• Title/Summary/Keyword: Basic-Engineering-Knowledge-Oriented

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Analysis on the Recognition of the Engineering Education Participators for Practical Engineering Education - College of Science and Technology, Hongik University - (실무형 공학교육에 대한 공학교육 당사자들의 인식 조사 결과 분석 - 홍익대학교 과학기술대학을 중심으로 -)

  • Park, Jin-Won;Hwang, Kwang-Jin;Cho, Kyu-Nam;Baek, Hyun-Deok
    • Journal of Engineering Education Research
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    • v.10 no.1
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    • pp.20-33
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    • 2007
  • This paper is on the analysis of the survey results for the recognition of the practical engineering education among the engineering educators and educatees including alumni. After performing the survey, we classify 4 forms of practical engineering education, company-oriented, major-field-oriented, basic-engineering-knowledge-oriented and others. Also we survey what are necessary for the students to get employed. The survey results indicate that the respondents understand the practical engineering education as company-oriented and many of them also recognized basic-engineering-oriented engineering education. For the employment, the professors and the alumni focus on the personal character but the students feel that major field knowledge and the English ability are vital to the employment tests. Concerning the opinion for the students on the shortage of ability as an engineer, the professors respond the major field knowledge while the students and the alumni answer the English ability. This research produces some interesting results on the direction of practical engineering education, but needs more detailed and extended survey and analysis.

Exploring Creativity Education in Research-oriented College of Engineering (연구중심 공과대학에서 창의교육의 개선방향 탐색)

  • Shin, Soohyun;Kim, Seong-Woo
    • Journal of Engineering Education Research
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    • v.26 no.1
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    • pp.45-57
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    • 2023
  • The aim of this paper is to find directions for improving creativity education in a research-oriented college of engineering. As a method, we interviewed 17 professors and 7 students from a research-oriented college of engineering in Seoul, South Korea and learned about their experiences related to creativity education. As a result, we were able to identify 6 topics on which the interviewees' opinions vary. We found that most professors we interviewed did not think creativity was important in their classrooms as they thought passing on engineering knowledge was more important in foundational engineering education, and creativity is hard to define. However, their evaluation method in class showed that they valued creativity, and were trying to teach creativity with little success. Also, while the professors thought they needed more communication with the students to improve creativity education, the students thought they needed more autonomy. In consideration of our findings, we proposed 4 directions for improving creativity education in a research-oriented college of engineering. First, shift perspective on the foundational education for engineering. Second, connect basic curriculum and extracurricular activities. Third, actively connect basic curriculum with the industry. Finally, provide appropriate facilities that enable different types of interactions between professors and students.

Design of Grinding Database by Taking Frame-Based Model (후레임 모델에 의한 연삭가공용 데이터 베이스의 설계)

  • 김건희
    • Journal of the Korean Society for Precision Engineering
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    • v.15 no.2
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    • pp.107-113
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    • 1998
  • Grinding operation has difficulty in satisfying the qualitative knowledge based on the skilful expert as well as the quantitative data for all user. Design of grinding database based on the frame-based model is more effective method for utilizing the empirical and qualitative knowledge. In this paper. basic strategy to develop the grinding database by taking frame-based model, which is strongly dependent upon experience and intuition, is described. Grinding database based on the frame based model for designing the interaction and inference among the slots is accomplised by the object-oriented paradigm system.

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Development of Competency-oriented Social Multimedia Computer Network Curriculum

  • Huh, Jun-Ho;Seo, Kyungryong
    • Journal of Multimedia Information System
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    • v.1 no.2
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    • pp.133-142
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    • 2014
  • In the revised 2015 curriculum, it is emphasized that fostering of the students as the capable 'creativity-convergent' individuals can be achieved by offering them the opportunities to cultivate the basic knowledge in liberal arts, society and scientific technologies through schooling. While retaining the basic principle of 'fostering creative people', this fundamentally-reformed curriculum involves improvements in the elementary and middle school curriculums in response to the national and social demands in which active responses to the changes in the educational environments and amelioration of the problems posed in the field applications are required. Accordingly, a novel future-oriented curriculum is necessary for the classroom teaching, and to realize the goal, the 'Competence-oriented Social Multimedia Computer Network Curriculum' adopting the virtualization and the 'Bottom-up' methods has been proposed in this paper as a feasible and practical curriculum. Our curriculum will be compared with the recent Cisco high school curriculum and analyzed contemplating recent curriculums in US, UK, Japan and India. Two 1-year practice courses are examined to prove the validity of the proposed curriculum for a period of two years as a qualitative research project. The results of the comparative analysis will show that our proposed curriculum is superior to the Cisco high school curriculum in the aspects of economic feasibility and learning satisfaction.

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Contents Analysis of Basic Software Education of Non-majors Students for Problem Solving Ability Improvement - Focus on SW-oriented University in Korea - (문제해결력 향상을 위한 비전공자 소프트웨어 기초교육 내용 분석 - 국내 SW중심대학 중심으로 -)

  • Jang, Eunsill;Kim, Jaehyoun
    • Journal of Internet Computing and Services
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    • v.20 no.4
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    • pp.81-90
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    • 2019
  • Since 2015, the government has been striving to strengthen the software capabilities required for future talent through software-oriented university in Korea. In the university selected as a software-oriented university, basic software education is given to all departments such as humanities, social science, engineering, natural science, arts and the sports within the university in order to foster convergent human resources with different knowledge and software literacy. In this paper, we analyze the contents of basic software education for twenty universities selected as software-oriented universities. As a result of analysis, most of the basic software education which is carried out to the students of the non-majors students was aimed at improvement of problem solving ability centered on computational thinking for future society and improvement of convergence ability based on computer science. It uses block-based educational programming language and text-based advanced programming language to adjust the difficulty of programming contents and contents reflecting characteristics of each major. Problem-based learning, project-based learning, and discussion method were used as the teaching and learning methods for problem solving. In the future, this paper will help to establish the systematic direction for basic software education of non-majors students.

THE INVESTIGATION OF PROPERTY MANAGEMENT AND DEVELOPMENT OF "BUILDING ADMINISTRATION SYSTEM"

  • Yan-Chyuan Shiau ;Cheng-Wei Liu ;Shu-Jen Sung;Chih-Kun Chu;Tsung-Pin Tsai
    • International conference on construction engineering and project management
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    • 2005.10a
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    • pp.550-557
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    • 2005
  • Because each building is built in different time, there exists different equipment to meet the need for each age. Before the announcement of "Community Management Regulation", the old communities usually suffer the problem of lower requirement and living quality. This may bring some security problem that we should face. In this research, we construct "Building Administration System" to provide users a tool to perform a standard operation procedure in community management. This powerful tool will also help manager to effectively handle important tasks in property administrating by reducing unnecessary documentation. In the current regulation, all community committee members shall be voted each year. This will seriously affect the cumulative of management knowledge and cause a worse efficiency. In this research, we use Object Oriented concept and Visual Modeling techniques to combine with Interbase, ER/Studio, and Delphi to develop this management system for Building Property. Through the help of current computing technology, we can solve the problem that can not be inherited and the storing of the huge amount of data. In this system, we develop the modules such as Basic Data Module, Administrative Expense Calculation, Receipt Print, and Inquiring for Inheritance. In this system, we have integrated all houses, parking lots, and public equipments in it. Manager will only need to handle some basic accounting data; the system will automatically handle the rest. Through the help of this system, the community management staff can be easily accomplished and put more manpower on some needed aspect to improve the living quality.

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The Effects of Programming Lessons using 'Dolittle' on Logical Thinking ('Dolittle'을 활용한 프로그래밍 수업이 논리적 사고에 미치는 효과)

  • Kwon, Chang-Mi;Kwon, Bo-Seob
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.7
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    • pp.1467-1474
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    • 2009
  • What matters in the society of knowledge and information is not that they just know certain facts, but that when faced with new situations, they should be able to develop novel ideas, apply them and do the problems or the tasks confronting them. This cannot be achieved through learning of mere knowledge. Computer programming lessons have shown positive effects on general thinking ability, metacognitive aspects, and logical thinking. The ACM has suggested that 8th grade students at the first level (second year students of middle school) be educated in programming languages such as LOGO to raise their ability to think logically. Previous studies have confirmed educational programming languages such as LOGO and BASIC, which are currently used, are helpful in improving the ability to think logically and to solve problems. However these languages lack connectivity with later learning. Little research has been done on 'Dolittle', an educational programming language, newly developed, using object-oriented notions. Few studies have been made of the effects of 'Dolittle' on the ability to think logically. The following results were obtained. The research didn't lead to a statistically significant improvement of the students' cognitive development level. However, proportional logic and combinational logic, among the six subcategories of logic, improved through the introduction of 'Dolittle' programming lessons. This leads to the conclusion that in the processing of solving the problems given, the students learned by themselves and improved their ability to think logically.

A Study on the development of elementary school SW·AI educational contents linked to the curriculum(camp type) (교육과정과 연계된 초등학교 캠프형 SW·AI교육 콘텐츠 개발에 관한 연구)

  • Pyun, YoungShin;Han, JungSoo
    • Journal of Internet of Things and Convergence
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    • v.8 no.6
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    • pp.49-54
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    • 2022
  • Rapid changes in modern society after the COVID-19 have highlighted artificial intelligence talent as a major influencing factor in determining national competitiveness. Accordingly, the Ministry of Education planned a large-scale SW·AI camp education project to develop the digital capabilities of 4th to 6th grade elementary school students and middle and high school students who are in a vacuum in artificial intelligence education. Therefore, this study aims to develop a camp-type SW·AI education program for students in grades 4-6 of elementary school so that students in grades 4-6 of elementary school can acquire basic knowledge in artificial intelligence. For this, the meaning of SW·AI education in elementary school is defined and SW·AI contents to be dealt with in elementary school are: understanding of SW AI, 'principle and application of SW AI', and 'social impact of SW AI' was set. In addition, an attempt was made to link the set elements of elementary school SW AI education and learning with related subjects and units of textbooks currently used in elementary schools. As for the program used for education, entry, a software coding learning tool based on block coding, is designed to strengthen software programming basic competency, and all programs are designed to be operated centered on experience and experience-oriented participants in consideration of the developmental characteristics of elementary school students. In order for SW·AI education to be organized and operated as a member of the regular curriculum, it is suggested that research based on the analysis of regular curriculum contents and in-depth analysis of SW·AI education contents is necessary.

A HARMS-based heterogeneous human-robot team for gathering and collecting

  • Kim, Miae;Koh, Inseok;Jeon, Hyewon;Choi, Jiyeong;Min, Byung Cheol;Matson, Eric T.;Gallagher, John
    • Advances in robotics research
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    • v.2 no.3
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    • pp.201-217
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    • 2018
  • Agriculture production is a critical human intensive task, which takes place in all regions of the world. The process to grow and harvest crops is labor intensive in many countries due to the lack of automation and advanced technology. Much of the difficult, dangerous and dirty labor of crop production can be automated with intelligent and robotic platforms. We propose an intelligent, agent-oriented robotic team, which can enable the process of harvesting, gathering and collecting crops and fruits, of many types, from agricultural fields. This paper describes a novel robotic organization enabling humans, robots and agents to work together for automation of gathering and collection functions. The focus of the research is a model, called HARMS, which can enable Humans, software Agents, Robots, Machines and Sensors to work together indistinguishably. With this model, any capability-based human-like organization can be conceived and modeled, such as in manufacturing or agriculture. In this research, we model, design and implement a technology application of knowledge-based robot-to-robot and human-to-robot collaboration for an agricultural gathering and collection function. The gathering and collection functions were chosen as they are some of the most labor intensive and least automated processes in the process acquisition of agricultural products. The use of robotic organizations can reduce human labor and increase efficiency allowing people to focus on higher level tasks and minimizing the backbreaking tasks of agricultural production in the future. In this work, the HARMS model was applied to three different robotic instances and an integrated test was completed with satisfactory results that show the basic promise of this research.

CASH FLOW FORECASTING IN CONSTRUCTION PROJECT (건설공사에서의 현금흐름 예측)

  • Park Hyung-Keun
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • autumn
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    • pp.35-41
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    • 2002
  • This research introduces the development of a project-level cash flow forecasting model in construction stage based on the planned earned value and the cost from a general contractors view on a jobsite. Most previous models have been developed to assist contractors in their pre-tendering or planning stage cash flow forecasts. The critical key to cash flow forecasting at the project level is how to build a cash-out model. The basic concept is to use moving weights of cost categories in a budget over project duration. The cost categories are classified to compile resources with almost the same time lags that are based on contracting payment conditions and credit times given by suppliers or venders. For cash-in, net planned monthly-earned values are simply transferred to the cash-in forecast, to be applied there with billing time and retention money. Validation of the model involves applying data from on-going 4 projects in progress for 12 months. Based on the results of the comparative analyses through the simulation of the proposed model and the existing models, the proposed model is more accurate, flexible and simpler than traditional models to the employee of construction jobsite who is not oriented financial knowledge.

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