The purpose of this study is to exploring the procedure of developing hands-on activity and provide the generalized development procedure adjusted for the technology subject. The research method for this study is mainly based on document and experience. exploration of hands-on activity and development procedure of hands-on activity given by preceded researchers and the common factor was derived from them. For the result of the study. first. the concept of experience and hands-on activity was examined and the procedure of developing hands-on activity in technology education was reviewed. Second. suggested 3 steps for the procedure of developing hands-on activity in technology education ; preparation. development. improvement and the detailed steps. Third. presented contents included for hands-on activity task materials. For the teachers. those are ; hands-on activity subject. readings before the class. object for the course class. main activity in class courses. material. tools and facility. design brief. reference data. score sheet. detailed class process. For the students. those are; subject for class. matters to be attended to. portfolio and etc.
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
/
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.
Transactions on Electrical and Electronic Materials
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v.17
no.5
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pp.280-288
/
2016
Microelectronic product consumers may already be expecting another paradigm shift with smarter phones over smart phones, but the current status of microelectronic manufacturing engineering education (MMEE) in universities hardly makes up the pace for such a fast moving technology paradigm shift. The purpose of MMEE is to educate four-year university graduates to work in the microelectronics industry with up-to-date knowledge and self-motivation. In this paper, we present a comprehensive curriculum for a four-year university degree program in the area of microelectronics manufacturing. Three hands-on experienced-based courses are proposed, along with a methodology for undergraduate students to acquire hands-on experience, towards integrated circuits (ICs) design, fabrication and packaging, are presented in consideration of manufacturing engineering education. Semiconductor device and circuit design course for junior level is designed to cover how designed circuits progress to micro-fabrication by practicing full customization of the layout of digital circuits. Hands-on experienced-based semiconductor fabrication courses are composed to enhance students’ motivation to participate in self-motivated semiconductor fab activities by performing a series of collaborations. Finally, the Microelectronics Packaging course provides greater possibilities of mastered skillsets in the area of microelectronics manufacturing with the fabrication of printed circuit boards (PCBs) and board level assembly for microprocessor applications. The evaluation of the presented comprehensive curriculum was performed with a students’ survey. All the students responded with “Strongly Agree” or “Agree” for the manufacturing related courses. Through the development and application of the presented curriculum for the past six years, we are convinced that students’ confidence in obtaining their desired jobs or choosing higher degrees in the area of microelectronics manufacturing was increased. We confirmed that the hypothesis on the inclusion of handson experience-based courses for MMEE is beneficial to enhancing the motivation for learning.
Purpose: The purpose of this study was to compare the tidal volumes and airway pressures of 3 mask-sealing methods (one hand C-E, two hands C-E, and one hand O-E) for ventilation treatment. Methods: The study subjects were 45 paramedic students. Tidal volume was measured for the three sealing methods by setting a ventilator, connecting it to the masks for 2 minutes, and using Respi-trainer software. Results: Regarding general characteristics, the group of men, in upper grades, and with practical training experience and experience and experience in the implementation of bag-valve-mask ventilation provided higher tidal volumes. Regarding physical characteristics, larger hands and greater grip strength correlated with higher tidal volume. Two hands C-E generated the highest tidal volume of $483.78{\pm}34.14mL$, one hand O-E generated $449.59{\pm}51.09mL$ and one hand C-E generated $394.31{\pm}68.95mL$. Conclusion: Means of tidal volumes were statistically significantly different based on mask sealing methods (p<.001). Two hand C-E was performed by the two-persons task and was suggested as the most effective method. For the one-person task, one hand O-E was the more effective method compared to the previous one hand C-E.
This study is aimed at exploring the educational meaning of cooperative hands-on activity in the technology subject from the perspective of a student who is an education consumer. For this purpose, this study selected 12 first year student of a middle school located at G City of Gyeonggi-do Province as research participants through purposeful sampling, and conducted an in-depth interview and group discussion based on stimulated recall questionary techniques. This study utilized area analysis, classification analysis and component analysis as a data analysis method, and secured the verity of the research through the examination between research participants and triangulation. As a result of this research work, it was found that the cooperative hands-on class in the technology subject had the meaning of 'Space between a burden and excitement about the technical making', 'Clue and ignition point of technological problem solving', and 'Self-discovery through Technical capability'. To be more concrete, 'Space between a burden and excitement about the technical making' means that students, whose usual school record is excellent, felt great psychological burdens of performance assessment, but their pre-experience and interest in 'Making' induced them to feel exhilaration of hands-on activity. 'Clue and ignition point of technological problem solving' means that students get to make much of the understanding & formation of the relationship with teammates in the process of resolving an unfamiliar hands-on activity task and to have the continuous problem-solving ability. 'Self-discovery through Technical capability' means that students get to realize the importance of learning experience of one's own making through hands-on activity learning, which could be the opportunity to meet the operant demands of the inner side. This study hopes that such results could be utilized as the basic data needed for designing the hands-on activity education in the technology subject more meaningfully and systematically for the time to come.
Objective: This study aimed to reveal pre-service early childhood teachers' perception of children's environmental education using concept mapping and demonstrating its importance. Methods: Based on Kane and Trochim's(2007) procedure, 33 pre-service early childhood teachers conducted brainstorming and statement writing, and then the importance of selected statements were rated by 202 pre-service early childhood teachers. Selected statements were analyzed through multidimensional scaling and hierarchical cluster analysis. Results: Pre-service early childhood teachers perceived children's environmental education as concept mapping with 2-dimensions and eight clusters. The following eight clusters were established (1) daily practice through hands on experience, (2) nature environment, (3) recognizing and coping with environmental issues, (4) environmental preservation practices, (5) environmental sensitivity and consideration, (6) purpose of children's environmental education, (7) necessity for children's environmental education (8) Practice through connection with child's home and community. And then among the eight clusters, the most important was recognized as 'daily practice through hands on experience', and among the statements 'young children learn through the method of playing in nature and experience nature' was considered the most important. Conclusion/Implications: Based on these results, we discuss the importance of children's environmental education of pre-service early childhood teachers and how to support to develop teacher's training program.
Park, Jong-Rae;Choi, Jun-Hyuck;Bae, Sun-Wha;Lim, Che-Jin
Proceedings of the Korean Institute of Interior Design Conference
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2004.05a
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pp.127-130
/
2004
In order to verify the validity of the exhibition moethod in a science museum, this study undertakes a visitor follow-up survey, and clarifies the influence an exhibition method affect visitor's behavior, and its feature. The tracking research performed the visitor follow-up survey to family company children. The characteristic of the visitor's behavior by the exhibition method; Use frequency becomes low in order of 'Experience type' 'Participation type' 'Fixed type'. Experience type has tendencies, such as repetitive and continuing use, and use time was long. Otherwise use time of Fixed type was short. As a result, although the use frequency of Hands-on is high and its use time is longer than Hands-off, it turns out that is influenced according to factors, such as the exhibition method, presentation and the contents of exhibition.
The Malaysian Space Agency (ANGKASA), with cooperation of the Ministry of Education of Malaysia, has organized the Astronomy Workshop for Primary and Secondary School Teachers since 2008 at the National Planetarium. The workshop was organized to provide science teachers with basic knowledge of astronomy in accordance with the school syllabus, with the hope that they can acquire sufficient knowledge in the field of astronomy to enhance their teaching activities in school. In this workshop, teachers will be introduced to night sky simulations in our space theater, a planetarium show, daytime and night time observation activities, hands on activities, and visits to the planetarium's observatory and exhibition gallery. Besides this, in the workshop they will share teaching experience with planetarium staff. Educational materials are also distributed to all the teachers as reference for their teaching. In this paper presentation, we would like to show how the National Planetarium plays an important role to help teachers in teaching astronomy in schools.
Today, the children's museum evolved from place of exhibition for seeing and feeling, to that of exhibition for searching and touching, or so-called the hands-on exhibition. This will allow for grabbing the interest from children and provide an opportunity for learning by an actual experience at this intellectual and benign environment. But in this modern society that constantly undergoes evolution even as we speak, it is not an easy task to bring our children to museums, because they are vastly exposed to various media. Moreover, if the children who visited museums carelessly bypass the specific areas intended for exhibition, the educational purpose of "enhanced learning effect with hands-on experience" is easily underachieved. According to children's visual stimuli, their behavioral charactoristics are appeared to freewill curiosity but they show shorter elapsed time(impermanence), intensity(stubbornness), frequent occurrence(frequentness) and changeable (translatability). So, We need Improvement of visual image affordance through the measurement of stay time. Firstly, five factors are extracted by factor analysis on twenty questions based on visual image factors; Color accessability and Satistaction(factor1), brightness and color harmony(factor2), feeling on harmonization of color and stay time(factor3), simplex & complex of space(factor4), feeling on scale(factor5) Secondly, the following result are derived through a distribution chart on an exhibition room of K-museum. As shown above, this study based on various analyzed aspects proposes the directions of a color image plan to improve stay time in exhibition space of children museums with a hope to support educational goals of experience education-focused children museums.
The Journal of Korean Association of Computer Education
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v.16
no.3
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pp.79-89
/
2013
Over the past 10 years, STEAM education uprises to address student's low interest in and self-concept in comparison with their academic achievement in science, reacquaintance to enter schools of natural sciences or engineering. However, There is a paucity of empirical evidence revealing values and necessities of STEAM education in school. The purpose of this investigation is to develop steam education program making and using hands on sensor to experience new technology in school, to apply the program to 110 fourth graders, and to study the effect of the program. Pre- and post-test was used to measure level of student's scientific interest and attitude, scientific problem solving ability, scientific creative problem solving ability, personality test for children, satisfaction of school life. In conclusion, the result show that STEAM education improve every domain of the measurements.
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