• Title/Summary/Keyword: 학생설계전공

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효과적인 공학 설계교육에 대하여

  • Choi Byeong-Hak;Jeong Byeong-Gil;Lee Gyeong-U
    • Ingenium
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    • v.11 no.4
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    • pp.49-54
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    • 2004
  • 입문공학$\rightarrow$전공기초$\rightarrow$CAD$\rightarrow$해석프로그램$\rightarrow$센서 설계로 구성되는 흐름도로부터 각전공 능력은 전문기능보다는 공학의 가치를 부여하는 창희적 설계 역량에 중점을 두어야 함을 보였다. $\blacktriangleright$결국 담당 교수나 흐름 체계를 구성하는 학제는 일반적이고 보편적인 공학 설계 기술을 포함하는 고유하고 창의적인 새로운 교육체계를 스스로 계획해야 한다. $\blacktriangleright$담당 교수가 꾀하는 교육은 학부 모든 학년을 관통하는 일관성을 가지고 이론과 설계 실습을 병행한 형태로 수행해되어야 한다. $\blacktriangleright$공학 교육에서 현장성을 배제하면 큰 실효가 없으므로 제품과 생산성에 대한 설계 또한 중요하다$\blacktriangleright$이것은 산업체 현장 적응성을 키우는 교육 목적에도 부합하지만 학생 스스로 창의적 아이디어를 도출하고 이것을 제품으로 만들어내는 역량을 도모하는 것에 더 큰의미를 두는것이 바람직하다. 현대 공학기술이 빠르게 발전하는 것을 고려한다면 담당교수와 교육흐름 체계는 항상 변화를 추구해야 한다. 이것이 공학 교육을 통한 공학 설계 창의성 개발의 성공을 이룰 수 있는 기반인 것으로 판단된다.

Application development guidelines for the students with developmental disability based on universal design for learning(UDL) (보편적 학습설계 관점에서 발달장애 학생을 위한 앱 개발 가이드라인)

  • Han, Dong-Wook;Kang, Min-Chae
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.485-491
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    • 2014
  • The aim of this study is to suggest development guidelines of educational smart application for the students with development disability based on Universal Design for Learning(UDL). The basic guideline set were organized by analyzing UDL studies on different media. The totally 35 preliminary guidelines which consist of 14 items of contents presentation, 12 items of education strategy and 9 items of education engagement were settled through review of smart contents expert developer and professors in special education. Based on the preliminary guideline, a survey was conducted to determine effective guidelines among end users which consist of the teachers who educate students with disability, parents with disabled children and professors in special education major. 3 categories and 20 guidelines are presented by analyzing survey result through excluding items whose importance factor were lower than average of importance.

The Influence of Social-Face Sensitivity on Major-Choice and Job-Searching efficacy : A Case Study of Major for University students in Tourism (체면민감성이 대학생의 전공선택과 구직효능감에 미치는 영향 : 관광전공 대학생을 중심으로)

  • Kim, Kwang-Yong
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.151-162
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    • 2017
  • The purpose of this study is to analyze the effect of face sensitivity on the major selection and job efficacy of tourism related majors. Therefore, we analyzed the questionnaires of 315 students who majored in tourism at a two - year university in Seoul through multiple regression analysis. As a result of the analysis, it was found that the eating factor of the A sense of shame substance, which is an independent variable, did not affect the selection factor of the dependent variable. In the study in which the major selection was made as the independent variable, And did not affect efficacy which was significantly correlated with job satisfaction and self-efficacy. Therefore, it is expected that positive attitude and guidance to the tourism industry will have a positive effect on career planning and career maturity level after graduation.

Case Study of Flipped-learning on a Basic Engineering Practice (공학전공기초실습에 플립러닝 적용사례)

  • Huh, Jun-young;Han, Soo-min
    • Journal of Practical Engineering Education
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    • v.8 no.2
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    • pp.83-89
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    • 2016
  • Flip-learning enables an effective teaching and learning in accordance with the deepening degree of engineering education as a framework that enables learning according to the individual differences of the theoretical aspects, and solving real problems and practice of the learner-centered education through the application of this. The subject of basic fluid power practice which is used in various industries requiring factory automation aims at understanding of the composition and operating principles of pneumatic components and programming of electric sequential circuits, building the design ability of pneumatic system. This subject goes by 3 hour classes with theory and practice side by side. So it has not enough time to instruct students various contents related in this subject. In this study, the instructional design was performed according to the KOREATECH (Korea University of Technology and Education) flip-learning basic model for the effective teaching of 'Basic Fluid Power Practice' in basic engineering practice courses,. And the effectiveness of flip-learning is analyzed through the students survey after performing classes.

A Study on UX Design Process Lecture Based on Modified PBL (Problem-Based Learning) (변형된 PBL 기반의 UX 디자인 수업 설계 연구)

  • Kim, Jung-Yi
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.117-131
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    • 2018
  • PBL is expected to be very useful in the engineering project course that leads students to active learning in problem solving process. But it is not actively utilized because of various problems. In this study, modified PBL lectures were laid out for a course that practice UX design process. Modified PBL lectures provide theoretical class and two PBL practices. The variant is that the problem design is made by the students themselves on a weekly basis, rather than by the instructor, and that the two PBL processes consist of one project. The results of this study are meaningful as a basic data in PBL-based engineering college project class. Additional discussion of how to evaluate grades needs to be specified.

A Study on assessment tools and method of program achievement (학습성과 측정을 위한 평가도구 및 방법에 관한 연구)

  • Park, Hyung-Kun
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.1 no.1
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    • pp.25-29
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    • 2009
  • Assessment of program achievement is an essential item to analyze and improve the engineering education program. Program achievements are the abilities to be obtained after finishing the 4 year engineering program, and the program achievements should be evaluated for the quality improvement of program. There are two important considerations to determine the assessment method. the first one is reliability and the second one is the feasibility. In this paper, we propose a assessment tools and introduce the assessment methods of program outcomes. The proposed method is designed to enhance the reliability and feasibility of assessment in engineering education.

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캡스톤디자인을 활용한 학습성과 평가

  • Kim, Jeong-Yeop;Kim, Seong-Dong;Lee, Hui-Won
    • Journal of the KSME
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    • v.52 no.9
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    • pp.35-39
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    • 2012
  • 공학교육인증에서 필수 교육요소인 캡스톤디자인은 학생들의 전공교육을 마무리하는 종합설계 교과목이다. 이 글에서는 서울과학기술대학교 기계시스템디자인공학과에서 수행하고 있는 캡스톤디자인 교육과 이를 활용한 프로그램 학습성과 평가에 대해서 간략히 소개한다.

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A Case Study of Sustainable Design Curriculum for the implement SDGs focus on fashion design major (SDGs 지속가능한 디자인 교과목 운영 사례연구 - 패션디자인을 중심으로)

  • Shin, Haekyung
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.325-335
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    • 2024
  • In this study, I investigated cases of operating Sustainable Development Goals (SDGs) sustainable design courses based on interdisciplinary education for diverse design major students in the fashion design department. Through literature review, we examined the necessity of this course operation and analyzed the course through class design, execution, and operational results. Sustainable design courses were organized for 2nd to 4th-year students, promoting integrated learning for fashion design and various design majors to enhance interdisciplinary skills based on the in-depth study of SDGs issues. The educational content in the classes focused on the sustainable development goals achieved through upcycling design of waste PET bottle fibers developed by local industries, aiming to pursue sustainable values of designers through problem discovery and resolution. Students developed various upcycled products, evaluated metrics, and assessed satisfaction levels. Through this process, students gained an understanding of the practical value of SDGs, recognized the importance of sustainable development through design approaches for solving local issues, and acknowledged the significance of interdisciplinary education with various design majors.

The Awareness Comparison about Creative Converged Competence for the Capstone Design among Engineering Students (공과대학생의 종합설계에 대한 창의융합 인식 비교)

  • Yoon, Seok-Beom;Chang, Eun-Young
    • Journal of Practical Engineering Education
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    • v.11 no.1
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    • pp.9-15
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    • 2019
  • We studied the perceived creative ability, convergent thinking and creative leadership related to converged capabilities among students who participated in the capstone design and graduation works and those who did not participate. In creative ability, students who participated capstone design and graduation works need more curriculum and non-curriculum activities for the idea generation through the understanding of various majors, but overall, they achieved higher positive results than the nonparticipating students. For creative leadership and convergent thinking, students with capstone design and graduation works showed a more positive capabilities, while students with nonparticipating students showed a slightly lack of creative thinking of higher order thinking, the logical analysis of complex phenomena, and overall understanding.

A Study on the EPL using Instructional Model of SW Major's Programming Class (EPL 기반의 SW전공자를 위한 프로그래밍 수업 모형에 관한 연구)

  • KO, Kwangil
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.891-898
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    • 2018
  • Although programming language is a core education area of software that is becoming increasingly important in the age of the fourth industrial revolution, as it requires logical thinking skills, it is recognized as a difficult subject even for SW major students. This difficulty occasionally causes SW major students to lose interest and confidence in their major during the introductory course of a programming language; making them change their majors, or give up their studies. In this study, we designed an instructional model using Scratch for educating C language which is a typical programming introductory language. To do this, we analyzed the concepts that can be trained by Scratch among the programming concepts supported by C language, and developed the examples of Scratch for exercising the concepts. The instructional model supports the progress model of learning first the programming concepts through Scratch and then expand the learning content into C language. We also conducted an experiment on the SW major freshman students of a local private university to verify the effectiveness of the model.