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STEAM education cases study analysis using Open Source : Focusing on the use of the Knitting Machine

오픈소스를 활용한 융합인재교육(STEAM) 사례분석 연구 : 니팅기의 활용을 중심으로

  • Park, Ji-Hoon (Department of Product innovation, Graduate School of Techno Design, Kookmin University) ;
  • Nam, Won-Suk (Department of Industrial Design, College of design, Kookmin University) ;
  • Jang, Joong-Sik (Department of Industrial Design, College of design, Kookmin University)
  • 박지훈 (국민대학교 테크노디자인전문대학원 제품이노베이션학과) ;
  • 남원석 (국민대학교 조형대학 공업디자인학과) ;
  • 장중식 (국민대학교 조형대학 공업디자인학과)
  • Received : 2019.09.16
  • Accepted : 2019.12.20
  • Published : 2019.12.28

Abstract

This study was designed to identify the expected effects and implications of STEAM education using open source-based knitwear to be designed as an open source task in the future by analyzing the current status, trends and case studies of domestic and foreign STEAM education using open source widely used in various fields. As a research method, the theoretical examination was conducted based on the literature research, and the current status and trend of STEAM education using open source at home and abroad were investigated and analyzed. As a result, the social interest in STEAM education using open source was confirmed to be increasing, and the education was designed for the purpose of generating interest, self directed learning ability, and creative thinking development, and the positive effects of the education were visible. Based on these implications, the expected effects of using an open source made knitter are presented and the design direction and significance of the STEAM training to be designed in the future are reviewed.

본 연구는 다양한 분야에서 널리 활용되고 있는 오픈소스를 활용한 국내외 STEAM 교육의 현황·동향 및 사례분석을 통하여 향후 연구과제로서 설계될 오픈소스 기반의 니팅기를 활용한 STEAM 교육의 기대효과와 시사점을 파악하고자 하였다. 연구방법으로는 문헌연구를 바탕으로 이론적 고찰을 진행하였으며, 이후 국내외 오픈소스를 활용한 STEAM 교육의 현황·동향을 파악 후, 사례를 조사하고 분석하였다. 그 결과 오픈소스를 활용한 STEAM 교육에 대한 사회적 관심이 증가하고 있음을 확인할 수 있었으며, 흥미유발과 자기주도적학습 능력, 창의적 사고 배양을 목적으로 교육이 설계되며, 이에 따른 긍정적 효과가 가시화되고 있는 것을 알 수 있었다. 이러한 시사점을 토대로 오픈소스를 통하여 제작한 니팅기를 활용하였을 때의 기대효과를 제시하고, 향후에 설계될 STEAM 교육에 대한 설계 방향 및 의의를 검토하고자 한다.

Keywords

References

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