• Title/Summary/Keyword: 창의적 공학설계

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A Case study on Intensive Semester of Graduation Design (졸업설계 집중학기제 운영 사례 연구)

  • Kim, Kyeong-Eon;Kang, Seung-Chan
    • Journal of Practical Engineering Education
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    • v.11 no.2
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    • pp.151-158
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    • 2019
  • As the competitiveness of university education and the demand for innovation have increased, a flexible educational system considering the characteristics of universities has become necessary. In particular, in the case of K-university, the intensive semester of Graduation Design, which dramatically improves the educational purpose, content, evaluation, and operation method of the graduate design subject, in order to cultivate a creative engineer capable of actively responding to technological change and solving practical problems. K University's intensive semester of graduation design was operated in two majors in the first semester in 2018, and three majors in the first semester in 2019. A result of survey on the status and effectiveness of intensive semester of graduation design was conducted for participating instructors and students, it was shown that the purpose of introducing intensive semester of graduation design, such as improving the instruction time, the quality of the graduation work and cultivating the competency of the student, was effective.

Development of a PBL model and Analysis of its Effect in Engineering Design Instruction (공학설계수업에서의 PBL 모형 개발 및 효과 분석)

  • Kim, Sung-Bong;Hong, Hyo-Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.11
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    • pp.4310-4319
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    • 2010
  • In 21th century moving rapidly up to the knowledge and information society, creative problem-solving abilities are preferentially required to engineers. Though there may be various approaches to develop such abilities, PBL instruction method can be an effective alternative to develop such abilities. Recognizing this, one 'JPBL' model was constructed and introduced in this study. The model was developed independently based general existing PBL models and applied to university students to analyze its effectiveness in the aspect of class satisfaction and organizational commitment. Based on results, the meaning and limitation of the model development were discussed.

A Case Study in Engineering Design of Vehicle Aerodynamics Course by CO2 Model Dragster (CO2 모형 경주차를 이용한 차량 공기역학의 공학설계 사례연구)

  • Jang, Hyun-Tak
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.8
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    • pp.2750-2757
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    • 2010
  • Recently, there have been a number of voices from industry that automotive education at the college is too theoretical and so college graduates are lack of practical ability to apply the automotive idea to actual systems. In order to educate engineering students design qualities in creative problem solving, this paper reports the results of employing engineering design projects in a Motor sports course of at A College. This paper presents design creterion and manufacture process of $CO_2$ model dragster, measures $CO_2$ model dragster speed and aerodynamic drag. In order to investigate the impact of engineering design on student's learning, a survey was conducted in 2008 spring semester. According to the results of survey analyses, student's key competencies and satisfaction reports high values on engineering design projects.

Effect of Board Game Design Activity for Environmental Education on High School Students' Environmental Knowledge, Environmental Literacy and Creative Engineering Problem Solving Propensity (환경교육용 보드게임 디자인 활동이 고등학생들의 환경적 지식, 환경 소양과 창의 공학적 문제해결 성향에 미치는 영향)

  • Kim, JuHui;Nam, Younkyeong
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.1
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    • pp.117-131
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    • 2022
  • The purpose of this study is to develop a board game design activity for environmental education and to investigate how it affects high school students' environmental knowledge, environmental literacy, and creative engineering problem solving propensity. Twenty-five freshman and sophomore students belonging to the environmental club participated in this study. The board game activity was designed as 10 class hours lessons based on the engineering design process. The main data source of this study was pre-post students' conceptual maps of the environmental topics (global warming or ecosystem destruction) to measure the background knowledge on the topic. In addition, the environmental literacy measurement questionnaire and the creative engineering problem solving propensity questionnaire were collected before and after the activity. The result shows that the number of environment-related words described by the students on the post-concept map increased compared to the pre-concept map. In addition, the environmental literacy score and the creative engineering problem-solving propensity score increased significantly after performing the board game design activity. The results show that environmental lessons using board game design activities can help student develop various competencies in a good way. As above, research that combines board games and secondary education must be activated, and a new educational method and systemic support for in-service teachers who want to apply it to science classroom is required.

An Efficient Idea Creation Method of Design Value Engineering for Construction Projects (건설 프로젝트 설계VE의 효율적인 아이디어 창출 방법)

  • Kim, Soo-Yong;Yang, Jin-Kook
    • Korean Journal of Construction Engineering and Management
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    • v.7 no.1 s.29
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    • pp.55-63
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    • 2006
  • As value engineering in design phase is big in the effect of application, analysis by systematic procedures is required. The most important part is the stage of creation for making of idea. It takes much time for us to make good idea involving the brainstorming and delphi in recent making idea. It is expected because most experts in participating in design value engineering is to approach with less effective method. In this study we suggest that application of ASIT(Advanced Systematic Inventive Thinking) is the method as way of creative idea making. ASIT is expected to perform Idea making with systematic procedure and to create effective idea in short time.

A Case Study of "Engineering Design" Education with Emphasize on Hands-on Experience (기계공학과에서 제시하는 Hands-on Experience 중심의 "엔지니어링 디자인" 교과목의 강의사례)

  • Kim, Hong-Chan;Kim, Ji-Hoon;Kim, Kwan-Ju;Kim, Jung-Soo
    • Journal of Engineering Education Research
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    • v.10 no.2
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    • pp.44-61
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    • 2007
  • The present investigation is concerned chiefly with new curriculum development at the Department of Mechanical System & Design Engineering at Hongik University with the aim of enhancing creativity, team working and communication capability which modern engineering education is emphasizing on. 'Mechanical System & Design Engineering' department equipped with new curriculum emphasizing engineering design is new name for mechanical engineering department in Hongik University. To meet radically changing environment and demands of industries toward engineering education, the department has shifted its focus from analog-based and machine-centered hard approach to digital-based and human-centered soft approach. Three new programs of Introduction to Mechanical System & Design Engineering, Creative Engineering Design and Product Design emphasize hands-on experiences through project-based team working. Sketch model and prototype making process is strongly emphasized and cardboard, poly styrene foam and foam core plate are provided as working material instead of traditional hard engineering material such as metals material because these three programs focus more on creative idea generation and dynamic communication among team members rather than the end results. With generative, visual and concrete experiences that can compensate existing engineering classes with traditional focus on analytic, mathematical and reasoning, hands-on experiences can play a significant role for engineering students to develop creative thinking and engineering sense needed to face ill-defined real-world design problems they are expected to encounter upon graduation.

Estimation of the Effectiveness of Basic Engineering Design Education Through Student Survey (학생 설문을 통한 기초설계 교육효과 평가)

  • Won, Yun-jae
    • Journal of Practical Engineering Education
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    • v.11 no.2
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    • pp.159-165
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    • 2019
  • Engineering design education has been established and implemented as three stages of basic design, element design, and capstone design with the introduction of engineering education accreditation system. In the basic design, the concept and procedure of design is introduced to the beginners of engineering, and the creativity and teamwork is practiced rather than mathematical detailed design for the purpose of being connected to and used effectively in the capstone design. In this study, the opinions of the students performing capstone design after taking basic design were surveyed through questionnaire. Overall, students recognize the importance of basic design education and experienced that it is useful. The results indicate that effective basic engineering design education is being carried out, and are considerably agree to those at the professors in the former survey.

Case Study on Capstone Design Model for Computer Engineering (컴퓨터공학 분야의 캡스톤디자인 모델 사례 연구)

  • Kang, Hwan-Soo;Cho, Jin-Hyung;Kim, Hee-Chern
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.57-66
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    • 2016
  • In this paper, we describe capstone-related courses in the Computer information department of Dongyang-Mirae University and propose a capstone design model for computer engineering discipline based on operating experiences during the last year. Class schedules and contents, etc are presented from the case studies of two courses on system analysis and design and graduation work(capstone design) opened in 2015. Towards the successful operation of capstone design targeted to training practical and talented professionals with creative problem-solving skills, we propose six execution steps along with principal activities and outputs: Course plan, Project plan, Development, Reporting, Evaluation of students and coursework, and Course feedback. The capstone design model of this study is characterized by presenting the necessity and importance of pre and post steps such as 'Course Plan' and 'Course reflux' from a macroscopic view and by applying software engineering techniques such as prototyping, configuration managements, etc to it.

A Study on the Practical Methodology of Engineering Education through the Making of Smart Mirror (스마트 거울의 제작을 통해 이루어진 공학 교육 실천 방법론에 관한 연구)

  • Seo, Myeong-Deok;Kwon, Ji-Young;Chang, Eun-Young
    • Journal of Practical Engineering Education
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    • v.10 no.1
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    • pp.9-15
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    • 2018
  • A digital signage is constructed using a speech recognition based API, and VRSM (Voice Recognition Smart Mirror) that obtains information such as weather, map, exercise information, schedule, and image by user's voice command so as to be different from other commercialized products is proposed. This course provides an effective method of engineering education through the process of being evaluated as the result of independent graduation certification system, and also it had been the opportunity to design and produce works for 3 semesters by 2 students one group in the majors. Through the comprehensive capstone design, it has experienced engineering approach and creative thinking opportunity. We have won the best academic prize by participating in the academic conferences of the institute about the interim result, and obtained the results of the prize contest in other academic conferences. The improvement in practical skills obtained through this process proved to be beneficial for self-confidence and job-seeking opportunities through actual employment.

Relationships among Cognitive Team Diversity, Engineering Design Self-Efficacy, and Team Creativity in Engineering Design (공학설계에서 인지적 팀 다양성, 공학설계 자기효능감 및 팀 창의성의 관계)

  • Ahn, Joengho;Lim, Jeeyoung
    • Journal of Engineering Education Research
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    • v.18 no.6
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    • pp.11-17
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    • 2015
  • This study examined the moderating effect of engineering design self-efficacy on the relationship between cognitive team diversity and team creativity. For this study, 377 mechanical engineering students in engineering design classes were included in the analysis. The results showed that both cognitive team diversity and engineering design self-efficacy were positively correlated with team creativity. The analysis of moderating effect indicated that engineering design self-efficacy further reinforced the positive relationship between cognitive team diversity and team creativity. Finally, implications and limitations of this study were explored.