In the fields of science and engineering, multidisciplinary research is common, and researchers with a diverse range of expertise collaborate to achieve common goals. As the 4th industrial revolution gains currency in society, there is growing demand on talented personnel both with technical knowledge and skills and with communicative skills. That is, future engineers are expected to possess competence in social and artistic skills in addition to specialized knowledge and skills in engineering. In this paper we introduce an emerging field of 3D bioprinting as an exemplary case of interdisciplinary research. We have chosen the case to demonstrate the possibility of cultivating engineers with π-shaped expertise. Building on the concept of T-shaped talent, we define π-shaped expertise as having both technical skills in more than one specialized field and interpersonal/communicative skills. Wtih references to such concepts as trading zones and interactional expertise, we suggest that π-shaped expertise can be cultivated via the creation of multi-level trading zones. Trading zones are referred to as the physical, conceptual, or metaphorical spaces in which experts with different world views trade ideas, objects, and the like. Interactional expertise is cultivated, as interactions between researches are under way, with growing understanding of each other's expertise. Under the support of the university and the government, two researchers with expertise in printing technology and life sciences cooperate to develop a 3D bioprinting system. And the primary investigator of the research laboratory under study has aimed to create multiple dimensions of trading zones where researchers with different educational and cultural backgrounds can exchange ideas and interact with each other. As 3D bioprinting has taken shape, we have found that a new form of expertise, namely π-shaped expertise is formed.
Journal of the Korea Society of Computer and Information
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v.25
no.1
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pp.93-99
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2020
With the development of digital technology and the increasing demand for learning how to improve one's ability to solve problems through play and participation interactions, a variety of edutainment game contents are being developed. The edutainment game contents developed until recently have received a large number of contents for intelligence development and transfer of knowledge such as Korean and English mathematics for children and children. Recently, there have been various researches on the necessity and effect of STEAM education that foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit through the fusion education method among the subjects including science, technology, engineering, mathematics, And there is a growing need for the development of a parish suitable for STEAM education. However, there is a lack of STEAM educational content development that incorporates the technology of creative convergence talent training to develop talented people who can think and solve problems by crossing various academic boundaries. Therefore, this study develops game contents for early childhood education by combining STEAM education which foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit. And we designed and implemented STEAM game contents for infant learning education which can induce the interest of children and have fun by using gyroscope sensor of smartphone.
The 2015 revised curriculum is an integrated curriculum that reflects national and societal needs to foster creative convergent talent in the school curriculum. Along with these changes, the Ministry of Education introduced a system to change the major from 2017 to the fourth year of university. Therefore, each university should prepare to reflect the curriculum and institutional change before welcoming students who have completed the 2015 revised curriculum. The university needs to study the countermeasures for implementing the 2015 revised curriculum and expanding the period of major change when preparing the curriculum and contents of the calculus courses that freshmen take. Handong University has been studying the operation methods of new students who want to decide their major at the first grade, such as operating calculus courses at various levels and allocating appropriate proportions of calculus for preliminary examinations. This case is similar to the basic purpose of the revised curriculum in 2015, so it can suggest implications for the operation of the university calculus class after the curriculum revision. In this paper, we have analyzed the results of the recent freshman mathematics test for the recent 5 years and the students' calculus grades and compared them with the contents of the calculus curriculum operated by Handong University and the 2015 revised higher mathematics curriculum. As a result, we proposed five classes of calculus suitable for college major and it was found that the calculus curriculum should include the missing quadratic method in the 2015 revised curriculum.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.13
no.1
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pp.23-30
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2018
Recent global economic recession and recession of employment have made various efforts to revitalize entrepreneurial ecosystem by presenting entrepreneurial spirit and creative talent development as national top priority strategy in major developed countries. Based on data from the Global Entrepreneurship Trend Report (GETR), which has been conducted by the Venture Small Business Division and the Korea Entrepreneurship Foundation since 2015, the study will be conducted by the entrepreneurs of 10 countries in 2015 and 2016 The components of mental ecosystem were compared and verified. The results showed that entrepreneurship education effect and entrepreneurial environment showed positive relationship with entrepreneurship of individual and organization. Also, entrepreneurship education effect, entrepreneurial environment, individual entrepreneurship. On the other hand, organizational entrepreneurship was not found to have a significant effect on entrepreneurial type (livelihood / opportunistic entrepreneurship). In this study, entrepreneurship education as a lifelong education is required in order to enhance entrepreneurial ecosystem in Korea and to increase the quality of entrepreneurship which is increasing quantitatively. Finally We emphasizing the importance of creating a favorable entrepreneurial environment and offer some suggestions.
This study aimed to investigate the current status of media education in Korea by analyzing the media education cases which are being implemented in education field. Analyses were conducted on educational media, education contents, education methods, education fields, education levels, age of educated people, education cycle, school curriculum patterns and education-performing organizations. The educational media were in the rank order of vision media, new media such as internet, newspaper and movies. The education contents were mainly composed of knowledge and information about media followed by media production and media literacy. The media education was conducted in the cooperative relationships among school, society and family. For the education methods, message analysis, media monitor education, media production and media in education were dominantly used. Elementary school students were found to be the main target of media education, while there was no media education for pre-school children. Current media educations in school were being performed using club activity, creative activity, talent-raising education after school and regular class.
Journal of the Korea Society of Computer and Information
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v.19
no.4
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pp.149-158
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2014
The rapidly changing 21st-century knowledge and information society is emphasizing converged education that crosses various academic fields. In particular, the society expected the cultivation of the talent who balance scientific creativity and artistic sensitivity by adding arts to the existing converged education revolving around science and technology. However, at present, most STEAM education has been actively conducted with a focus on science and technology, whereas the subject of arts has been regarded or utilized as a supplementary means. Its problem is that the educational characteristics and values of art education have not been effectively utilized in educational terms and this could lead to superficial integrated education. In this respect, this study had the knowledge of various fields, such as science, technology, and mathematics, utilized usefully during the process of experiencing and creating arts. Accordingly, this study designed an education programs as with the case of Nam-Jun Baek who expanded the dominion of arts by creatively utilizing his own time's scientific technologies. In this educational process, the target program was developed in a manner that enables EPL to be utilized essentially as the study's knowledge-based tool and medium. The results of applying this educational program in 5th-grade elementary school students showed that the program has positive effects on the creative attributes of the students.
Journal of the Korea Society of Computer and Information
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v.25
no.11
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pp.229-238
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2020
Upcoming 4th industrial revolution era and the post-covid19 made procedure, contents, and the ways of education innovative changes. Thesis analyzed the changes of educational procedures of universities unsing Bigkinds of 'KPF', (which is Korea Press Foundation) and DataLab system of 'Naver'. The following three results were derived from relational analysis, monthly keyword trend, and related word analysis with 633 cases searched for the keyword of "university curriculum innovation, creativity, and convergence." Firstly, the frequency of relationship keyword analysis of recent 4 years(2016~2020) was ministry of education(190), industrial revolution(154), system(137), career(136), global(131), smart(97), and enrolled students(95) in order. Secondly, The frequency of keywords related to the related words was Human Resources Development (136), Industrial-Academic Cooperation (119), Education Ministry (86), Specialization (69), and LiNC (62), which showed the importance of supporting the government (Ministry of Education) and fostering human resources, industry-academic cooperation, LiNC, and characterization in order to foster human resources in universities. According to this study, the paradigm of education is the artificial intelligence environment of the fourth industrial revolution, which is meaningful in presenting the direction of specialization, industry-academic cooperation, smart, and globalization, and the future direction of education that fosters creative talent in the era of the fourth industrial revolution.
The purpose of this study is to examine 'Design Thinking' based Chemistry Class program as an education strategy for core competence of creative convergence talent. The program stages were modified and supplemented into eight stages, including 'Knowledge Understand', 'Empathy', 'Sharing perspective', 'Ideate', '1st Prototype', '1st Test', '2nd Prototype', and '2nd Test', so that the 'Design Thinking Process in Science Education' can be applied to the chemistry class. Considering the linkage between the 2015 and 2009 revised national curriculum, the achievement criteria were selected, and the lesson plans and student activity sheet were developed according to the themes to be met. Four thematic educational programs were developed and applied to Chemistry I for the second grade of high school students from March to August. The results were verified through qualitative data analysis of the class scene and pre- and post-test based on inventories of 'Empathy' 'STEAM educational competence', 'Problem solving process'. As a result of applying the developed program, 'empathy' showed a significant improvement in empathy with others and empathy with the problem situation. In 'STEAM educational competence', there was a significant enhancement in science and design competence. In the 'problem finding process', the problem definition, problem solution design, and problem-solving review were significantly improved in the 'problem-solving process'. The results of this study provided implications for the applicability of design thinking - based chemistry classes and its educational effect.
Journal of the Korea Society of Computer and Information
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v.16
no.11
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pp.85-93
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2011
The music education improves the creative talent, social skills and academic achievement of the students. For the efficient music education, the learner centered study is highly recommended rather than the passive education, which supports self-control in selecting teaching materials, learning patterns and speed. For the successful self learning, it is requested to develop the collaborative educational learning tools, especially electronic collaborators such as H/W and S/W. Though there exist many commercialized electronic instruments and the PC MIDI based softwares, these tools have some limits and problems for the primary student to learn playing the musical instrument by himself. In this paper, we propose a supporting tool implementation method using an electronic keyboard instrument with USB Interface and PC-based software to help the primary student to learn playing the musical instrument. We implemented an electronic keyboard instrument module compactly and at low cost using a PIC18F4550 MCU. PC based software was developed to edit musical score, process the MIDI information, and interact with the electronic keyboard instrument module. This tool can offer a similar keyboard instrument environment and can be incorporated with self learning contents.
Since 2015, the government has been striving to strengthen the software capabilities required for future talent through software-oriented university in Korea. In the university selected as a software-oriented university, basic software education is given to all departments such as humanities, social science, engineering, natural science, arts and the sports within the university in order to foster convergent human resources with different knowledge and software literacy. In this paper, we analyze the contents of basic software education for twenty universities selected as software-oriented universities. As a result of analysis, most of the basic software education which is carried out to the students of the non-majors students was aimed at improvement of problem solving ability centered on computational thinking for future society and improvement of convergence ability based on computer science. It uses block-based educational programming language and text-based advanced programming language to adjust the difficulty of programming contents and contents reflecting characteristics of each major. Problem-based learning, project-based learning, and discussion method were used as the teaching and learning methods for problem solving. In the future, this paper will help to establish the systematic direction for basic software education of non-majors students.
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