• Title/Summary/Keyword: Arts-engineering education

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A study on the convergent approaches for creativity in elementary mathematics education -Focused on Korean elementary mathematics textbooks and Investigations in the US- (초등수학교육에서 창의성 신장을 위한 융합적 접근의 탐색 -한국 초등수학교과서와 미국 Investigations를 중심으로-)

  • Park, Mangoo
    • The Mathematical Education
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    • v.52 no.2
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    • pp.247-270
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    • 2013
  • The purpose of this research was to analyze the convergent approaches for creativity in elementary mathematics textbooks in Korean and the united States. Convergent approaches have emphasized since NCTM(2000) consistently includes 'connections' as an important factor in mathematics curriculum and KOFAC(Korea Foundation for the Advancement of Science & Creativity) initiated the STEAM(Science, Technology, Engineering, Arts, and Mathematics) in mathematics and science education. For this research, two elementary mathematics textbooks were analyzed focused on their contexts and contents: Korean National Elementary Mathematics Textbooks and Navigations in Numbers, Data, and Space. In both textbooks, it was not easy to find so called the convergent approach in a real sense, but they use some contexts for connections between mathematical concepts and real world phenomena. For the enhancement of convergent approaches in mathematics education, we need to have a broader sense in the convergent approaches and develop various meaningful materials.

Improvement of Creative Solving Problem Method Curriculum based TRIZ Using Industrual Bottleneck Techniques (산업체 애로기술을 활용한 TRIZ 기반 창의적문제해결방법론 교과목 개선)

  • Lee, Jae-Kyoung
    • Journal of Engineering Education Research
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    • v.24 no.3
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    • pp.58-69
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    • 2021
  • It is very necessary to have a creative problem-solving capacities to learn various majors and liberal arts based on the major, and to solve the bottleneck techniques led by students. In this study, the existing creative problem-solving curriculums, 'Methodology of Inventive Problem Solving' based on TRIZ, were improved and applied, and industrial bottleneck techniques were provided to students to solve these techniques. To improve the curriculum, 1) improvement of instructional objectives and learning contents, 2) improvement of evaluation methods and contents (reflecting the evaluation of instructor and students), and 3) learning satisfaction survey were conducted in the following order. As a result of the application of the improved curriculum, the level of activities for each team was improved, and when the core process was well understood, the evaluation of team activities was also excellent, but there was a tendency to focus on methods that are relatively easy to apply in the problem solving process. In the final exam (learning contents evaluation), teams with difficult understanding of the TRIZ theory or low team activities showed a relatively high trend, but the difference in level between divisions was slightly reduced.

Case Study on the Evaluation of Transfer in Mechanical Engineering (기계공학과 현업적용도 평가에 관한 사례연구)

  • Park, Kyungsun;Park, Sunhee
    • Journal of Engineering Education Research
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    • v.16 no.6
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    • pp.45-51
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    • 2013
  • The purpose of this study is to explore the evaluation of transfer and elicit the implications regarding the improvement of educational curriculum, educational method, and educational environment. In order to do this, concepts of the transfer and related theories were explored. In terms of data collection method, the researchers conducted survey and semi-structured interview with 30 graduates who majored in Mechanical engineering by using the transfer tool developed by No and Park (2011). According to the result of the survey, a high average (4.27) between major subjects and one's current jobs was revealed. In addition to this, the participants' opportunity to apply what they learned from the college to transfer to their current job setting scored average of 4.10 and this score implies fairly high application of the transfer. In terms of the participants' extent to remember the liberal arts subjects, it scored average 2.90 which was fairly low. According to the survey about the curriculum, whether the major subjects as well as the liberal arts subjects were necessary for the transfer, the participants showed average score of 3.90. Concerning the item of whether the participants received lectures including practical problems, cases, or experiences in order to increase the transfer, the participants showed 2.63 which was fairly low. The followings are the results of the interview. First, regarding majors in educational curriculum, it was shown that educational curriculum were directly applied to the transfer. Especially, it was shown that involvement in the major-related activities and team projects played a positive role, thus, the involvement in such activities should be enforced. With respect to the improvements of the major, emphasizing the internship of the major-related subjects, courses centered on monitoring the latest programs and job recruiting trends, and information of professional engineers' tests were suggested for the improvements.

The development of Smart Robot Game (스마트 로봇 게임 개발에 관한 연구)

  • Lee, Jun-Suk;Rhee, Dae-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1596-1601
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    • 2019
  • A smart robot game, which is one of the new type expanding the market through coding education classes recently, has a characteristic to manipulate digital games with a smart-phone while using a robot instead of existing games. Under the same rules, the virtual world's game is connected to real world's robot through a smart-phone, and the game is played while exchanging data. This study analyzes smart robot game by dividing them into media features, digital game features, and playful features. In addition, we developed the game based on the board game genre that has the general rules while using the derived development features. As a result, by presenting the case of development of smart robot board game, we would like to propose the points to be considered in the development of smart robot game.

The Key Success Factors of University Entrepreneurship Education: Implication from USA University Cases (대학 창업교육 핵심 성공요인: 미국 대학 사례의 시사점)

  • Choi, Jong-In;Park, Chygwan
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.8 no.3
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    • pp.85-96
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    • 2013
  • Entrepreneurship courses and programs in Korean universities tend to increase steadily but seem to have some limitations. They are usually recognized as another domain of Business Administration. Entrepreneurship program is practical like Business Administration but should be much more interdisciplinary than that. Because Korean Entrepreneurship programs are in the early stage, they must be reinforced with factors such as education culture, faculties, curriculum and relationships with communities. This study aims to get some implications from Entrepreneurship programs have been run by universities in America in order to facilitate Entrepreneurship program in Korean universities. Based on 11 success factors found by our case universities' Entrepreneurship programs and Kauffman Campus, this study has drawn implications of critical success factors of Entrepreneurship programs as follow. First of all, because Entrepreneurship programs should focus on Entrepreneurship mind sets such as innovative idea generation and courage to overcome risk, it is more desirable that Entrepreneurship programs are introduced in all departments of universities such as Arts, Science and Engineering. These programs also need to take interdisciplinary approach and required to be opened from liberal arts course. In order to be sustained during all their academic careers, vision, mission and strategy for Entrepreneurship programs should be based on strong leadership and support of top leaders. Entrepreneurship culture of each university is also one of the most important success factors. Entrepreneurship programs not only as major programs but also as specific Entrepreneurship minors designed for departments such as Arts, Science and Engineering could be considered according to each university's situation. This study also suggest to make a motivation system for Entrepreneurship faculties, Ph d. programs for Entrepreneurship, communication network for Entrepreneurship programs and mentor system in community. To begin Entrepreneurship programs, it also needs to develop good education contents as many as possible. When it concerned with teaching method, project based 4 year program can be suggested to be effective and efficient. To introduce project based program that should be consistent till participants' graduation, university must prepare regulations to support team teaching, mentor and interdisciplinary cooperation. To dissipate the concept that Entrepreneurship is another version of management, this study support the idea that Entrepreneurship programs should be designed and run by independent and central-focused governance system, Entrepreneurship education center.

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Relationships between Teamwork Skills and Thinking Styles in Engineering Students (공과대학생의 팀워크 역량과 사고양식의 관계)

  • Hwang, Soonhee
    • Journal of Engineering Education Research
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    • v.20 no.2
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    • pp.39-49
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    • 2017
  • This research aims to explore the relationships between 'teamwork skills' (often called team activity competence) and 'thinking styles' of engineering students in Korea, and to provide an explanation for the application of team-based environment as well as for the increase of teamwork skills. Teams and team activity are pervasive in today's organization and there has been relatively much research on teamwork skills and its related factors. However, to date, little attention has been paid to the teamwork skills, essential factor in team-based environment and its relationships with thinking styles. This study was conducted with 383 engineering students at P University, and students' teamwork skills as well as thinking styles have been measured before and after team-based learning class (hereafter TBL). Our findings show that firstly, there was a significant increase of teamwork skills between before and after TBL class. Second, team activity competence was found to have a higher correlation with most of creativity generating styles (i.e. legislative, judicial, hierarchical and global styles). Third, hierarchical style was found to influence team activity more than other components, and also legislative, external, global and judicial styles contributed to team-based activity. These findings are expected to provide an explanation for the application of thinking styles in team-based environment and will be useful for the improvement of related courses in engineering school.

A Study on the Determination of Programming Language for Software Basic Education of Non-majors (비전공자 소프트웨어 기초교육을 위한 프로그래밍 언어 결정에 관한 연구)

  • Park, So Hyun
    • The Journal of Information Systems
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    • v.28 no.4
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    • pp.403-424
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    • 2019
  • Purpose The objective of this study is to determine the programming language for improving algorithmic thinking of basic software education for non-majors, which has recently been receiving attention to nurture talents needed in the era of the Fourth Industrial Revolution. Design/methodology/approach In this study, Delphi method was used to select the suitable programming language for the features of each of five departments for basic software education for non-majors in order to develop the capability of algorithmic thinking. The survey was conducted three times to 21 experts, and the results were analyzed using quantitative analysis (CVR) values and stability. Findings For the most suitable programming language for each department determined in this study, App Inventor was selected for humanities department, RUR-PLE for natural science department, App Inventor for social science department, Python for engineering department, and Scratch for fine arts department. This is expected to be used as the basis for determining the direction of curriculum and operation of universities starting basic software education through programming language by department proposed in this study.

A Study on the Design and Implementation of an AI Mock Interview System for Computer Science Interview Preparation Using LLM-based ChatGPT (LLM 기반 ChatGPT를 활용한 컴퓨터 분야 면접 준비용 AI 모의 면접 시스템의 설계 및 구현에 대한 연구)

  • Jae-Sung Chun;Hee-Kwon Jang;Ji-Hye Kim;Chang-Min Bae;Dong-Gyu Lee;Il-Young Moon
    • Journal of Practical Engineering Education
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    • v.16 no.5_spc
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    • pp.643-651
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    • 2024
  • This study aims to design and implement an AI mock interview system for Computer Science (CS) interview preparation using LLM (Large Language Model) based ChatGPT. The system utilizes AI's natural language processing and speech recognition capabilities to analyze and provide real-time feedback on interview responses, helping users improve their weaknesses during the preparation process. According to a survey, 90% of users reported that the real-time feedback function provided substantial assistance in their interview preparation. Key features include GPT prompt generation and Speech-to-Text functionality, which converts voice data into text. The system received positive evaluations for its response time and feedback accuracy. Future research will explore expanding the range of question types and applying the system to various industries.

The Development of a Non-Face-to-Face Instructional Design Model based on Digital Technology for Public Servants (국가공무원을 위한 디지털 기반 비대면 교수설계모델 개발 )

  • Youngeun Wee;Sungil Lee;Jiyoung Lee;Woocheol Kim
    • Journal of Practical Engineering Education
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    • v.15 no.3
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    • pp.557-570
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    • 2023
  • The purpose of this study is to develop a digital-based non-face-to-face instructional design model for national public servants. For this purpose, we reviewed the direction of non-face-to-face instructional design based on previous research, and interviewed a total of 10 instructors and learners with experience in non-face-to-face education to identify the success factors of non-face-to-face instructional design for government employees. In addition, to ensure the validity of the instructional design model, a Delphi survey was conducted with experts in instructional design and educational management. As a result, the digital-based instructional design model for national public servants reflects the importance of learning objectives and content design to enhance learning motivation and improve educational effectiveness, and includes detailed implementation plans to support specific and clear performance activities for instructors in non-face-to-face education situations. The instructional design model developed through this study can be expanded as a standard for improving the quality of education in public human resource development, and can be used as a teaching and learning guide according to learner types and characteristics.

Software Education Class Model using Generative AI - Focusing on ChatGPT (생성형 AI를 활용한 소프트웨어교육 수업모델 연구 - ChatGPT를 중심으로)

  • Myung-suk Lee
    • Journal of Practical Engineering Education
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    • v.16 no.3_spc
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    • pp.275-282
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    • 2024
  • This study studied a teaching model for software education using generative AI. The purpose of the study is to use ChatGPT as an instructor's assistant in programming classes for non-major students by using ChatGPT in software education. In addition, we designed ChatGPT to enable individual learning for learners and provide immediate feedback when students need it. The research method was conducted using ChatGPT as an assistant for non-computer majors taking a liberal arts Python class. In addition, we confirmed whether ChatGPT has the potential as an assistant in programming education for non-major students. Students actively used ChatGPT for writing assignments, correcting errors, writing coding, and acquiring knowledge, and confirmed various advantages, such as being able to focus on understanding the program rather than spending a lot of time resolving errors. We were able to see the potential for ChatGPT to increase students' learning efficiency, and we were able to see that more research is needed on its use in education. In the future, research will be conducted on the development, supplementation, and evaluation methods of educational models using ChatGPT.