the strategy of developing professional creativity, flexibility, improvisation, openness, student activity, joint practice, student-oriented approach. The practical value implies the adaptation of the developed model of professional training of future teachers of labor education during the training of teachers in higher education, which is confirmed in the experiment.
Journal of The Korean Association of Information Education
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v.18
no.4
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pp.549-558
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2014
This study aims to provide suggestions for software education in an afterschool program, deriving from the analysis of student experiences of working on Scratch team projects. This study reports on the implementation of the 12 week afterschool software education program in an elementary school, where students worked in pairs to learn Scratch programming from ideation to design and presentation. For an in-depth study of student-generated artifacts, we selected three groups' Scratch projects and conducted artifact-based interviews to unpack student experiences working on Scratch projects as a group. Adopting the computational thinking framework as an overarching analytical lens, we focused on examining student experiences from three dimensions of computational thinking (CT), namely, CT concepts, CT practices, and CT perspectives. The present study provides both theoretical and practical implications. Firstly, we demonstrate the feasibility of applying the CT framework for assessing student-generated artifacts in design-oriented software education. We also believe that this study provides important suggestions to future software education programs adopting CT as an overarching design and assessment framework.
The Journal of Sustainable Design and Educational Environment Research
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v.14
no.2
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pp.12-25
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2015
This study is currently presenting a creative education policy through the new 2015 revised curriculum and the Free semester system of Middle School as part of the education policy reform in the government-led, high freedom grade in each regional school board first, emotional schools, friendly school, campus type schools, etc. with creative thinking and improve students' autonomous judgment with the psychological and political reasons meant to provide amusement and certainty of their career choice. This creates space for creative education through the theoretical understanding of the educational philosophical thinking on creativity was to identify the appropriate means of educational space. The purpose of this study was to extract the linkage to produce creative educational environment that is generated through the philosophical thinking of the historical and psychological analysis of creativity with a human being. Future school construction has a future-oriented task should create a creative learning space in the center of the member schools. This creates space for creative education through the theoretical understanding of the educational philosophical thinking on creativity was to identify the appropriate means of educational space. Therefore Philosophical Thinking Creative School of members through the grounds centric collaboration focused on convergence enemy curriculum and school creative autonomy of operation which is central educational environment, that is diversified assistance as an attribute of the environment, space, space, flexible outdoor space, linking enemy center space, different types and sizes of the space case situation, the open space and spatial fusion can be seen the configuration doeeojim with different training space element.
By combining the role of current GIS technology and design behaviors from the cognitive perspective, spatial conceptualization can be extended efficiently and creatively for ill-structured problems. This study elaborates the model of a conceptualization-oriented SDSS(Spatial Decision Support System) for a landscape design problem. Current information-oriented GIS technology plays a minor role in planning and design. The three attributes in planning and design problems describe how the deficiencies of current GIS technology can be seen as a failure of the technology. These are summarized: (1) Information Explosion/Information Ignorance (2) Dilemma of Rigor and Relevance (3) Ill-structured Nature of planning and Design. In order to implement the conceptualization idea in the current GIS environment, it will be necessary to shift from traditional, information-oriented GISs to conceptualization-oriented SDSSs. The conceptualization-oriented SDSS model reflects the key elements of six important theories and techniques. The six useful theories and techniques are as follows; (1) Human Information Processing (2) Tool/Theory Interaction (3) The Sciences of the Artificial and Epistemology of Practice (4) Decision Support Systems (DSSs) (5) Human-Computer Interaction (HCI) (6) Creative Thinking. The future conceptualization-oriented SDSS can provide capabilities for planners and designers to figure out some "hidden organizations" in spatial planning and design, and develop new ideas through its conceptualization capability. The facilitation of conceptualization has been demonstrated by presenting three key ideas for the framework of the SDSS model: (1) bubble-oriented design support system (2) prototypes as an extension of semantic memory, and (3) scripts as an extension of episodic memory in a cognitive pschology perspective. The three ideas can provide a direction for the future GIS technology in planning and design.
The purpose of this paper is to critically examine Korean government's efforts in policy making and implementation regarding the Korea National Health Insurance System in the past and suggest a new paradigm for future policy changes. The structural and political characteristics of the Korea National Health Insurance, where health care services are provided almost exclusively by the private providers and funding for health comes equally from public and private sources, imply persistent difficulties in the operation of the system This may partially explain why the Korean system has continually experienced conflicts among stakeholders whenever there was an attempt to change policy. In this paper, we discuss four cases to illustrate such difficulties and barriers. We propose that in order to address these challenges and reduce policy errors as well as unintended results, it is necessary to restructure policy making process from being oriented toward 'quantitative expansion' to 'qualitative maturity', from a 'linear thinking' to a 'system thinking', from taking a 'top-down' to a 'governance and participatory' decision making process.
In 1991, Korean government decided to establish the Inland Container Depot for activating transportation of rail freight container and encourage the effectiveness of intermodal transport system. Therefore, the Ui-Wang ICD has been built in Kyonggi province and began to operate in 1993. However, Despite of original purpose of the Inland Container Depot, rail freight volume at public CY(Container Yard) in Ui-Wang ICD has been recorded very low. This paper deals with the promotion strategy for rail transport in Ui-Wang ICD. The relationship of conflicts between the rail-oriented transporters and road-oriented transporters in Ui-Wang ICD have been found through the TOC thinking process and some solutions are suggested. Some undesirable effects in operation of Ui-Wang ICD are listed and current reality tree(CRT) has been established and future reality tree(FRT) which includes some injections to active the rail transport in ICD has been recommended based on CRT. In order to make good solutions the situation in Busan-jin station ICD known as similar to Ui-Wang ICD has been analyzed.
Journal of the Korean Society of Earth Science Education
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v.5
no.1
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pp.124-133
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2012
Modern society requires people with practical knowledge that is able to recognize actual problems in the complex reality and solve the problems. Due to that reason, the 7th National Curriculum aims to basically cultivate ability adaptable to information-oriented global age by maximizing students' individuality and creativity. However, as existing education is hard to improve creativity, logical thinking, information processing skills, and problem-solving ability in the information-oriented age, self-directed learning is getting highlighted. Therefore, this study aimed to look into how learner-oriented IPER for self-directed learning and problem-based learning(PBL) in middle school science affected academic achievement of science and self-directed learning characteristics. As the results of the study are as follows. First, as the result of pre-and post-test to compare and analyze the effects of IPER instruction model and PBL instruction model on learners' academic achievement increase, it showed that the class with IPER instruction model was more effective. Second, as the result of pre-and post-test to compare and analyze the effects of IPER instruction model and PBL instruction model on self-directed learning characters, IPER was more effective than PBL overall, and among sub-areas, 'openness', 'self-concept', 'initiative', 'future-oriented self-understanding', and 'self-evaluation' were more effective in IPER while 'creativity' was more effective in PBL. However, among sub-areas 'responsibility' and 'learning enthusiasm' didn't show statistically significant difference. Third, the results of the post-survey to compare and analyze learners' perception regarding the application of IPER instruction model and PBL instruction model, the two models were positively affective. In addition, as the result of comparing the two models, IPER was more positive than PBL.
As mentioned above, Korean restaurant's menu price is to be decided by combining various factors. Korean restaurant is demanded to decide menu price more carefully than other restaurants do, because the number of Korean restaurant is the largest in Korea and Korean food is the most popular among the Korean people. Korean restaurant cannot neglect price competitiveness and is often given complaints from its customers. Because of such management difficulties, the number of Korean restaurant has recently decreased at special class hotels as well as common hotels. Korean restaurant managers are demanded to make efforts to inherit Korean tradition and culture by keeping pride and responsibility. Until now, Korean restaurants are thought to decide the menu prices in short-sighted, non-scientific and haphazard way of thinking. Such price decision factors have established traditions and have been generally accepted to let Korean restaurant managers lose carefulness at the menu price decision. In advanced countries, however, they recognized the importance of the price decision since the 1960's or earlier to research the menu price systematically and scientifically. Before deciding the menu prices, Korean restaurant managers are demanded to investigate various kinds of factors carefully and spend a lot of time to calculate direct costs, that is, one of the most important factors of cost calculations. The managers are demanded to decide the menu prices in reasonable and future-oriented way by keeping not private thinking but correct information and judgment. The sale of each menu has difference, while the menu price increase has been evaluated to be successful from overall point of view. Despite of increased total sale, there was not much difference of net profit because of increased material costs. However, higher level of the customers produced comfortable and cozy atmosphere of the restaurant enough to satisfy customers, and improved service quality much more. Not only customer satisfaction but also improved service quality is thought to play an important role in invitation of future customers.
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