• Title/Summary/Keyword: Maker-education

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The Effect of Maker Education Program Utilizing Virtual Reality Creation Platform on Creative Problem Solving Ability and Learning Flow (가상현실 콘텐츠 제작 플랫폼을 활용한 메이커 교육이 창의적 문제해결력 및 학습몰입에 미치는 영향)

  • Lee, Min-Woo;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.23 no.2
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    • pp.65-72
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    • 2020
  • The purpose of this study was to examine effects of maker education program using the virtual reality content creation platform on the creative problem solving ability and learning flow of elementary school students. To achieve this purpose, we selected a virtual reality content creation platform that elementary school students can handle and share easily, and analyzed its effectiveness by applying the educational program in which the step-by-step activities of the TMSI model were reconstructed in relation to virtual reality content production education among existing maker education teaching and learning models. Through this study confirmed that the maker education program using the virtual reality content creation platform has a positive effect on the improvement of creative problem solving ability and learning flow of elementary school students.

The Effects of the Maker Education Program Science Class Applying the TMSI Model on Elementary School Students' Academic Achievement in Science and Scientce-Related Attitudes (TMSI모형을 적용한 메이커교육 프로그램 과학수업이 초등학생의 과학 학업성취도 및 과학 관련 태도에 미치는 영향)

  • Jihoon Kang;Dongyoung Lee;Yoonkyung Kim
    • Journal of the Korean Society of Earth Science Education
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    • v.16 no.3
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    • pp.363-373
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    • 2023
  • This study investigated the effects of the maker education program science class applying the TMSI model on elementary school students' academic achievement in science and scientific attitudes. This study involved 40 sixth-grade students from an elementary school in a metropolitan city, classified into an experimental group and a comparison group. The experimental group participated in the maker education program class applying the TMSI Model, whereas the control group experienced a traditional teacher-centered class as outlined in the teachers' guidebook. The results of the study were as follows. First, the maker education program science class applying the TMSI model had a significant effect on improving students' academic achievement in science. Second, the maker education program science class applying the TMSI model had a significant effect on improving students' science-related attitudes. Based on these results, the implications for science education and future research directions related to the application of maker education to science were discussed.

Developing Maker Competency Model and Exploring Maker Education Plan in the Field of Elementary and Secondary Education (메이커 역량 모델 개발 및 초·중등 교육 현장에서의 메이커 교육 방안 탐색)

  • Yoon, Jihyun;Kim, Kyung;Kang, Seong-Joo
    • Journal of The Korean Association For Science Education
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    • v.38 no.5
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    • pp.649-665
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    • 2018
  • In this study, we extracted the core competencies of makers through the analysis of critical incident technique and behavioral event interview to explore the nature and attributes of maker education, and then we developed a maker competency model based on these core competencies. As a result, six competency groups and 23 sub-competencies were extracted. In other words, we were able to confirm the existence of integrated thinking competency group consisting of four competencies made up of 'analytic thinking', 'intuitive thinking', 'visual thinking', and 'empirical thinking' and that of collaborative competency group with four competencies of 'sharing', 'communication', 'conflict management', and 'scrupulosity'. In addition, we could also confirm the existence of making mind competency group, which is composed of four competencies namely 'interest in various areas', 'challenge consciousness', 'failure management', and 'pleasure of the making process'. We could also confirm that human-centered competence group consisting of two competencies of 'humanity' and 'user-oriented' and the problem-finding competence group consisting of two competencies of 'observation' and 'recognition of discomfort in daily life'. Lastly, the making practice competency group is composed of seven competencies: 'understanding making tool', 'understanding electricity', 'understanding programming', 'planning', 'hand knowledge', 'information search', and 'direct execution'. We discussed educational implications of these findings.

A Study on the Effects of Design Thinking Process and Maker Education on University Students' Start-Up Activities (디자인사고방법 활용 메이커교육이 대학생 창업역량에 미치는 영향에 관한 탐색 연구)

  • Kim, Tae-Ywan
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.6
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    • pp.177-196
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    • 2021
  • In the era of the 4th industrial revolution, high technology is causing many changes in modern society and economy. Among them, changes in industries and jobs require new competencies of future human resources. As an educational alternative to these changes, maker education and design thinking methods are spreading around the world, and it is necessary to actively apply such education in university curriculum. Therefore, this study examines the effects of the maker education using the design thinking method on the learners' competencies required as future human resources and, relationship between the development of university students' entrepreneurial competencies and learners' competencies. And the purpose of this study is to contribute to the vitalization of entrepreneurship education for university students by suggesting an educational model. For this purpose, this study investigated the prior research on maker education/environment and design thinking methods to examine concepts and characteristics, and analyzed the influences between maker education/environment and design thinking methods and the development of learners' personal, social and technological capabilities. In addition, this study analyzed the relationship between learners' developed capabilities and university students' entrepreneurial capabilities, and based on the results, suggested directions and conceptual models for education that combine maker education/environment and design thinking methods. In conclusion, maker education/environment and design thinking methods in university education have a positive effect on the cognitive, social, and technological development of learners, and this has a significant relationship with the factors of personal, social, and technological dimensions of university students' entrepreneurial competency. It is analyzed that it has a positive effect on the promotion of entrepreneurship activities of university students. Therefore, it is judged that university's interest and support should be given to the vitalization of maker education using the design thinking method for university student entrepreneurship education and future human resources nurturing.

Developing and Applying Design Principles for Maker Programs Using Virtual Reality : Focusing on the Development of Simulation Application (가상현실 기반 메이커 교육 프로그램 설계원리 개발 및 적용 : 시뮬레이션 앱 구현을 중심으로)

  • Park, Taejung
    • Journal of Information Technology Services
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    • v.19 no.6
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    • pp.161-175
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    • 2020
  • The current study aimed to develop the design principles for maker programs using virtual reality and apply them in developing a simulation mobile application. First, through collecting and analyzing the relevant studies and cases eight design principles with four components were derived. Then, these initial design components and principles were revised and improved in accordance with evaluations of an expert panel composed of three professors/researchers, two teachers, and two IT industrial experts. Based on the revised design principles, a VR simulation app for maker education was developed and evaluated on whether the principles were properly applied to the app development by the expert panel. The finalized eight design principles, as a research outcome, can contribute to the design and development of various types of educational programs that can replace the actual making experience even in educational fields where it is difficult to build maker spaces or provide materials and equipment. In the near future, empirical studies are expected to develop customized maker programs considering the characteristics, levels, and needs of students and verify their educational effectiveness.

Research Related to the Main Factors for Export and SME's Export Possibility (해외수출을 위한 주요 요인들과 중소기업의 해외수출 가능성에 관한 연구)

  • JUNG, Ho-Jin;LIM, Yong-Suk
    • Journal of Fisheries and Marine Sciences Education
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    • v.29 no.1
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    • pp.118-127
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    • 2017
  • The aim of the present study is to research how the main factors for the export of SMEs affect SME's Export possibility in structural method. 62 SMEs in Busan Region were participated in this study. For the empirical analysis, a multiple regression analysis and a path analysis were used with Spss18 and Amos 5v to figure out the relationship between the main factors and SME's Export possibility(SEP). The main factors as variances are "Manpower Needs(MN)", "Technology Innovation Needs(TIN)", "Education Needs for Export(ENE)" and "Intention of Decision-Maker(IDM)". The result indicated that ENE and TIN with IDM could structurally affect SEP through path analysis and implies that the main factors have to be considered with the intention of decision-maker as CEO for the successful export of SMEs.

Developing and Applying Usability Testing Instrument to Improve the VR-based Mobile Application for Maker Education (VR 기반 메이커 교육용 모바일 앱 개선을 위한 사용성 평가 도구 개발 및 적용)

  • Park, Taejung;Cha, Hyunjin
    • Journal of Information Technology Services
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    • v.21 no.2
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    • pp.127-143
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    • 2022
  • In this study, a usability evaluation tool was developed for "ICANDUINO", a VR-based mobile application for maker education, and usability evaluation was conducted with a heuristic survey method for experts. The usability evaluation tool was derived through literature review and validated by two experts. It consisted of seven domains (effectiveness, efficiency, satisfaction, learnability, memorability, error, and cognitive load) and twenty-five sub-items. As a result of the usability evaluation conducted for six experts, it received the highest score in the domain of efficiency and the lowest score in the domain of error. The improvements of ICANDUINO were derived by analyzing the qualitative opinions of experts in each of the four stages (training, coding, tinkering, and testing) of making. the results of this study can be used as a guideline when evaluating the usability of a mobile app for education.

Development of a Maker Education Program for Entrepreneurship (청소년 기업가정신 함양을 위한 메이커교육 프로그램 개발)

  • Jang, JeeEun;Kim, Seyoung;Yoon, Seonghye
    • Journal of The Korean Association of Information Education
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    • v.23 no.1
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    • pp.55-64
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    • 2019
  • Recently, entrepreneurship education has been emphasized in order to bring creative innovation to the fourth industrial revolution era. The purpose of this study is to suggest methods to promote practice by developing an educational program based on the maker education model to foster entrepreneurship of adolescents proposed in the previous study. For this purpose, we developed two kinds of programs and materials according to the subject and the level for the 3rd grader in middle school and first grader in high school. The final output was composed of the workbook for students, the guidebook for teachers, the PPT, and the worksheet for a team activity. The pilot workshop of the developed program was conducted for 14 middle school students. The final program was developed after being received advisories by three experts. This study is meaningful in that it can contribute to foster entrepreneurship education in the field by proposing specific programs required for practicing maker education for entrepreneurship.

Developing Home Economics Education Programs for Sustainable Development: Focusing on Changemaker Education with the Theme of 'Improving Consumer Life' (지속가능한 발전을 위한 가정과 교육프로그램 개발: '소비생활 개선'을 주제로 한 체인지메이커 교육을 중심으로)

  • Kim, Nam Eun
    • Human Ecology Research
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    • v.58 no.3
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    • pp.279-298
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    • 2020
  • The purpose of this study is to develop home economics educational programs on the theme of 'improving consumer life' for sustainable development. It is a program to enhance the changemaker mindset for responsible production and consumption among the 17 goals of the Sustainable Development Goals(SDGs). The program was developed 8 that to make solar cookers, make household goods from recycled materials, change maker-practice green life, eco-friendly journal 1, plastic warnings, design alternatives for disposable products, change maker-efforts and eco-friendly journal 2. The developed program was validated 3 times by a group of experts and students. This program has the following features. First, the Home Economics Education(HEE) program under the theme of 'Improving consumer life' for sustainable development are carried out at the stage of change-maker education with project-based process. It can improve students' collaboration skills, self-directed skills, communication skills and problem solving skills. Second, eight programs can increase understanding and interest in sustainable development, and learners are interested in social issues. This program can raise learners who play an active role in solving social problems by increasing their interest and interest in the class, free from the form of passive classes. Third, the HEE programs under the theme of 'Improving consumer life' for sustainable development are meaningful in that they are closely related to students' lives and encourage them to practice in their own lives. Fourth, since the program is well-suited to the present time and includes content elements for sustainable development, it can induce changes in learners' perceptions, attitudes and behaviors.

Development of a Maker Education Program Using Cement and Mold for Middle School Students and Effect on Convergence Ability for Creativity (시멘트와 거푸집을 이용한 중학교 메이커 교육 프로그램이 창의융합 역량에 미치는 효과)

  • Kim, Seong-Soo;Yoo, Hyun-Seok
    • Journal of the Korea Convergence Society
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    • v.10 no.6
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    • pp.129-138
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    • 2019
  • The trend of maker education has been mainly focused on program using digital devices, but maker education programs that can make students' creative ideas instantly in various shapes and make them by hand is insufficient. Therefore, in this study, we developed a maker education program using cement and molds and analyzed Effect on the convergence ability for creativity of students. In the preparation stage, educational use cases about cement and molds and the study objects and contents were extracted through the literature review. In the development stage, teaching-learning materials were developed and validity and evaluation tools to measure convergence ability for creativity were selected. In the implementation stage, the expert validity test on the teaching-learning materials and convergence ability test for creativity was evaluated, In the evaluation stage, the effects of the whole area and sub-area of the convergence ability for creativity was analysed. As a result of the t-test for the whole area of convergence ability for creativity, the students who took the maker education program showed a significant change. The test results on the teaching-learning materials showed a positive response to the communication, cooperation ability, knowledge and humanism.