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dc.contributor.author김성희-
dc.date.accessioned2022-10-11T01:09:28Z-
dc.date.available2022-10-11T01:09:28Z-
dc.date.issued2021-01-
dc.identifier.citation한국엔터테인먼트산업학회논문지, v. 15, NO 1, Page. 153-160en_US
dc.identifier.issn1976-6211; 2384-017Xen_US
dc.identifier.urihttps://www.dbpia.co.kr/journal/articleDetail?nodeId=NODE10524358&language=ko_KR&hasTopBanner=trueen_US
dc.identifier.urihttps://repository.hanyang.ac.kr/handle/20.500.11754/175160-
dc.description.abstract최근 대학에서는 뉴노멀(new-normal)시대, 빅데이터를 기초로 AI시대에 필요한 융복합적 사고, 창의적사고를 하는 학습자 양성에 대한 관심이 커지고 있는 추세이다. 본 연구에서는 이러한 대학의 교육적필요가 충족되기 위해 필요한 과학교양교육의 확대방안을 제안하려고 한다. 이를 위해서 첫째 대학의융복합 교육현황과 학습자의 창의적 발사에 필요한요소를 살펴보았다. 둘째, 대학의 융복합 강좌를 수강한 학습자가 융복합적 사고, 창의적 사고, 게이미피케이션이 구현된 <WAY DOWN>의 개발 사례에 대해 살펴보았다. 이를 토대로 대학의 융복합 수업이학습자의 창의적 발상과 그 역량 강화를 제고시킬수 있는 방법으로 과학교양교육의 교육과정을 재구성해서 운영하는 방법이 있다. In recent universites, the new-normal era. There is a growing interest in nurturing creative thinking learners who have converged thinking necesary for the AI era based on big data. This study intends to propose the expansion of science liberal arts education necesary to met the education neds of these universites. To this end, first the status of convergence education in universites and the elements necesary for the learners’ creative ideas were examined. Second, learners who tok a convergence lecture at a university wil lok at the development case of <WAY DOWN> in which convergence thinking, creative thinking, and gaming are implemented. Based on this, we would like to propose an expanded organization and operation of science liberal arts education as a way to enhance the creative thinking of learners and their competencies through convergence clases at universites.en_US
dc.description.sponsorshipThis work was supported by the Ministry of Education of the Republic of Korea and the National Research Foundation of Korea (NRF‐2019S1A5A2A03053711)en_US
dc.language.isokoen_US
dc.publisher한국엔터테인먼트산업학회en_US
dc.subject과학문화; 창의적 사고; 게이미피케이션; 과학교양교육; 대전환en_US
dc.subjectScience Culture; Creative Thinking; Gamifcation; Science-Technology General Education; Major Transformationen_US
dc.title대학의 융복합 수업이 학습자의 창의적 발상에 미친 사례 연구 :‘우디’의 인디게임 ˂WAY DOWN˃ 개발 일지를 중심으로en_US
dc.title.alternativeA Case Study of University Convergence Clases on Learners’ Creative Ideas : Focusing on the development journal of the indie game <WAY DOWN> of ‘Wody’en_US
dc.typeArticleen_US
dc.relation.no1-
dc.relation.volume15-
dc.identifier.doi10.21184/jkeia.2021.1.15.1.153en_US
dc.relation.page153-160-
dc.relation.journal한국엔터테인먼트산업학회논문지-
dc.contributor.googleauthor김, 성희-
dc.contributor.googleauthor이, 경욱-
dc.relation.code2021011720-
dc.sector.campusS-
dc.sector.daehakOFFICE OF ACADEMIC AFFAIRS[S]-
dc.sector.departmentCENTER FOR CREATIVE CONVERGENCE EDUCATION-
dc.identifier.pidh2shkim-
Appears in Collections:
OFFICE OF ACADEMIC AFFAIRS[S](교무처) > Center for Creative Convergence Education(창의융합교육원) > Articles
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