• Title/Summary/Keyword: Creativity Engineering design

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A Study on the Development of Environment Design STEAM Program in Coping with Climate Change for Elementary School Students (초등학생을 위한 기후변화대응 환경디자인 STEAM 교육프로그램 개발 연구)

  • Lee, Yun-Hee;Lee, Myung-A;Han, Hae-Ryon;Ban, Ja-Yuen
    • Korean Institute of Interior Design Journal
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    • v.25 no.6
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    • pp.15-22
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    • 2016
  • Recent changes in the Korean education policies are promoting the advances in science and technology and cultivating people of convergence talent. STEAM (science, technology, engineering, art and math) educational program is Korean styled convergence program for creative competent human resources. Therefore, Therefore the aim of this study is developing convergence hand-on educational program coping with climate change for elementary school students. For development of the program, we investigated the curriculum of the elementary school about the climate change, and allocated in the creative learning standard frame. Also, we selected themes related the climate change in the curriculum and learning activity. For more effective program to build the convergence competency, we analyzed the program based on creative problem based learning process and 4 core competency(creativity, communication, convergence, caring) elements. In conclusion, the STEAM program needs to develop by school curriculum and leaner's ability. For elementary school students, the STEAM program consists with creative problem based learning process. And the convergence educational program would analyze by the creative PBL process and convergence competency elements. So, this developing program has brought the promotion of the creative convergence competent talented person for the future global environment.

New method environment for art design of nanocomposite brick facade of the building

  • Jie Xia;Gholamreza Soleimani Jafari;F. Ghoroughi
    • Steel and Composite Structures
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    • v.51 no.5
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    • pp.499-507
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    • 2024
  • The paper delves into an emerging paradigm shift in architectural design, focusing on the development of a cutting-edge methodological framework for the artistic enhancement of nanocomposite brick facades in building construction. This innovative approach represents a fusion of art and science, harnessing the potential of advanced nanotechnology to redefine the aesthetic and functional properties of building exteriors. Central to this new methodology is the integration of state-of-the-art materials and fabrication techniques, aimed at not only elevating the visual appeal of architectural structures but also enhancing their structural robustness and environmental sustainability. By leveraging the unique characteristics of nanocomposite materials, the proposed method opens up new possibilities for pushing the boundaries of traditional brick facade design. Through a meticulous exploration of the intricacies involved in implementing this novel approach, the paper elucidates the transformative impact it can have on the architectural landscape. By marrying creativity with technical precision, the method environment for art design of nanocomposite brick facades promises to usher in a new era of sustainable, visually captivating, and structurally resilient building facades that are poised to redefine the very essence of architectural aesthetics.

A Study on Development of Educational CanSat based on Arduino for Creative Engineering Design and Practice Class (창의공학설계 및 실습 수업을 위한 아두이노 기반 교육용 캔위성 개발 연구)

  • Lee, Younggun;Lee, Sanghyun;Kim, Jongbum;Kim, Songhyon;Yoo, Seunghoon
    • Journal of Engineering Education Research
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    • v.24 no.5
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    • pp.38-45
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    • 2021
  • The CanSat was designed as an educational satellite simulation program that implements the overall system of the satellite such as the command processing unit, the communication unit, and the power unit in a structure of the size of a can. In particular, the training effect is very excellent because the trainee can learn a process similar to the actual satellite development process by designing, manufacturing, testing, and launching. Republic of Korea Air Force Academy has been using the CanSat production kit used by the domestic can satellite contest experience department for education, but since it was produced based on PCB, it was impossible to show creativity and operation was restricted even with small mistakes. In this paper, we analyze the existing CanSat kit and propose a new educational CanSat kit that can be used in creative engineering design and practice subjects that will be reorganized into a regular course from 2021, and a lesson plan. In conclusion, by using the proposed CanSat kit for lectures, it is possible to achieve educational purposes and effects, improve lecture satisfaction, and provide stable instruction.

A Comparative Analysis of Professional General Education In Engineering School (공과대학의 전문교양 교과목 운영 현황 분석)

  • Han, Jiyoung;Kim, Sung-Hui
    • Journal of Engineering Education Research
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    • v.17 no.2
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    • pp.42-49
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    • 2014
  • This study analyzed and compared the curriculum of 12 arbitrarily selected Colleges of Engineering for their professional general education. Since the Korean Accreditation of Engineering Education has existed for the last 10 years a growing need for improvements was identified and thus this study shall provide a basis for future curriculum developments of the professional general education. For this purpose the educational objectives, the syllabus, the self-assessment reports and catalogues of the 12 Colleges were reviewed and the relevance between the educational objectives of each engineering school and the learning outcomes in the professional general education were analyzed. Furthermore, by analyzing the area of subject that each College of Engineering's mechanical engineering program's professional general education focuses on, the current trend can be examined. Finally, the credit requirements and their allocation and the distribution of the professional general education over the semesters were analyzed. The results of this study were as followed; these capabilities such as creativity, professionalism, globalization, ethics, humanism, design ability, management ability, responsibility and communication are suggested as educational objectives of 12 engineering schools. But courses related to globalization, ethics & responsibility and communication skills were much more often taught. Not only do the allocated credits for the courses of professional general education differ from university to university but the distribution over the semesters vary as well.

Case Study on Engineering Camp Program involving Engineering Design Activity and Intra-/Inter-Team Works for High School Students: Plant factory as main theme (공학설계활동과 팀 내, 팀 간 협력 기반 고등학생 공학 캠프 프로그램 운영 사례: 식물공장을 주제로)

  • Cho, Kyung-Suk
    • Journal of Engineering Education Research
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    • v.18 no.3
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    • pp.46-58
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    • 2015
  • Informal engineering education program for high school students was developed to cultivate engineering literacy using the human resources and facilities of university. Plant factory, a smart farming technology, was selected as a main theme, and the novel engineering camp program involving engineering design activities and intra-linter-team works was planned. The camp program was applied to 38 high school students in an active learning classroom. Five teams were constructed according to elemental technologies such as biotechnology, information-communication technology, energy engineering, mechanical engineering and architectural engineering, and the students were participated in intra- and inter-team activities to achieve the final goal of 'the construction of a plant factory in school'. The team works were conducted according to the eight steps of engineering design process (identifying the problem and need, identifying criteria and constraints, brainstorming possible solutions, selecting the best possible solution, constructing a prototype, testing and evaluating the solution, communicating the solution, and refining design). Participants' satisfaction survey showed that the satisfaction on the contents of engineering design was 4.48 on 5-point Likert scale. The participants' satisfaction on creative activity and systematic methodology was 4.43 on 5-point Likert scale. 97% of participants responded positively to team works, and 92% of participants were satisfied with career mentoring activity supplied by undergraduate/graduate students. These results indicates that the engineering camp program involving engineering design activity and intra-/inter-team works can contribute to cultivate engineering literacy such as creativity, problem solving ability, collaboration, communication skills for high school students, and to increase their interests in engineering fields.

Study on Recognitions of Department of Technology Education Professors Introducing 'Creative Engineering Design' Unit of Highschool Technology.Home Economics (고등학교 기술.가정 교과 '창의공학설계' 단원 신설에 따른 기술교육과 교수의 인식 분석)

  • Kim, Seong-Il
    • 대한공업교육학회지
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    • v.39 no.1
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    • pp.128-142
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    • 2014
  • The purpose of this study was to provide a basis information for the education direction of 'creative engineering design' lesson to highschool students and pre-technology teachers by analyzing pre-experienced the d epartment of technology professors' recognitions, according to the newly opened unit 'creative engineering design' in 2009 revised highschool technology home economics education curriculum. The survey questionnaire was composed of 34 questions and collected from 16 department of technology education professors. The data was analyzed by SPSS program. The results of study were as follows : First, in 'creative engineering design' educational objectives, the highest average level(M) of response was problem solving ability, the opportunity of engineering experience and creativity improvement were followed. In the response about 'creative engineering design' educational contents, the average level(M) of the creative thinking method education was the highest(3.94). and the following important level was the write training education for presentation. Second, in the 'creative engineering design' educational areas, the professors preferred the idea conception, design, and production manufacturing area. In the teaching learning method, the average level(M) of design-based learning method was the first. and PBL, problem solving method were favored Third, in the 'creative engineering design' lesson manage, the secure of practice room and material cost, and the check of the progress situations were needed preferentially. In the education assessments, various and combined assessment preferred such as production, portfolio, and presentation. Fourth, in the pre-technology teachers' lesson of the university course, the product manufacturing level was preferred production to improve uncomfortable thing in life. The major difficulty in product manufacturing was the lack of major knowledge and product conception.

A Preliminary Study of the Application of Prototyping Tools for Design Education Plans; Focusing on Open Source Microcontroller Boards

  • Nam, Wonsuk
    • International Journal of Advanced Culture Technology
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    • v.6 no.2
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    • pp.107-116
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    • 2018
  • In the past, design has been recognized as a means to determine colors, shapes, and functions Recently, however, it has been accepted in a wider sense, namely designing the entire service, including product and user experience design. In this way, in addition to creativity and expressive power that designers have as their main competence, according to the expansion of this design object, designers are required to have comprehensive abilities in related fields and accompanying technical professional abilities. If designing as a technology application as a direction toward this situation, design education can be carried out by approaching technology as a method of expression or design subject. It can also be an effective alternative towards improving the understanding of technology. Meanwhile, many small microcontroller board products with advanced functions and multi-functional specialized programming integrated development environments (IDEs) are becoming widespread due to their open source, low cost, and scalable features. However, students in the design department who lack the basic knowledge of science and engineering have difficulties learning, which requires considerable time and is required for practical use. From this point of view, we have made advancements in the technical understanding of design education by conducting fundamental research to the effectiveness of microcontroller-based prototyping tools as means of expression. We also conducted basic education of microcontroller boards for a certain period of time on students who majored in design in conjunction with the basic survey and investigated the obstacle factors using a questionnaire. Through these surveys, we have confirmed the necessity of designing microcontroller boards of low difficulty, which simplify the coding process that can act as a barrier in difficulty for design students to apply smoothly in design education. In addition, we intend to carry out a basic study on the guideline of microcontroller design for design education and composition of education programs.

Design of Fraudulent Process Notification for Management Information Systems (정보시스템 부정행위 신고시스템 설계)

  • Lee, Joong Hee;Lee, Sangwon;Ahn, Hyunsup
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.629-631
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    • 2013
  • In many enterprises, fraudulent activities and processes are widely prevalent. But, their employees would not report the illegal activities since they would be attacked by defensive and reactive retaliations in their enterprises. Against this backdrop, we design notification systems for whistle blowing. The design would certainly be useful for fraudulent process notification while using management information systems in the field of business. The fraudulent process notification is related to whistle blowing systems, methods, storage media, and so on. Also, we establish the whole architecture of fraudulent process notification with functional structure from the viewpoint of systems and whistle blower. The flow diagram of notification method is added.

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Application of Problem-Based Learning (PBL) Method to Introduction to Creative Engineering Design Course: Case Study of Environmental Engineering in Chungnam National University (창의설계입문의 PBL(Problem-Based Learning) 적용: 충남대학교 환경공학분야 사례)

  • Jang, Yong-Chul;Kim, Geonguk;Kim, Mincheol
    • Journal of Engineering Education Research
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    • v.16 no.2
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    • pp.78-85
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    • 2013
  • An 'Introduction to Creative Engineering Design' course at College of Engineering at Chungnam National University is required for all freshmen. The objective of this course is to educate the freshmen with basic engineering design concepts and experiences in creative problem-solving approaches. It provides the students learning opportunities in solving engineering design problems through team efforts and creative approaches. Thus, this course emphasizes creative ideas and thinking, engineering design experiences to students over the course. This study presents the syllabus, the examples of PBL (problem based learning)-related activities as a team, and the results of the course evaluation and outcomes. Based on the results of this study, we can conclude that overall this course using PBL method had significant positive effects on the course outcomes and the creativity of the engineering freshmen in the department of environmental engineering at Chungnam National University. However, there are still efforts to be needed to improve the PBL-related activities in the course, including students' workload, financial supports, and team work.

A Study on the Serious Game for the Military Training (군사훈련용 기능성 게임에 관한 연구)

  • Ha, Soo-Cheol
    • Journal of National Security and Military Science
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    • s.7
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    • pp.233-270
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    • 2009
  • Serious game played with a computer in accordance with specific rules, that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives. The main goal of a serious game is usually to train or educate users while giving them an enjoyable experience. Serous games are video games with serious purposes such as teaching or training and whose principal aim is education. The major characteristics of serious games involve pedagogy which are all of the activities that educate, train, or instruct the player. Other characteristics of serious games are that they use entertainment principles, creativity and technology to build games that carry out serious purposes. This study is to introduce a serious game for the military training and to describe the elements of game design for developing it.

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