대학의 융복합 수업이 학습자의 창의적 발상에 미친 사례 연구 :‘우디’의 인디게임 <WAY DOWN> 개발 일지를 중심으로

A Case Study of University Convergence Clases on Learners’ Creative Ideas : Focusing on the development journal of the indie game <WAY DOWN> of ‘Wody’

초록

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.

키워드

과학문화창의적 사고게이미피케이션과학교양교육대전환Science CultureCreative ThinkingGamifcationScience-Technology General EducationMajor Transformation
제목
대학의 융복합 수업이 학습자의 창의적 발상에 미친 사례 연구 :‘우디’의 인디게임 <WAY DOWN> 개발 일지를 중심으로
제목 (타언어)
A Case Study of University Convergence Clases on Learners’ Creative Ideas : Focusing on the development journal of the indie game <WAY DOWN> of ‘Wody’
저자
김성희이경욱
DOI
10.21184/jkeia.2021.1.15.1.153
발행일
2021-01
저널명
한국엔터테인먼트산업학회논문지
15
1
페이지
153 ~ 160