• Title/Summary/Keyword: 공학교육 과정의 설계

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A Case Study of an ENACT Model-based Engineering Design Online Course for Fostering Social Responsibility of Engineers (사회적 책임의식 함양을 위한 ENACT 모형 기반 기초설계 교과목의 비대면 수업 운영 사례)

  • Kim, Gahyoung;Ok, Seung-Yong;Lee, Hyunju;Ko, Yeonjoo;Hwang, Yohan
    • Journal of Engineering Education Research
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    • v.24 no.6
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    • pp.3-19
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    • 2021
  • This study aimed to introduce a case study of a basic engineering design course using the ENACT model for fostering social responsibility of engineers, and to investigate the educational effects of the course. Since the ENACT model was designed to encourage STEM college students to pursue responsible problem solving based on their understanding of socioscientific issues, we assumed that it would be beneficial for engineering students to foster their social responsibility as well as their understanding of science/engineering-related issues. A total of 49 engineering students who enrolled in the course participated in the study. Data included students' course artifacts, reflection papers, and responses to survey questionnaires. Results indicated that the students became more aware of nature of science and technology after the program, and began to solve the problems while considering the views of multiple stakeholders. They highly valued the experience of communicating with others as engaging in the civic activities. They also expressed high satisfaction and feeling of achievement on the course learning. We expect the ENACT model to be an effective teaching guideline that fosters the social responsibility of engineering students and furthermore, engineering ethics.

Design and Implementation of Voice-based Interactive Service KIOSK (음성기반 대화형 서비스 키오스크 설계 및 구현)

  • Kim, Sang-woo;Choi, Dae-june;Song, Yun-Mi;Moon, Il-Young
    • Journal of Practical Engineering Education
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    • v.14 no.1
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    • pp.99-108
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    • 2022
  • As the demand for kiosks increases, more users complain of discomfort. Accordingly, a kiosk that enables easy menu selection and order by producing a voice-based interactive service is produced and provided in the form of a web. It implements voice functions based on the Annyang API and SpeechSynthesis API, and understands the user's intention through Dialogflow. And discuss how to implement this process based on Rest API. In addition, the recommendation system is applied based on collaborative filtering to improve the low consumer accessibility of existing kiosks, and to prevent infection caused by droplets during the use of voice recognition services, it provides the ability to check the wearing of masks before using the service.

Identifying Key Competencies Required for STEM Occupations (과학, 기술, 공학, 수학(STEM) 직종에 요구되는 핵심 역량 분석)

  • Jang, Hyewon
    • Journal of The Korean Association For Science Education
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    • v.38 no.6
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    • pp.781-792
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    • 2018
  • In modern society, as technology develops and industry diversifies, students can choose from a variety of career paths. Since science, technology, engineering, and mathematics require a longer education and experience than other fields, it is important to design science education policies based on the competencies required for science, technology, engineering, and mathematics (STEM) occupations. This study explores the definition of science and technology manpower and STEM occupations and identifies core competencies of STEM occupations using standard job information operated and maintained by the US Department of Labor ($O^*NET$). We specially analyzed ratings of the importance of skills (35 ratings), knowledge (33 ratings), and work activities (41 ratings) conducting descriptive analysis and principal component analysis (PCA). As a result, core competencies of STEM occupations consist of STEM problem-solving competency, Management competency, Technical competency, Social service competency, Teaching competency, Design competency, Bio-chemistry competency, and Public service competency, which accounts for 70% of the total variance. This study can be a reference for setting the curriculum and educational goals in secondary and college education by showing the diversity of science and technology occupations and the competencies required for STEM occupations.

안전과 치안중심의 구조 및 방범용 드론 설계 및 개발

  • Im, Su-Yeop;Bae, Ji-Hye;Lee, U-Jin
    • 한국벤처창업학회:학술대회논문집
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    • 2016.04a
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    • pp.147-149
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    • 2016
  • 최근 세계적으로 무인비행체인 드론(Drone)에 대한 관심이 급증하고 있는 추세이다. 그러나 아직 우리나라의 드론시장 현황은 촬영 장비 또는 어른들의 장난감(Kidult)이라는 타이틀을 벗어던지지 못한 채 극히 제한적인 분야에만 국한되어 있는 실정이다. 본 연구에서는 국내 드론 시장에서 현재까지는 활성화되지 않은 구조 및 방범용 분야에 중점을 두었으며 이에 대한 드론 설계 및 프로토 타입 개발에 대해 소개하고자 한다. 실제로 본 연구진행을 위해 드론제작과 관련이 있는 공학계열 학생들을 위한 드론제작 교육을 단기집중과정으로 실시하였다. 이후 창업동아리를 결성하여 현재 활발하게 개발활동 중에 있으며 창업활성화와 관련된 각종 사업 등을 통해 향후 창업으로의 연계까지 기대해볼 수 있다.

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Development of Educational Program of STEAM-based Project for Circle Activities in Middle School: Focused on the Theme of "Photography of Earth" (중학교 동아리활동을 위한 STEAM 기반 프로젝트 교육 프로그램 개발: '지구사진 촬영' 주제를 중심으로)

  • Kim, Hyun-Jung;Kim, Young-Min;Kim, Jin-Yeon;Huh, Hye-Yeon;Kim, Jong-Nam;Kim, Ki-Soo
    • 대한공업교육학회지
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    • v.38 no.2
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    • pp.195-217
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    • 2013
  • The purpose of this study was to develop educational programs of STEAM-based project under the theme of "Photography of Earth" for the circle activities of the creative experiential activity, to be applied this program to them and to identify technology subject self-efficacy and change in attitude toward engineering. In order to achieve the research objectives, this program was applied to middle school student in Cheonan, STEAM-based circle during 9 class instruction. The results of this study are as follows. First, the STEAM program contents for circle activities were selected through utilizing a five-stage design model(preparation, design, development, implementation and evaluation) and analyzing the curriculum. After that we have developed a teaching plan, STEAM-Story, student activity sheets from the viewpoint of cultural fusion and have applied the circle activities of the creative experiential Activity during 4 months. Second, The result of the test(pre- and post-test) about STEAM program that has been developed were different about technology subject self-efficacy and attitude toward engineering. Therefore, we have verified that the effect of the STEAM-based project under the theme of "Photography of Earth" for the circle activities on the attitudes toward engineering and self-efficacy in middle school is effective.

Learning System of Programming Language using Basic Algorithms (기초 알고리즘을 활용한 프로그래밍 언어 학습 시스템)

  • Park, Kyoung-Wook;Oh, Kyeong-Sug;Ryu, Nam-Hoon;Lee, Hye-Mi;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.5 no.1
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    • pp.66-73
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    • 2010
  • The curriculum of programming education including algorithm has been recognized as a very important subject to many students majoring in natural sciences and engineering including electronic engineering and computer related departments. However, many students have had difficulties with it due to its characteristics; as a consequence, they have been in trouble taking upper-level subjects. Flow chart is a diagram that expresses logical stages necessary to solve certain problems and has been widely used to have an understanding of the flow of algorithm. The practice-oriented education of algorithm and programming would be very important to assist the understanding of operation processes. Furthermore, it has been desperately required to the necessity of auxiliary programs that could enhance an understanding of the concept of algorithm and program execution process. This study was aimed to design and embody the learning system of programming languages using basic algorithms so as for students to easily learn basic algorithm among the entire programming curriculum.

The Relationship between Course Assessment and Program Objective Evaluation in Engineering Education Accreditation - Toward a Practical Evaluation of Program Objectives (공학교육인증에서 교과목 학습성과와 프로그램 학습성과의 관계 - 실질적인 프로그램 학습성과 평가를 지향하며)

  • Park, Yoon-Kook
    • Journal of Engineering Education Research
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    • v.13 no.4
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    • pp.87-92
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    • 2010
  • It is strongly desirable to continuously study the program outcomes that are one of the requirements of engineering accreditation. In this paper, the results of program outcome evaluation obtained by using four tools - exit written exams, essay tests, capstone design, and an official English test - were compared to those of program outcome evaluation obtained by a course-embedded assessment method. The former evaluation was carried out for 15 students who graduated in February 2010 by using the four evaluation tools, while the latter was performed by using a course offered in the Spring and Fall semesters in 2009. Two evaluation results revealed no large difference in almost all 12 program outcomes, which indicates that course-embedded assessment would be one of the practical and effective program outcome evaluation tools.

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Creative Engineering Design Education Utilizing the Problem-solving Process and Skills of Critico(-Creative) Thinking (비판(-창의)적 사고의 문제 해결 과정과 기량을 활용한 창의 공학 설계 교육)

  • Park, Sang Tae;Kim, Jedo
    • Journal of Engineering Education Research
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    • v.24 no.2
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    • pp.68-75
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    • 2021
  • ABEEK recommends convergent engineering projects to nurture creative problem-solving ability for 1st year engineering students through 'Creative Engineering Design' course. However, 1st year engineering students, who have not yet studied core subjects in engineering, have difficulties understanding and coping with the challenges posed by the engineering-related projects. For this reason, the educational objectives of this course are usually frustrating to achieve by the instructor. In this paper, by using the problem-solving process and skills of critico(-creative) thinking, we prepare guidelines for creative engineering design education that allow 1st-year students to effectively participate in engineering projects without a complete understanding of the design process which is to be studied. Also, we present a case study that applies the guidelines to an on-going creative engineering design course and discusses the outcomes by showing student-generated works. The results showed that the intuitive content and everyday expression of critico(-creative) thinking education enabled the instructor to effectively guide their students through the requirements of engineering projects without relying on advanced engineering design methods, and that the application of these guidelines also helped improve students' communication skills, including presentation. We show that the guidelines for creative engineering design education utilizing the problem-solving process and skills of critico(-creative) thinking is not only contributing to achieving the educational objectives of the creative engineering design course but can also be an educational paradigm that incorporates critico(-creative) thinking education into engineering education.

Evaluating the Effectiveness of Nielsen's Usability Heuristics for Computer Engineers and Designers without Human Computer Interaction Background (비 HCI 전공자들을 대상으로 한 Nielsen의 Usability Heuristics에 대한 이해 정도 평가)

  • Jeong, YoungJoo;Sim, InSook;Jeong, GooCheol
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.2
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    • pp.165-171
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    • 2010
  • Usability heuristics("heuristics") are general principles for usability evaluation during user interface design. Our ultimate goal is to extend the practice of usability evaluation methods to a wider audience(e.g. user interface designers and engineers) than Human Computer Interaction(HCI) professionals. To this end, we explored the degree to which Jakob Nielsen's ten usability heuristics are understood by professors and students in design and computer engineering. None of the subjects received formal training in HCI, though some may have had an awareness of some HCI principles. The study identified easy-to-understand heuristics, examined the reasons for the ambiguities in others, and discovered differences between the responses of professors and students to the heuristics. In the course of the study, the subjects showed an increased tendency to think in terms of user-centric design. Furthermore, the findings in this study offer suggestions for improving these heuristics to resolve ambiguities and to extend their practice for user interface designers and engineers.

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Management efficiency through NFC attendance check APP design and implementation (NFC 출석체크 APP 설계와 구현을 통한 관리의 효율화)

  • Sung Jin Kim;Seong Kyung Bae;Do Hun Kim;Su Bin Lee;Seon U Lee;Ye Jun Hong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.241-244
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    • 2023
  • 본 연구는 2010년 이후로 다시 활성화가 된 NFC 기술을 이용하여 출석 체크 APP을 개발하고, 아두이노와 MySQL을 통해 데이터베이스를 생성, Node.js를 이용하여 서버를 구축함으로써 출석 체크 과정에서 발생하는 불필요한 시간 사용을 최소화하고 근거리 통신을 통해 확실한 출석 체크를 실현하기 위한 연구이다. 출석 체크시스템에서의 효율성과 정확성은 중요한 요소로서, 이를 위해 NFC 기술을 활용하여 신속하고 정확한 출석 체크를 수행하며, 데이터의 신뢰성과 보안성을 강화한다. 연구를 통해 출석 체크 시스템이 발생하는 인력과 시간의 절약 효과를 확인하고, 효율적인 출석 체크 관리를 위한 혁신적인 해결책을 제시한다. 이러한 연구는 출석 체크 시스템의 개선과 혁신을 이끌며, 다양한 조직이나 교육기관에서 확장될 수 있을 것으로 기대한다.

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