• Title/Summary/Keyword: 교과목 설계방식

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Development of Education Programs Academia-Industry Collaboration for Undergraduate Students Majoring in Digital Contents Design (디지털 콘텐츠 디자인 전공 학부생을 대상으로 한 산학협력 수업에 관한 사례 연구)

  • Yi, Sang-Sun
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.151-162
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    • 2006
  • Nowadays most business organizations wish to hire competent people who can do their own jobs efficiently right after their employment. The primary goal of this study is to focus on how we can train undergraduate students in academia-industry collaboration to satisfy this requirement. By making use of the funding from the Ministry of Education & Human Resources Development to support academia-industry collaboration program, we established an intramural company, Hankyong Design Company, and set up several studio courses for junior and senior students. To develop these courses efficiently for the first semester of 2005, studied both intramural and extramural environments of academia-industry collaboration and searched for good examples of them. Based on this investigation, I made some assumptions that how we can perform the academia-industry collaboration program for undergraduate students successfully. I chose several design tasks related to digital communications, and appointed WisePost Inc., an Internet communication service company for MSN Messenger, to be a collaborator. We made the 'Interactive Design' studio courses together and applied the courses to 20 juniors. At the end of the semester, we evaluated the works of the students, and selected and commercialized some excellent items among them. During the course work, I realized the fact that education programs in academia-industry collaboration is feasible for undergraduate students majoring in design. I understanded the overall merits and demerits of conventional studio and academia-industry collaboration courses. In addition, the results from the present study suggest that the role of professor in academia-industry collaboration program would be quite different from conventional studio courses.

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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.

A Top-Down Approach to the Hardware Design Education Focusing on the Logic Design Courses (하드웨어 설계 교육에서의 TOP-DOWN 접근방법 : 논리설계 과목을 중심으로)

  • Yi Kang;Jung Kyeong-Hoon;Han Youn-Sik
    • Journal of Engineering Education Research
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    • v.6 no.2
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    • pp.22-29
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    • 2003
  • The ultimate goal of a hardware design course is to equip the students with the system design ability. However, the majority of the current structures of the design courses are focused on the understanding of the operational principles of each device which is used later as a building block for the design of a system. The shortcomings of this approach are, first, that it is very hard to keep the students motivated to the end of the course where system design concepts are dealt, and, second, the students do not have enough experience of the system design which is usually required in the field. As an alternative to solve these problems, it is necessary to reverse the order of contents of the course. Namely we introduce the high level of the abstract concept of the system design in the very beginning of the course and later by lowering the level of abstraction to the operational principle of the internal devices. In this paper, we propose a new top-down methodology for the introductory hardware design course of logic design, where the design expression and verification in the system-level are introduced first and then detail knowledge on each device is introduced later. Also, we report a case result from a student's working group as part of an extracurricular education in order to verify the validity of our proposed approach

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.

A Case Study on Flipped Learning Methods in 'The History of Science 'Liberal Arts Class for Undergraduate Students (플립러닝을 적용한 '과학사의 이해' 교양 수업 사례 연구)

  • Heejin Oh
    • Journal of Science Education
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    • v.46 no.3
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    • pp.312-325
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    • 2022
  • This study aims to provide a science history content system necessary in the course design process of liberal arts subjects, along with the application of flip learning in liberal arts science classes for humanities and social sciences students. For the research, we analyzed the current state of the liberal arts and history of science classes at universities. Then we developed the 'Understanding the History of Science' subject by applying the flip learning method through the analysis of various previous studies. As the goal of science history lectures that can reach the essential purposes of science liberal arts education, including knowledge acquisition and strengthening various competencies, scientific attitude cultivation was set, and the content system of week 15 was designed to consider this. The four topics corresponding to the "History of Science" part of the "Understanding Science History" content system consisted of flipped learning classes and teaching and learning activities, including online video materials and group discussion activities. As a result of opening courses for students in the humanities and social sciences and operating classes for 56 college students, it was confirmed that students' interest and awareness of science increased. This study provides educational evidence for science history and liberal arts education.

Design and Implementation of Socket-based Multi-player Game Service for Elementary Mathematics Learning (초등 수학 학습을 위한 소켓 기반 멀티플레이형 게임 서비스의 설계 및 구현)

  • Kim, Sung Wan
    • Journal of Service Research and Studies
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    • v.6 no.2
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    • pp.175-184
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    • 2016
  • The educational computer game service, due to its entertainment role, is a very attractive tool for students to raise their interests in learning. Especially mathematics, the most difficult subject for many students, is one of the typical subjects in which the educational computer game service can be efficiently applied. Most of the previous game services is for single or two learners. And learner only have to simply submit a solution for the proposed math expression in the game. In this paper a multi-player game service based on TCP/IP socket programming technique is designed and implemented to join in the game for multiple learners. In addition, we design a game rule to improve learners' number sense by letting them arrange various ways to solve the problem. Finally, using the requirements of educational game service, we evaluate the proposed game service and its usability.

Effect Analysis of Learners' Competence and Class Satisfaction by Capstone Design (캡스톤디자인 수업이 학생역량 및 수업만족도에 미치는 효과에 대한 사례 연구)

  • Jeon, Young-Mee
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.601-610
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    • 2018
  • This case study analyzed the effect of capstone design on students' competence and class satisfaction. Three subjects developed in S university were analyzed, and 92 students participated. Results show that the lesson structure of the capstone design was developed to provide students with problem solving competence and practical business skills through hands-on experience. In addition, the students' competence was enhanced, and their satisfaction in class was very high. Statistical results show that, compared to the existing classes, class satisfaction in capstone design improved significantly. Considering the foregoing results, this study suggested that for the capstone design, the lesson structure and method need to be diversified to provide more opportunities for students to participate and become active. The assessment procedure and method also have to be more objective to lessen subjectivity and to increase class satisfaction in capstone design.

AREL(AR based E-Learning) for PBE(Practice-Based Education) Framework Design in the Field of Art and Design Major (미술·디자인계열 전공 실습교육을 위한 증강현실기반 이러닝(AREL: AR based e-Learning) 프레임워크 디자인)

  • Lee, Ki-Ho
    • Cartoon and Animation Studies
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    • s.43
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    • pp.363-386
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    • 2016
  • This research is to design basic framework for developing teaching and learning method in the field of art and design major in university. Especially taking off from oneway e-learning teaching method, it is focused on increasing reality of student learning situation with applying AR contents process to augment virtual condition on reality condition. The processing of framework design and developing teaching and learning method are about practice education based on AR for model experiment research which was published "The E-Learning for Practice Training Using Augmented Reality in the College Education". This thesis is supposed to be a precedent study of the pre-published, and the purpose of those two studies were for experiment test in earnest in studying effect research. The classification of learning method divided basically as Face-to-Face Learning(FFL), Blended Learning(BL), fully E-Learning(EL), and Augmented Reality based E-Learning(AREL). This research compares and analyzes each frame of FFL, BL, and EL. And then, designed framework lead to the over-all conclusion with the type of AREL. Additionally, AREL for PBE suggests the ways of advanced teaching learning.

The Exploratory Study on Development of Interdisciplinary Technology Entrepreneurship Education Model (융합기반의 대학원 기술창업 교육모델 개발에 대한 탐색적 연구)

  • Choi, Jong-In;Byun, Young Jo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.8 no.2
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    • pp.119-128
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    • 2013
  • Korean entrepreneurship education has been focused on the subject selection and curriculum based research according to the stage of entrepreneurship process. But problem is happen in the theory based lecture and unrealistic content of entrepreneurship education. Recent studies in technology entrepreneurship recommend integrated approaches to educating students to operate in this space integrated programs span disciplinary lines, but more important, they combine coursework on fundamental concepts and processes with real team-based projects on technology commercialization. At the core of TI:GER(R) is a three-course academic track that provides instruction in technology commercialization processes with a focus on intellectual property/technology law and business fundamentals. Technology, management, and law are the key success content of entrepreneurship education and we need the approach the integration of these factors.

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Design of Communication Module for Virtual Serial Wireless LAN (가상 시리얼 무선랜 통신 모듈 설계)

  • Jang-Geun Ki
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.35-40
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    • 2023
  • In this paper, a serial wireless LAN virtual communication module that allows microprocessors to communicate wirelessly with other peripheral devices is developed as part of a study to build an online virtual experiment system that allows them to practice virtually anytime, anywhere in microprocessor application education in electrical and electronic control engineering. The developed module is connected to the microprocessor in the virtual experiment system through serial interface. The serial data is sent to and received from peripheral devices through the wireless LAN interface of the host computer where the virtual experiment software is being performed. In order to verify the function of the developed serial wireless LAN virtual communication module, experiments were conducted in which a microprocessor in the virtual experiment system exchanged data with an Android smartphone through a wireless LAN interface of a host computer. The developed serial wireless LAN communication module is expected to enable virtual microprocessors to communicate with surrounding real devices through wireless LAN, which can be efficiently used in microprocessor application education.