• 제목/요약/키워드: creative problem solver

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The New Definition of Creative Leadership in the Communication Design Industry - Focused on the 4th Industrial Revolution

  • Kim, Kyung-won
    • International Journal of Contents
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    • 제15권2호
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    • pp.53-58
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    • 2019
  • The aim of this paper is to discuss how designers lead and direct 'technology-driven society' using their creative communication skill. To this end, it is required for communication designers to take conscious steps to recognize the future direction of their profession. Despite the advancement in technology, there is a human being at the center of all design activities. From a certain point of view, contemporary communication design takes an open-ended exploration of the subject matter, rather than a finished output. The notion of creative leadership may potentially expand more in terms of improving the methodology of today's visual culture. The paper will examine creative leadership that could be proposed by the challenge of discourse upon the upcoming industrial revolution. Today, communication designers are confronted by new leadership opportunities and challenges. Some leading designers seem to focus on brand new media technologies to prepare the 4th industrial revolutions. However, communication design cannot be discussed in the medium but can be understood as a process. Top-down and bottom-up process is always a concerned about the relationship since the focus of leadership has changed. In the top-down process, the leadership has existed between 'designer and client' because designers have played their role as a problem solver. On the other hand, there is a different model of leadership between 'design and technology' based on bottom-up process, which stem from the design authorship. In this regard, the new definition of creative leadership in the $4^{th}$ industrial revolution proposes a designer as a problem-finder based on the relationship between the 'designer and the public'.

The Analysis of Computational Thinking Practices in STEAM Program and its Implication for Creative Problem Solvers in the 21st Century

  • Park, Young-Shin;Green, James
    • 한국지구과학회지
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    • 제41권4호
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    • pp.415-434
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    • 2020
  • The purpose of this study was to explore if, what kinds of, how much computational thinking (CT after this) practices could be included in STEAM programs, and what kinds of CT practices could be improved to make STEAM revitalized. The CT analyzing tool with operational definitions and its examples in science education was modified and employed for 5 science-focused and 5 engineering-focused STEAM programs. There was no discerning pattern of CT practices uses between science and engineering STEAM programs but CT practices were displayed depending on their topics. The patterns of CT practices uses from each STEAM program could be used to describe what CT practices were more explored, weakly exposed, or missing. On the basis of these prescription of CT practices from each STEAM program, the researchers could develop the weakly exposed or missing CT practices to be improved for the rich experience in CT practices during STEAM programs.

Exploring Students Competencies to be Creative Problem Solvers With Computational Thinking Practices

  • Park, Young-Shin;Park, Miso
    • 한국지구과학회지
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    • 제39권4호
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    • pp.388-400
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    • 2018
  • The purpose of this study was to explore the nine components of computational thinking (CT) practices and their operational definitions from the view of science education and to develop a CT practice framework that is going to be used as a planning and assessing tool for CT practice, as it is required for students to equip with in order to become creative problem solvers in $21^{st}$ century. We employed this framework into the earlier developed STEAM programs to see how it was valid and reliable. We first reviewed theoretical articles about CT from computer science and technology education field. We then proposed 9 components of CT as defined in technology education but modified operational definitions in each component from the perspective of science education. This preliminary CTPF (computational thinking practice framework) from the viewpoint of science education consisting of 9 components including data collection, data analysis, data representation, decomposing, abstraction, algorithm and procedures, automation, simulation, and parallelization. We discussed each component with operational definition to check if those components were useful in and applicable for science programs. We employed this CTPF into two different topics of STEAM programs to see if those components were observable with operational definitions. The profile of CT components within the selected STEAM programs for this study showed one sequential spectrum covering from data collection to simulation as the grade level went higher. The first three data related CT components were dominating at elementary level, all components of CT except parallelization were found at middle school level, and finally more frequencies in every component of CT except parallelization were also found at high school level than middle school level. On the basis of the result of CT usage in STEAM programs, we included 'generalization' in CTPF of science education instead of 'parallelization' which was not found. The implication about teacher education was made based on the CTPF in terms of science education.

남북한 중등학교 지구과학 교육과정 및 교과서 비교 연구 (Comparative Study of Earth Science Curriculum and Textbooks of Secondary School of South Korea and North Korea)

  • 이양락
    • 한국지구과학회지
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    • 제21권1호
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    • pp.1-12
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    • 2000
  • 남북한 중등학교 지구과학 관련 교육과정 및 교과서를 TIMSS 교육과정 분석틀에 의해 비교 분석하였다. 북한의 고등중학교에서는 '지구과학' 과목이 별도로 개설되어 있지 않으며, '지리'에서 부분적으로 지도된다('천문학'은 1996년 고등중학교 교육과정에 처음으로 설정된 과목으로 추정되나 본 연구에서는 구체적 자료를 입수하지 못함). 북한에서 지리는 고등중학교 $1{\sim}5$학년에서 주당 2시간씩 지도되고 있으며, 1학년 및 5학년용 지리 내용의 대부분이 지구과학과 관련되어 있다. 남한의 경우 지구 과학 영역의 목표는 '자연 현상의 탐구에 흥미와 호기심을 가지고, 기본적인 탐구 방법과 과학 지식을 습득하여 창의적으로 문제를 해결하는 능력을 기르게 한다'는 데 있으며, 북한 지리 교육의 목표는 '김일성 및 김정일 부자에게 충직한 주체형의 공산주의 혁명가 양성'이라고 할 수 있다. 남한과 북한 모두 '지구의 모양과 '지구의 변화 과정'을 많이 지도하고 있는데 비해, 남한에서 많은 비중을 차지하는 '우주 속에서의 지구'가 북한에서 매우 적은 것은 북한에서 '천문학'을 별도로 지도함을 시사한다. 전체적으로 북한의 지구과학 영역의 범위와 수준은 남한의 중학교 수준에 해당한다고 볼 수 있는데, 특히 기상 분야 및 천문분야의 경우는 남한과 수준차가 심하다.

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중등학생들이 생각하는 융합인재에 대한 이미지 유형 탐색 (Exploring the Image Types of Secondary School Students' Perception about the Talented Person in Convergence)

  • 이준기;이태경;신세인;정덕호;오상욱
    • 한국과학교육학회지
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    • 제33권7호
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    • pp.1486-1509
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    • 2013
  • 이 연구의 목적은 중등학생들의 융합인재에 대한 이미지는 어떤 유형으로 형성되어있는지 알아보고, 융합인재교육(STEAM)을 경험한 학생과 그렇지 못한 학생들 간에 융합인재 이미지 유형에 있어 어떠한 차이가 나타나는지 파악하는 것이다. 연구목적의 달성을 위하여 남부권 소재 중등학생 187명이 이 연구에 참여하였으며, 이들로 하여금 자신이 생각하는 융합인재에 대해 그림을 그리고 간략한 설명을 적도록 하였다. 이렇게 수집된 자료를 귀납적으로 범주화하여 중등학생들의 '융합' 및 '융합인재'에 대한 인식을 탐색적으로 알아보았다. 그 결과, 중등학생들의 융합에 대한 인식은 크게 '개인인지과정으로서의 융합', '집단인지과정으로서의 융합', '산물로서의 융합'으로 크게 범주화되었다. 융합인재에 대한 이미지는 '개인인지과정으로서의 융합'의 하위유형으로 '두뇌수준 사고융합형', '누구나 아는 유명 인사형', 생활의 달인형', '다양한 직업인형', '문제해결자형', '창조적 개발자형', '실존하지 않는 이상적 인간형'이 있었으며, '집단인지과정으로서의 융합'의 하위단계로는 '전문가 집단형'과 '학생 집단형'이 있었고, '산물로서의 융합'의 하위단계에는 '단순 융합체형'이 나타났다. 중등학생들은 융합인재교육의 경험유무에 따라서 서로 다른 유형의 이미지가 형성되고 있음을 확인할 수 있었다.