• Title/Summary/Keyword: thinking process

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A study about CS Unplugged using Unsupervised Learning (비지도 학습을 위한 언플러그드 활동에 대한 연구)

  • Jun, Bungwoo;Shin, Seungki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.175-179
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    • 2021
  • Computer Science Unplugged activities are activities to learn about computer science through learning tools other than programming programs. Existing unplugged activities focus on the procedural thinking process and focus on guiding the thinking process through play. There is a lack of research on unsupervised learning, which plays an important role in machine learning, which has recently attracted attention. In this study, we designed and conducted an unplugged activities for unsupervised learning that analyzes data using video media familiar to elementary school students. The results on the effectiveness of the class were analyzed using the bebras challenge. As a result of analyzing the scores of the pre-test and post-test, it was confirmed that the students' computational thinking and problem-solving ability improved.

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SEM-CT: Comparison of Problem Solving Processes in Science(S), Engineering(E), Mathematic(M), and Computational Thinking(CT) (SEM-CT: 과학(S), 공학(E), 수학(M)적 문제해결과정과 컴퓨팅 사고(CT))

  • Nam, Younkyeong;Yoon, JinA;Han, KeumJoo;Jeong, JuHun
    • The Journal of Korean Association of Computer Education
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    • v.22 no.3
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    • pp.37-54
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    • 2019
  • The main purpose of STEM education is to understand methods of inquiry in each discipline to develop convergent problem solving skills. To do this, we must first understand the problem-solving process that is regarded as an essential component of each discipline. The purposes of this study is to understand the relationship between the problem solving in science (S), engineering (E), mathematics (M), and computational thinking (CT) based on the comparative analysis of problem solving processes in each SEM discipline. To do so, first, the problem solving process of each SEM and CT discipline is compared and analyzed, and their commonalities and differences are described. Next, we divided the CT into the instrumental and thinking skill aspects and describe how CT's problem solving process differs from SEM's. Finally we suggest a model to explain the relationship between SEM and CT problem solving process. This study shows how SEM and CT can be converged as a problem solving process.

A Study on the Characteristics of Color for Peter Eisenman Architecture (피터 아이젠만 건축의 색채사용특성에 관한 연구)

  • Lee, Seon-Min;You, Yeon-Sook
    • Korean Institute of Interior Design Journal
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    • v.18 no.2
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    • pp.61-70
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    • 2009
  • Architectural color would be understood as a essential tool to be reflected the architect's value criteria, thinking process and the specific methodology. This study was established the characteristics of color use correlated with Eisenman's architectural features based on his point of view. At first, it could be organized with data and use the color in view points with the becomming process. Especially it would be expressed the color as a trace of unsynchronized formation. Second, it was introduced the color by graphics engaged with form, to be expressed the dividing, folding, reiteration for deliver of escape from graphic thinking process. Third, it was analyzed to be imported the color to have a multi-lateral space experience in center of user's space recognition and behavior by introduction of color. Finally, it could be inducted the consistent color by viewpoint of interfacial between interior and exterior environment, communicated with strong meaning by conversion from interior elements to color from these processes. A characteristics of Eisenman's architecture color is reflected his thinking process in architecture color as it is and can be understand of 'becomming process use of color' as a tool that is corresponded in form creation. Specially, it would be kept continuous viewpoint of interior and exterior space, giving user color as a viewpoint of linking space, enable many-sidedness experiences through space.

Visual Thinking Tools in Enhancing ESL Students' Writing Ability

  • Rafik-Galea, Shameem
    • English Language & Literature Teaching
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    • v.11 no.2
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    • pp.67-89
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    • 2005
  • Writing is a difficult skill for many people, both for children and adult alike and generally most people find it difficult to write down their thoughts effectively. Numerous studies have revealed that teachers find it frustrating to teach writing and many failed to help ESL students develop their writing ability. The theoretical emphasis on process oriented writing instruction has, in general brought about positive changes in the way writing is taught and has become widely accepted in the teaching of English as a second or foreign language (ESL/EFL). Although the interpretation and implementation of the process approach varies considerably from instructor to instructor, nevertheless, the emphasis on process writing has brought about significant and beneficial changes in teachers' orientations to writing. Despite the theoretical recognition of writing as a recursive process, many ESL/EFL classrooms continue to teach writing as a linear sequence of planning, pre-writing, writing, revising and editing and has not enhanced ESL/EFL students writing ability to the desired level. There appears to be a missing link in helping students to crystallize their thoughts before writing. Studies have shown that incorporating visual thinking tools into the process approach of ESL writing can enhance students' ability to write. This paper reports the findings of an exploratory study on the effects of using visual thinking tools in enhancing ESL students writing.

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Example of iterative process in upcycled clothing design: Unused neckties and upholstery scraps

  • Koca, Emine;Koc, Fatma
    • The Research Journal of the Costume Culture
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    • v.28 no.6
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    • pp.890-911
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    • 2020
  • This study proposed a base framework for creating sustainable designs with textile production waste and unused neckties with the "design thinking" approach, which is an iterative process. It aimed to set an example of how fashion designers can plan and manage their clothing design processes in a more sustainable way by recycling textile production scraps and unused neckties into unique clothing pieces with the upcycling method. Unused neckties and upholstery scraps were turned into skirts, blouses, and dresses by using creative techniques in line with current fashion trends. In addition, the five-stage iterative design process followed was explained, and the way in which the waste textile materials gained value by being converted into unique garments was discussed in terms of the user and the designer. Through the study, it was observed that the smallest amount of textile waste can be transformed into upcycled clothing via the iterative process, and original, value-added products enjoyed by consumers can be created. In addition, it was observed that the design thinking approach improves the understanding of the context of the problem, creativity in the generation of insights and solutions, skills to materialize those solutions through iterative prototyping, and the ability to combine these factors. Promising ideas to help designers develop recycling strategies were also provided.

Exploration on Writing Ability Considering Thinking Styles in Engineering Freshmen (공과대학 신입생의 사고양식을 고려한 글쓰기 능력 탐색)

  • Hwang, Soonhee
    • Journal of Engineering Education Research
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    • v.21 no.1
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    • pp.56-65
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    • 2018
  • This research aims to explore the relationships between academic writing ability and 'thinking styles' (capable of representing individual differences and diversity) in engineering freshmen in Korea, and to draw educational implications for the development of instructional strategies. (Academic) Writing is not just about conveying an idea or content, it is also about the representation of writer's self. In this perspective, there has been some research conducted on writing (process) and personality. However, to date, little attention has been paid to writing ability of engineering students and its relationships with thinking styles. This study was conducted with 127 engineering freshmen as well as 67 non-engineering freshmen at H University, and students' writing ability as well as their thinking styles have been measured before and after writing class for 15 weeks. Our findings show that firstly, there was a significant difference of writing ability by majors. Second, there were significant differences in freshmen's thinking styles by majors. Third, there was significant differences of writing ability according to thinking styles. Freshmen's internal, legislative and hierarchical styles scored significantly higher in writing ability than the others. And as for the engineering freshmen, internal, external and global styles scored significantly higher in writing ability than the others. Finally, there was a weak but significant relationship between writing ability and thinking styles(hierarchical & internal). These findings are expected to provide an explanation for the development of instructional strategies of writing (related) courses in engineering school.

A study on development of educational contents about computational thinking (소프트웨어 교육을 위한 컴퓨팅사고 교육내용 설계 기본 연구)

  • Oh, Kyungsun;Ahn, Seongjin
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.11-20
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    • 2016
  • We enter the age of "a software revolution. The core competence for people living in these times as based on software competence to tackle the problem in computational thinking. Solve the problem of the basis of computational thinking to cultivate these competences to adopt a programming. As a result, this text to study is raising the computational thinking competencies for software training in recognition of the need to learn. A couple of times to develop content for the purposes of computational thinking competencies, Two based on the opinions of experts across extract the contents of a computational thinking. Further, these studies based on accident, we look forward to develop in the process of computational thinking competences.

The Effect of Creative Potential on Innovation Behavior: focusing on Design Thinking

  • KIM, Taehyung
    • Journal of Distribution Science
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    • v.18 no.8
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    • pp.65-74
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    • 2020
  • Purpose: The purpose of study is to examine the effects of design thinking-based programs on creative potential, creativity and innovation behavior, as well as the mediating effect of creative potential and creativity. Research design, data and methodology: The study was conducted through a four-step process. First, the previous studies were investigated. Second, a total of three experts were reviewed to improve and supplement the program. Third, a workshop-based design thinking program was conducted four times. Fourth, the effectiveness of the program was reviewed through data analysis. Results: The design thinking-based program was found to have a statistically positive effect on creative potential, creativity, and innovation behavior. As another hypothesis of this study, by applying the design thinking-based program, it was statistically confirmed that creative potential has a direct, indirect effect, and a mediating effect on innovation behavior. Conclusions: These results provide usability for design thinking in terms of direction for creativity-based creative problem solving and innovation. Finally, design thinking can be used to develop and utilize new services and discover new ideas, especially improve the competitiveness of the company. In addition, it means that the level of innovation action can vary depending on the level of the individual's creative potential.

A Unified Model of Action Learning and Design Thinking for Social Innovation (사회 혁신을 위한 디자인 씽킹과 액션러닝의 통합모형)

  • Park, Sang Hyeok;Oh, Seung Hee;Park, Jeong Seon;Lee, Myoung Kwan
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.11 no.2
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    • pp.89-100
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    • 2016
  • This article analyzes two different strategies that both aim at creating innovative design or problem solving: design thinking and action learning. User-driven innovation strategy that has become more and more popular during the last decades is "design thinking". Based on designerly methods and principles, this strategy was developed by the design consultancy IDEO in the late 90s. Action learning is a pragmatic and moral philosophy based on a deeply humanistic view of human potential that commits us, via experiential learning, to address the intractable problems of organizations and societies. This paper provides a structured analysis and comparison of the two innovation strategies-design thinking and action learning-with the goal to identify potentials to enrich either of the two by merging or adapting specific parts or aspects. Although there are significant differences in both strategies, there are also several similarities in methodology and process design. This article compares process models for action learning and design thinking and highlights the specific differences and similarities. As a result, we suggested a union model of action learning and design thinking, and verified a this model through a case study. We complemented the process of team building and reflection of action learning for union model. Also, we statistically verified through a case study to validate the superiority of the design thinking model which complemented action learning. This article contributes to a better understanding of both-design thinking and action learning, and it may help to improve either of the two strategies to foster social innovation.

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Evolving a Holistic Design Process of Experiential Design - Focus on the Cognitive Interaction in Design Process -

  • Woo, Heung-Ryong
    • Archives of design research
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    • v.20 no.2 s.70
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    • pp.65-76
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    • 2007
  • The primary purpose of this study was to evolve integrated design process for Experiential Design which is based on the former study, 'The Influence of Cognitive Factors on the Creative Abilities in Design'. Experience is a transformation factor to all of the design processes, which has three phase of problem solving; Input, Process, and Output. We regard Experiential Design is a transforming process from concept to experience, and set up a mode) of Holistic Design Process (HDP), which consists of four domains: Four Causes, Thinking Modes, Sensory Modalities, and Creative Abilities. Revolving Sensory Modalities (SM), Creative Abilities (CA), and Thinking Modes (TM) around Product Design Specification (PDS) through a design process, Design Concepts ripen and mature into Externalization. Each component of Experiential Design (TM, SM, and CA) turns around the PDS. Here, experience is first perceived by the five senses. Then, the knowledge is formed, and the CA works for a problem solving. And TM controls all of these procedures. We regard these are a phenomenon of Experiential Design. The HDP can be helpful to develop valuable solutions and create a good experience.

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