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대학의 융복합 수업이 학습자의 창의적 발상에 미친 사례 연구 :‘우디’의 인디게임 <WAY DOWN> 개발 일지를 중심으로
- 김성희;
- 이경욱
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
- 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
- 김성희; 이경욱
- 발행일
- 2021-01
- 저널명
- 한국엔터테인먼트산업학회논문지
- 권
- 15
- 호
- 1
- 페이지
- 153 ~ 160