• Title/Summary/Keyword: 공학융합교과

Search Result 91, Processing Time 0.028 seconds

4차산업혁명전문대학원 설립방안 연구

  • Bae, Ho-Yeong
    • 한국벤처창업학회:학술대회논문집
    • /
    • 2018.04a
    • /
    • pp.23-25
    • /
    • 2018
  • 본 연구는 우리나라가 글로벌 시장에서 4차 산업혁명 시대를 주도하는데 필요한 4차 산업혁명 전문가 양성에 초점을 두고, 4차산업혁명전문대학원 설립방안을 제시하고자 한다. 이를 위하여 국내 타특수대학원인 창업대학원과 컨설팅대학원을 비교고찰하였고, 해외 타전문대학원인 일본 회계전문대학원과 일본 법학전문대학원을 비교고찰하였다. 그 결과, 4차 산업혁명 전문가 양성을 위하여 4차산업혁명전문대학원 설립방안을 다음과 같이 제시하고자 한다. 첫째, 4차산업혁명전문대학원은 4차 산업혁명 전문가 양성을 위한 차별화되고 융합화된 교과과정으로 2~3년제 전문대학원 석박사과정으로 운영될 필요가 있다. 둘째, 4차산업혁명전문대학원은 전문석(박)사 학위과정이므로 교육의 내실화를 위하여 야간보다는 주간과정으로 운영될 필요가 있으며, 트랙제를 적극 활용하여 경영학, 회계학, 법학, 창업학, 공학 등 학제간 융합적 교과과정으로 설계되어야 한다. 또한 이론교육과 실무교육의 균형적 교과과정으로 실무교육이 전체 교육과정에 30% 이상이 되도록 해야 한다. 셋째, 4차산업혁명전문대학원은 정부(중소벤처기업부)의 전략적인 재정 지원이 필수적이며, 재정 지원과 함께 교육의 질에 대한 평가인증을 지속적으로 받아야 할 것이다. 또한 장기적으로는 중소벤처기업부의 창업대학원 및 컨설팅대학원이 4차산업혁명전문대학원으로 통합될 필요가 있다.

  • PDF

The Research on University Curriculums of Electronic Commerce including demand of Enterprise and theory of e-Biz Model (전자상거래 e-Biz Model과 실무적 요구를 반영한 대학의 EC 교육과정)

  • Oh, Sang-Young
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.9 no.6
    • /
    • pp.1811-1817
    • /
    • 2008
  • According to development of electronic commerce, the university's curriculums related electronic commerce should be renewed and added some chapters. I researched on university curriculums of electronic commerce, which has required by enterprise. In particular, the electronic commerce consist of two parts; IT technology and business management. Therefore it is regarded as a convergence subject. I did a correlation analysis between management's performance of enterprise and importance of university curriculum on electronic commerce. The questionnaire includes demands of enterprise and e-business model on electronic commerce. The result of this research indicates a necessary of changing by correlation ratio. Based on this research result, I suggest extended curriculums for electronic commerce.

Management Plan for Intelligence Fusion Cluster of Graduate School (대학원 지능융합 클러스터 운영방안)

  • Kwon, Oh-Young;Kim, Han Jong;Park, Kwang-Bum;Kim, Tae Kyun;Park, Seung Chul;Choi, Kang-Sun
    • Journal of Practical Engineering Education
    • /
    • v.6 no.1
    • /
    • pp.31-36
    • /
    • 2014
  • Intelligence Fusion cluster is a interdisciplinary program which consists of school of electrical, electronics, and communication, school of computer science and engineering, school of architecture and architectural engineering, and department of industrial design engineering. To make an effective management plan for intelligence fusion cluster, we surveyed students and faculty members who belong to the cluster. A management plan was derived based on this survey. The plan was presented in two ways: by curriculum improvement and research vitalization.

Development of a Virtual Reality-Based Physics Experiment Training Simulator Centered on Motion of Projectile (포물선 운동을 중심으로 한 가상현실 기반 물리 실험 교육 시뮬레이터 개발)

  • Kim, Yeon Jeong;Yun, Sei Hee;Shin, Byoung-Seok
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.10 no.1
    • /
    • pp.19-28
    • /
    • 2021
  • Recently, in the field of education, various attempts have been made to apply virtual reality technology to an educational field and use it as an educational medium. Accordingly, in the science subject area, it is necessary to simulate science experiments that can make various and active experiments out of various limitations such as space and situation by using virtual reality environment construction technology. In this study, after selecting a physics course from a science subject, an experimental simulation using a parabolic motion formula, one of physical phenomena, is implemented in a virtual space, and then used in actual physics education based on the learning standards of the STEAM theory. Prove this is possible. Through this, it was confirmed that a specific educational model using virtual reality space can be designed, and it shows that education can be conducted with more effective educational methods in various subjects of education through the combination of traditional educational model and modern technology. Regarding the results of the research, it suggests the possibility of future research plans and practical use in the educational field.

Learning Outcomes of Design and Software Convergence Major for Engineering Education Accreditation (공학교육인증을 위한 디자인과 소프트웨어 융합전공의 학습성과)

  • Choi, Ji-Eun;Jin, Sung-Hee
    • Journal of Digital Convergence
    • /
    • v.17 no.5
    • /
    • pp.51-63
    • /
    • 2019
  • In the rapidly changing society since the Fourth Industrial Revolution, the cultivation of convergence talents that can solve complex problems is emerging as an important issue. The purpose of this study is to propose the core competencies required to establish the program learning outcomes of the engineering and education curriculum, which is the accreditation standard of engineering education proposed by ABEEK(Accreditation Board for Engineering Education of Korea). Case study methodology was applied to achieve the purpose of the study. The case of analysis is design and software convergence majors of domestic and foreign universities. The educational objectives and course syllabi were analyzed. As a result of the research, four core competencies to be achieved in the design and software convergence majors were derived in addition to the ten program outcomes presented by ABEEK. New core competencies are convergence ability, creative thinking, entrepreneurship, and design ability. The result of this study is expected to contribute to the development of the evaluation system for the convergence engineering education field.

A Study on Interdisciplinary Needs for the Development of Curriculum "Development Methodology of Serious Games with GeronTechnology" ('노년공학(GT)의 기능성 게임 개발론' 교과개발을 위한 학제간 수요 연구)

  • Lee, Nae-Hyun;Kim, Kyung-Sik;Chang, Hee-Dong;Park, Seong-Jun;Park, Chang-Hoon;Kang, Hyun-Koo;Park, Hyun-Sik;Sung, Eun-Hyun;Kim, Dong-Joo
    • Journal of Korea Game Society
    • /
    • v.11 no.2
    • /
    • pp.151-159
    • /
    • 2011
  • For the development of a curriculum of the serious game for the elderly in preparation of senior society, we have surveyed students of both college of humanity and college of engineering for their perception of importance and necessity on the subjects prepared by this team. We analyzed their common points and different points, and developed a new interdeciplinary curriculum for students in both college. The curriculum has been opened in the last semester successfully.

Creative Engineering Design Teaching-Learning Model using TRIZ Contradiction Analysis (TRIZ 모순분석을 활용한 창의공학설계 교수학습 모델)

  • Cho, Do-Eun;Kim, Si-Jung
    • Journal of Convergence for Information Technology
    • /
    • v.9 no.5
    • /
    • pp.130-136
    • /
    • 2019
  • Recently, the importance of creativity and problem-solving skills are being emphasized in engineering education. In particular, research is actively being conducted on learning models considering practicality or applicability in practice and education among many creative problem-solving methods. The objective of the present study is to develop a teaching and learning model and verify its effects in order to promote creative thinking and problem-solving skills using the TRIZ Contradiction Analysis. This study led the participants to obtain basic knowledge of creative engineering design through the creative engineering design course for freshmen at an engineering college, and come up with ideas and solutions using the TRIZ Contradiction Analysis. A survey was conducted and analyzed to verify the effectiveness of education using the proposed teaching and learning model, and as a result, the effectiveness of education has been proven by an average of 89 positive responses. Follow-up research is needed on improved application models so that the proposed learning model can be applied to various subjects.

A Study on the Design of Fusion Education Program - Fusion of ME and Kinesiology - (융합 교과목 개발방법에 관한 연구 - 기계공학과 인간운동과학의 융합 -)

  • Lee, Kunsang
    • Journal of Engineering Education Research
    • /
    • v.21 no.1
    • /
    • pp.66-76
    • /
    • 2018
  • In order to facilitate the process of designing a fusion curriculum, this study used the learning outcomes presented in KEC2015 to design a fusion goal dimension. The three dimensions of fusion education in the fusion curriculum framework are fusion goals, fusion approach and fusion context. As a result of examining the curriculum learning activities in order to confirm that the developed curriculum meets these three dimensions, it can be confirmed that it contributes relatively evenly to the fusion goal, fusion approach and fusion context dimension. In addition, it provides a procedure to develop the fusion curriculum through the concrete procedures and examples from the design to implementation of the developed fusion curriculum, and to confirm the result of the fusion dimension.

A Case Study on the Online Classes for Engineering·Humanities Convergence subjects (공학·인문 융합 교과의 온라인수업 사례)

  • Lee, Chaelee
    • Journal of Engineering Education Research
    • /
    • v.24 no.6
    • /
    • pp.50-59
    • /
    • 2021
  • This paper is a study on the case of online classes in engineering·humanities convergence subjects, and the purpose of this study is to explore the possibility of effective online convergence classes by describing in detail how to design and operate online classes, and analyzing the effects and limitations of online classes. Such study will serve as a model for online classes needed in the new normal era, which is facing a turning point in education.

일본의 전기.정보공학 교육의 실태

  • 고광철
    • 전기의세계
    • /
    • v.44 no.8
    • /
    • pp.14-20
    • /
    • 1995
  • 전기.정보계열의 학과에서는 기초 과목으로 전자기학, 회로이론, 양자역학, 통계역학, 수학 따위인데, 정보 관계에서는 전자기학보다도 소프트웨어공학에 도움이 되는 과목을 4년간 교육해야 한다. 4년간이라고 해도 실질적으로 2년 반이므로 대학의 4년간이라는 것은 상당히 큰 문제를 안고 있다. 대학원 진학이 늘어가는 추세에서 학부만 마친 학생도 있으므로, 이것에 대해서는 산업계의 필요성을 받아들이는 동시에 산학 공동 또는 산관학의 협력 체제를 갖추어야 한다. 따라서 산업계와 대학이 일체가 되어 대학의 교과과정을 토의하는 자리를 마련해 교육 시책에 반영하는 것이 필요하다. 상호가 협력하는 시스템, 산업계와 대학이 융합할 수 있는 프로그램을 학회를 중심으로 한 중립의 자리에서 만들 필요가 있다.

  • PDF