• Title/Summary/Keyword: Objectives of engineering education

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A Study on Course-Embedded Assessment for Program Outcomes of Information Security Program for Engineering Education Accreditation (공학교육인증을 위한 정보보호학 프로그램의 교과 기반 학습성과 평가에 관한 연구)

  • Jeong, Weonil
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.7
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    • pp.183-191
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    • 2018
  • This paper evaluates the achievement of program outcomes using course-embedded assessment for information security programs. In the case study concerning the development of course-embedded assessment used in this paper, we evaluate program outcomes using various evaluation tools including the course evaluation data. In addition, we consider the evaluation rubric and evaluation procedure for course-embedded program outcomes, set performance criteria, select the probe course with high contribution to the program outcomes according to curriculum flowchart, set course objectives for the probe course, and explain the rubric for each assessment tool to measure achievement level. Subsequently, we perform course-embedded program outcomes assessment, based on tests and projectevaluation tool for each program objectives, and present the achievement levels based analysis results. These results prove the effectiveness of the proposed course-embedded assessment for program outcomes.

Engineering College Students' Experience of Online Discussion Activities Using the Visual Dashboards (공과대학 학생들의 시각적 대시보드를 활용한 온라인 토론활동 경험)

  • Jin, Sung-Hee;Yoo, Mina;Kim, Tae-Hyun;Kim, Seong-Eun;Yi, Hyunbean;Choi, Haknam
    • Journal of Engineering Education Research
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    • v.24 no.1
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    • pp.24-33
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    • 2021
  • As online learning continues to be extended, many engineering colleges are engaged in online learning activities. One of the core competencies required of engineering students in a knowledge-convergence society is communication skills. Online discussion activities are frequently used in educational field to improve communication skills. Efforts are being made to provide visual dashboards in online discussion activity systems to more effectively support online discussion activities. However there is less qualitative studies on students' experience in discussion activities. The purpose of this study is to explore the experience of engineering students participating in discussion activities using online discussion systems and visual dashboards. We interviewed 15 students who participated in online discussion activities to achieve their research objectives about their experience in utilizing the online discussion system, their perception of visual dashboards, and their experience in discussion activities. As a result of the study, students' perception of the use of the online discussion activity system, the visual dashboard, and the perception of a sense of social presence were understood. To be more effective in providing tool support, such as discussion activity systems and visual dashboards in online discussion activities, instructors need to understand the nature of learners' online discussion activities.

Pilot Development of a 'Clinical Performance Examination (CPX) Practicing Chatbot' Utilizing Prompt Engineering (프롬프트 엔지니어링(Prompt Engineering)을 활용한 '진료수행시험 연습용 챗봇(CPX Practicing Chatbot)' 시범 개발)

  • Jundong Kim;Hye-Yoon Lee;Ji-Hwan Kim;Chang-Eop Kim
    • The Journal of Korean Medicine
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    • v.45 no.1
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    • pp.203-214
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    • 2024
  • Objectives: In the context of competency-based education emphasized in Korean Medicine, this study aimed to develop a pilot version of a CPX (Clinical Performance Examination) Practicing Chatbot utilizing large language models with prompt engineering. Methods: A standardized patient scenario was acquired from the National Institute of Korean Medicine and transformed into text format. Prompt engineering was then conducted using role prompting and few-shot prompting techniques. The GPT-4 API was employed, and a web application was created using the gradio package. An internal evaluation criterion was established for the quantitative assessment of the chatbot's performance. Results: The chatbot was implemented and evaluated based on the internal evaluation criterion. It demonstrated relatively high correctness and compliance. However, there is a need for improvement in confidentiality and naturalness. Conclusions: This study successfully piloted the CPX Practicing Chatbot, revealing the potential for developing educational models using AI technology in the field of Korean Medicine. Additionally, it identified limitations and provided insights for future developmental directions.

Audio Engineering Curriculums for the Higher Education : Case Studies on the USA's and the European Graduate Schools (고등 음향기술 교육체제 구축을 위한 미국과 유럽 대학원의 교과과정 사례 연구)

  • Oh, Wongeun;Rhee, Esther
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.77-83
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    • 2014
  • Currently, a lot of colleges and universities offer Acoustics and audio engineering courses. In this paper, we analyze and classify the current state of the graduate level curriculums of the area. For the purposes, we focus on graduate school courses of the U.S. and Europe where audio engineering is highly advanced. They were classified into three different types depending on the educational objectives. In addition, the representative cases of each type are presented to examine the characteristics of the subjects.

Exploring Domestic and International Elementary School Convergence Science Education Program - Korea, the U.S., and the U.K. - (국·내외 초등학교 융합 과학 교육 프로그램 탐색 - 한국, 미국, 영국을 중심으로 -)

  • Na, Sanghoon;Kwon, Nanjoo
    • Journal of Korean Elementary Science Education
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    • v.33 no.2
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    • pp.231-241
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    • 2014
  • This study is subject to compare the STEAM and the STEM education of Korea, the U.K., and the U.S. to find their differences and similarities, as well as the implications in implementing the STEAM education in Korea. In order to accomplish this, the educational objectives, contents and topics, teaching and learning methods, subjects and timing for education, and convergence curriculum were compared; also, after choosing the representative program of each country, a cross-comparative analysis was done for the teaching and learning method distribution ratio, content element distribution ratio, program distribution ratio, STEAM domain ratio, curriculum structure and domain ratio, frequency of inquiry process, basic inquiry, integrated inquiry frequency, hourly basic inquiry, and integrated inquiry process. As a result, it was possible to obtain 77 programs, a total of 656 class hours of Korea, 65 programs and 846 class hours of the U.S., and 75 programs and 774 class hours of the U.K. The results are as follows: Korea's STEAM and the U.K. and the U.S.' STEM all include science, technology, engineering, arts, and mathematics, but in terms of frequency, Korea's STEAM has higher figure in arts. However, the U.K. and the U.S. have higher frequency of debate and discussion, and there were many cases of a student, after receiving feedback from other students, modifying the work.

The Influences of Lecture Design Using CoRe upon Professor's Teaching Professionalism in College of Science-Engineering (CoRe를 활용한 수업 설계가 이공계열 교수의 수업 전문성에 미치는 영향)

  • Song, Nayoon;Hong, Juyeon;Noh, Taehee;Han, JaeYoung
    • Journal of the Korean Chemical Society
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    • v.64 no.2
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    • pp.84-98
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    • 2020
  • In this study, we analyzed the influences of lecture design using CoRe upon the professor's teaching professionalism in the aspects of pedagogical content knowledge (PCK). The participants are three professors from the college of science-engineering located in Chungcheong-do. After collecting their syllabi, we observed their lecture and conducted the orientation. Afterward, we collected the CoRes which they prepared before the lecture. Then we observed their lecture and conducted semi-structured interviews. This process was carried out twice. We analyzed their syllabi, CoRes, videotaped lectures, field notes, the teaching materials, and interview transcripts. The results revealed that professors not only clarified the learning objectives and the characteristics of students but also reflected them in the lecture. In addition, they established the teaching strategies according to the characteristics of contents in the unit. As they recognized the necessity of understanding students' achievement, they selected the assessment method and applied it in the lecture. In some cases, however, they lacked presenting learning objectives specifically and explained students' misconceptions without inducing new concepts. They also presented a shortage of considering students' prior knowledge. They lacked providing students with an opportunity to participate in lectures, and their assessment method was not effective. Based on the results, we discussed implications to improve teaching professionalism using CoRe.

An In-depth Survey Analysis Applying Data Mining Techniques (데이터마이닝을 이용한 설문조사의 심층 분석)

  • Kim, Wan-Seop;Lee, Soo-Won
    • Journal of Engineering Education Research
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    • v.9 no.4
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    • pp.71-82
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    • 2006
  • To accomplish the educational objectives of a department, a system for CQI(Continuous Quality Improvement) is necessary. Improving the educational system by survey analysis is one of the most important factors for accomplishing the educational objectives. In general, survey analysis is carried out by using statistical distribution on an attribute or correlation analysis between two attributes. However, these analysis schemes have a limitation that they cannot find relations among various attributes. In this paper, an in-depth survey analysis method applying data mining techniques is presented. Data mining is a technique for extracting interesting knowledges from a large set of data. Survey from undergraduate students in the School of Computing of Soongsil University is analyzed in this paper by using a data mining tool, called Clementine. Results of Clementine analysis show the relationship between 'grade', and other attributes hierarchically, and provide useful information that can be applied in student consulting and program improvement.

A Case Study of Alumni Survey for Evaluation of Engineering Education Outcomes (공학교육 성과 평가를 위한 졸업생 설문조사 사례연구)

  • Hahn Song-Yop;Suh Kyung-Doug
    • Journal of Engineering Education Research
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    • v.5 no.1
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    • pp.34-49
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    • 2002
  • The School of Electrical Engineering and School of Civil, Urban, and Geosystem Engineering of Seoul National University (SNU) have conducted alumni surveys to evaluate the importance and preparedness of the engineering outcomes that are demanded in the industry and to feedback the survey results to the establishment of educational objectives and student capability and the revision of curricula. In this paper, first we analyzed the collected data to see the distributions of the respondents in terms of graduation year, profession, final degree, and so on. Second we evaluated the importance and preparedness of the engineering outcomes and compared them with those obtained at the Department of Mechanical and Aerospace Engineering of UCLA. The above-mentioned three groups gave very similar evaluation of the importance of each item of engineering outcomes, showing that the industry-demanding engineering outcomes are very similar regardless of country or major. Investigating the difference between the importance and preparedness, SNU showed relatively low preparedness compared to UCLA, meaning that SNU is somewhat behind UCLA in engineering education. On the other hand, all the three groups showed considerably poor preparedness in the abilities to function on multi-disciplinary teams and to communicate effectively, indicating that is needed education to strengthen these abilities.

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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Analysis of Intermediary Roles and Technical Components for Smartglass-Assisted Interactive Remote Collaboration

  • Yoon, Hyoseok;Kim, Siyeon;Oh, Haneol;Lim, Hong Ji
    • Journal of Multimedia Information System
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    • v.8 no.4
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    • pp.295-300
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    • 2021
  • Recent advances in Internet-of-Things and wearable computing have established computationally sufficient infrastructure to remove the barriers of physical locations. The recent COVID-19 pandemic has accelerated the use of remote collaboration, work-from-home, teleconferencing, online education, digital twin, and metaverse enriched with various configurations of augmented reality, virtual reality, mixed reality, and extended reality. Beyond specialized niche wearable applications in the medical and entertainment domains, we aim to identify the underlying characteristics of smartglass-enabled killer applications for everyday use. In this paper, we analyze intermediary roles in remote collaboration consisting of authoritative supervisors, synergetic collaborators, and speculative explorers. We also propose technical components for smartglass-assisted interactive remote collaboration composed of personal tracking, teleconference, and interaction components. More specifically, the application tasks of each intermediary role and objectives of three functional components are defined and elaborated.