• Title/Summary/Keyword: design concepts principles

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Exploring the Practical Value of Business Games: Analysis with Toulmin's Sensemaking Framework

  • Joo Baek Kim;Edward Watson;Soo Il Shin
    • Asia pacific journal of information systems
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    • v.32 no.4
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    • pp.803-829
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    • 2022
  • With the advances in technology and the trend towards increased computer-based experiential learning in education settings, business games are being increasingly used by business educators. This article utilizes Toulmin's Sensemaking Framework to investigate the sensemaking process of business professionals to reveal how they consciously reason about the value of business games for learning complex business concepts and principles. Using the analysis of responses from 43 business professionals, our study identifies key areas where business professionals find value in business games and the limitations of using business games. First, business games are found to be an effective tool when teaching practical business skill sets to business professionals. Second, business games enhance the overall learning process in professional business training. Third, despite the advantages, some pitfalls in applying business games to practice are found. We also found sub-themes, claims, and argument patterns of how business professionals evaluate the value of business games through a grounded theory qualitative analysis method. Analysis results show several ground-warrant patterns exist in the arguments on values of business games including general principle - causal reasoning, personal experience - generalization, and personal projection - generalization. With these findings, we believe this paper contributes to the theory and practice of business game design, development, and the game playing and learning process.

Effects of Proprioceptive Neuromuscular Facilitation on Gait Speed and Lower Extremity Strength for Genu Recurvatum in Patient with Stroke: A Case Report

  • Tae-Woo Kang;Beom-Ryong Kim;Seo-Yoon Park
    • The Journal of Korean Physical Therapy
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    • v.36 no.1
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    • pp.33-38
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    • 2024
  • Purpose: This study investigated the effect of proprioceptive neuromuscular facilitation (PNF) on gait speed in a stroke patient with genu recurvatum. Methods: The subject was a 52-year-old female diagnosed with stroke. Information on health was collected through client Interview based on the International Classification of Functioning, Disability and Health (ICF). The ICF was used to identify connections between functional problems, and for diagnosis, and functional problems were described using ICF terms. For prognostic purposes, comprehensive goals for functional activity and participation level are presented as long- and short-term goals. Intervention was performed using an exercise program composed of techniques and principles based on PNF concepts for 50 minutes a day, 3 times a week, for 6 weeks. Gait speed and lower limb strength before to after intervention differences were used as study outcomes. Results: Clinical advantages were observed in body function (3.6kg increase in knee extension strength, 1.4kg increase in knee flexion strength, 0.9kg increase in hip abduction). Gait speed, which was the patient's primary limitation, was improved by 0.2m/sec. Conclusion: Based on the results of this study, application of the PNF concept would appear to improve gait speed and genu recurvatum in stroke patients.

The Design of Integrated Science Curriculum Framework Based on Big Ideas (Big idea를 중심으로 한 통합형 과학 교육과정 틀 설계)

  • Bang, Dami;Park, Eunmi;Yoon, Heojeong;Kim, Ji;Lee, Yoonha;Park, Jieun;Song, Joo-Yeon;Dong, Hyokwan;Shim, Byeong Ju;Lim, Hee-Jun;Lee, Hyun-Suk
    • Journal of The Korean Association For Science Education
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    • v.33 no.5
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    • pp.1041-1054
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    • 2013
  • Big ideas are overarching principles that help students to build a holistic understanding of domain-specific knowledge and assimilate individual facts and theories. This study aims to design a standard-based integrated science curriculum framework based on Big Ideas. The core contents were extracted by analysing the 2009 National Science Standards curriculum of primary and middle schools. Four Big Ideas, 'diversity,' 'structure,' 'interaction,' and 'change,' were generated after the process of examination and categorization of core contents. The scientific facts, disciplinary concepts, and interdisciplinary concepts of every scientific domains included in each Big Idea are represented as a knowledge pyramid. Essential questions guiding the direction of curriculum design were proposed on each Big idea. Based on the framework, teaching modules for 'structure' were developed for grades 5~6.

The Mode and the Characteristics of Deconstructionism Expressed in Fashion Design - Centering on Review of Literatures and Precedent researches - (패션에 나타난 해체주의(解體主義) 모드와 특성(特性) -선행연구(先行硏究)를 중심(中心)으로-)

  • Kwon, Hae-Sook
    • Journal of Fashion Business
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    • v.11 no.5
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    • pp.110-123
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    • 2007
  • This study aims at analyzing the characteristics and the mode of deconstructionism expressed in fashion design centering on review of literatures and precedent researches. Through the review of previous studies and various articles, three major features with regard to deconstructionism were found: indeterminacy of meaning, decentralization, and inter -textuality. In fashion, the feature of indeterminacy of meaning expressed by non formula way such as unfinished, layering, obi or straight line cutting and it was divided into unstructured and unorganized factors. The feature of decentralization expressed by disorganization of sex, race, culture and humanism such as trans-gender, third world costume, sub-culture, posthumanism. Last, the feature of inter-textuality expressed by employing the fashion texts more than two simultaneously such as mixture of unmatched or unusual various clothing items, fabrics, patterns and styles. Non formality features in fahsion which divided into unstructured and unconstructed factors. The decentering of meaning means that disorganized the existing concepts of sex, race, culture and humanism features in fashion which divided into cross-gender, subculture, and post-humanism. Lastly, the feature of inter-textuality means that employed the fashion text more than two which is classified into factors of mixing mode and mixed styles. Unstructured factors were expressed by destroying the design principles such as balance, harmony and unit in fashion. Unconstructed factors were expressed by ignoring the basic costume structures and components in fashion. Cross-gender was expressed by manish and duality style in fashion and 3rd world costume was expressed by folk costume style. Anti fashion was expressed by anti aesthetics in fashion such as kitch, punk, and hippie styles. Post-human was expressed by futurism and the 4th Sex style in fashion. Mixing mode were expressed by mixture of item, and unmatched materials and pattern in fashion. Mixture of style were expressed by mixture of pastiche expression of various styles.

The concept presentation method presented in the middle school informatics textbook Impact on learners' understanding (중학교 정보교과 개념 제시 방법이 학습 이해도에 미치는 영향)

  • Park, Jin Yong;Beak, Song Yi;Lee, Eun joo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.4
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    • pp.345-352
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    • 2019
  • The 2015 revised information curriculum emphasizes the ability to solve problems in real life based on the basic concepts, principles and techniques of computer science. How the contents of textbooks are designed is an important issue in terms of achievement of educational goals and whether contents can be easily and clearly communicated. The purpose of this study is to analyze the concept presentation method presented in middle school informatics textbooks by three types of text- centered type, picture-centered type, and case-centered type- to analyze differences in understanding according to individual variables (sex, subject preference). Analysis results found the figure-centered type showed the highest degree of comprehension among students, and the preference of contents design type and the difference of understanding according to sex did not show significant differences. According to the preferred subjects, understanding of the content design types were found to be significantly different according to preferred subjects.

Representation Contents of Basic Design Elements in Patterns of Fashion Design (패션디자인의 문양에 있어서 기초조형요소의 표현내용)

  • Cho, Jung-Mee
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.196-207
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    • 2012
  • This paper aims to study the representation of basic design elements in patterns of fashion design by analyzing the examples and trends of how basic design elements have been represented in major collections of fashion designers, thereby contribute to enhancing the awareness of the importance of basic design elements in the field of fashion design education. In order to accomplish this goal, utilizing the fundamental concepts and principles of basic design elements, we have analyzed the examples and trends of representation of basic design elements, focusing on the design works of fashion designers from the 2000 collections to the 2010 collections that can be viewed to have been directly inspired by three basic design elements. The result of the analysis shows that there was a popular trend of emphasizing basic design elements as a design motif particularly from the 2000 s/s collections to the 2004 s/s collections. In these collections, we have found a wide range of design works that were inspired by the three basic design elements of dots, lines, and faces. Designers such as Jil Sander, Bill Blass, ..., etc. produced diverse designs that emphasized dots with various feeling of space, weight and texture. The collections by I.S.Suano Kuwahar, ..., etc. were based on the concept of coordinating the design element of lines with various textures. Vestium Officina, Loewe, ..., etc. produced the designs where faces were divided by lines in various ways and various forms of faces were decorated with diverse colors.

A Study for Architectural Planning Direction to the Future School Facilities (미래 학교시설의 건축계획방향에 관한 연구)

  • Kim, Jae-Young;Lee, Jong-Kuk
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.16 no.3
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    • pp.1-8
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    • 2017
  • The study is a precursor to the final goal of organizing a future school building plan to prepare for the new paradigm. Planning direction presentation through planning elements and principles is key purpose. Based on the results of the study, it is meaningful that the school facilities will be able to fulfil the educational role of the school facilities, including science, technology, and environment. Based on the theoretical concepts of prospective school facilities and research data, the school plans to construct architectural plan elements and construct the architectural plan based on the guidelines of the school plan based on the evaluation criteria of the school building and the evaluation criteria based on the evaluation criteria of the school building and the calculation of the plan through the procurement criteria of the school and the Future Schools.

Design and Implementation of an educational simulator for disk scheduling algorithms (디스크 스케줄링 알고리즘을 위한 교육용 시뮬레이터의 설계 및 구현)

  • Koh, Jeong-Gook
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.12
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    • pp.131-137
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    • 2011
  • Operating Systems is a discipline which handles complex and abstract concepts related to its components and the principles of how an operating system works. However, most of the OS courses have been textbook-oriented theoretical classes. For students who are familiar with various kinds of media, theoretical classes lead to a decline in the understanding of a lecture and difficulty concentrating. They have tried to make use of educational tools to help students understand a lecture and arouse their interests consistently. This paper describes the design and implementation of a disk scheduling simulator which shows the service processes of disk I/O requests visually. The disk scheduling simulator can be used for demonstrations of the disk scheduling algorithms. The results of the academic achievement evaluation and survey showed that a disk scheduling simulator is useful as an educational tool which causes the interests about operating systems and enhances the understanding of a lecture.

A Study on the Potential Use of ChatGPT in Public Design Policy Decision-Making (공공디자인 정책 결정에 ChatGPT의 활용 가능성에 관한연구)

  • Son, Dong Joo;Yoon, Myeong Han
    • Journal of Service Research and Studies
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    • v.13 no.3
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    • pp.172-189
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    • 2023
  • This study investigated the potential contribution of ChatGPT, a massive language and information model, in the decision-making process of public design policies, focusing on the characteristics inherent to public design. Public design utilizes the principles and approaches of design to address societal issues and aims to improve public services. In order to formulate public design policies and plans, it is essential to base them on extensive data, including the general status of the area, population demographics, infrastructure, resources, safety, existing policies, legal regulations, landscape, spatial conditions, current state of public design, and regional issues. Therefore, public design is a field of design research that encompasses a vast amount of data and language. Considering the rapid advancements in artificial intelligence technology and the significance of public design, this study aims to explore how massive language and information models like ChatGPT can contribute to public design policies. Alongside, we reviewed the concepts and principles of public design, its role in policy development and implementation, and examined the overview and features of ChatGPT, including its application cases and preceding research to determine its utility in the decision-making process of public design policies. The study found that ChatGPT could offer substantial language information during the formulation of public design policies and assist in decision-making. In particular, ChatGPT proved useful in providing various perspectives and swiftly supplying information necessary for policy decisions. Additionally, the trend of utilizing artificial intelligence in government policy development was confirmed through various studies. However, the usage of ChatGPT also unveiled ethical, legal, and personal privacy issues. Notably, ethical dilemmas were raised, along with issues related to bias and fairness. To practically apply ChatGPT in the decision-making process of public design policies, first, it is necessary to enhance the capacities of policy developers and public design experts to a certain extent. Second, it is advisable to create a provisional regulation named 'Ordinance on the Use of AI in Policy' to continuously refine the utilization until legal adjustments are made. Currently, implementing these two strategies is deemed necessary. Consequently, employing massive language and information models like ChatGPT in the public design field, which harbors a vast amount of language, holds substantial value.

A Top-Down Approach to the Hardware Design Education Focusing on the Logic Design Courses (하드웨어 설계 교육에서의 TOP-DOWN 접근방법 : 논리설계 과목을 중심으로)

  • Yi Kang;Jung Kyeong-Hoon;Han Youn-Sik
    • Journal of Engineering Education Research
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    • v.6 no.2
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    • pp.22-29
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    • 2003
  • The ultimate goal of a hardware design course is to equip the students with the system design ability. However, the majority of the current structures of the design courses are focused on the understanding of the operational principles of each device which is used later as a building block for the design of a system. The shortcomings of this approach are, first, that it is very hard to keep the students motivated to the end of the course where system design concepts are dealt, and, second, the students do not have enough experience of the system design which is usually required in the field. As an alternative to solve these problems, it is necessary to reverse the order of contents of the course. Namely we introduce the high level of the abstract concept of the system design in the very beginning of the course and later by lowering the level of abstraction to the operational principle of the internal devices. In this paper, we propose a new top-down methodology for the introductory hardware design course of logic design, where the design expression and verification in the system-level are introduced first and then detail knowledge on each device is introduced later. Also, we report a case result from a student's working group as part of an extracurricular education in order to verify the validity of our proposed approach