• Title/Summary/Keyword: Capstone Design Projects

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Fashion Capstone Design Virtuous Cycle System, an Operating Model Design Study (패션 캡스톤디자인의 선순환 시스템 운영모델 설계 연구)

  • Cha, You mi;Kim, In Kyung
    • Journal of Fashion Business
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    • v.20 no.2
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    • pp.165-180
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    • 2016
  • Capstone design, is a heartfelt cooperation curriculum because the ultimate goal is to train people who already have the ability to complete the tasks of the job without retraining them in the field immediately after being hired. However, there is a need for the design study in the fashion industry where a variety of operating models could be tried; more specifically case studies than engineering. This study was designed to apply to the types of voluntary projects and industrial challenges linked to the different types of virtuous circle window systems over twice in two years. Result capitalization applied to different types of derived forms associated with start-up technology transfer form. In addition, start-up will be done in conjunction with student-centered forms of the participation of Cooperation Coordinator. This was weak in the form of technology transfer interventions which were made as a result of the overall involvement of the industry. In order to elicit the active participation of the industry it is expected that this system will have an ideal company to reflux. Therefore, reflux that created assets to the students, and the reflux of product design created by students in companies professor final a virtuous cycle system operating models that can derive enhancements accept feedback to both students and companies redefining the performing models It presented. This operating model is considered to be able to provide you with a sense of accomplishment and high experiential value to both students and professors, and the industry. In this study, experiments in environmental A Study, silseupbi no support will be given to alternatives to solve them.

A Study on the Differences of University Performance according to Participation in the Engineering Educational Innovation Support Project (정부재정지원 사업 참여에 따른 대학 성과 차이 분석 연구 : 2018~2020년 공학교육혁신지원사업과 LINC사업을 중심으로)

  • Huh, Ji-suk;Hwang, Yunja
    • Journal of Engineering Education Research
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    • v.25 no.4
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    • pp.13-20
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    • 2022
  • The purpose of this study is to objectively grasp the effect of the engineering education innovation support project among the national engineering-related financial support projects by dividing the groups according to the participation of support projects from 2018 to 2020 and dividing the university performance. As a result of the research the engineering education innovation support project has been consistently producing excellent results of field-based engineering education such as field-oriented industrial-educational collaboration capstone design, technology commercialization, and development and operation of corporate-linked education. It was found that the results showed that the dropout rate of college were lowered. In the future, it needs to be prepared as a place for new and free trials, innovations, and opportunities so that the engineering education innovation support projects can become the mother of other business groups.

Analysis of Application Cases and Performance of Multidisciplinary Convergence Capstone Design based on Industry-Academic Cooperation (산학협력기반 다학제적 융합 캡스톤디자인 적용사례 및 성과분석)

  • Yoon, Sang-Sik
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.639-652
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    • 2021
  • In accordance with the rapidly changing social environment, it is becoming more important to cultivate creative and convergent practical talents with flexible thinking skills and problem-solving skills. Therefore, it is necessary for universities to provide educational experiences that enable students to cooperate and converge multidisciplinaryly to carry out on-the-job projects based on what they have learned at school. Therefore, this study designed, developed, and operated with the aim of cultivating creative talents with integrated problem-solving ability through a multidisciplinary capstone design curriculum based on industry-academia cooperation. To this end, the curriculum was developed together by recruiting participating companies and forming a convergence professor team, and it was operated for 15 weeks for students majoring in cosmetics engineering at D University. After the education was over, learning satisfaction and perceived academic achievement were surveyed, and as a result of the analysis, it was found to be above average with 3.77 points and 3.86 points, respectively. And as a result of the in-depth interview on the participation experience, five themes related to the positive experience and three themes related to the negative experience were derived. This study will be able to provide basic data when operating a multidisciplinary convergence capstone design curriculum based on industry-academia cooperation in the future.

Community-Based Learning and Capstone Design (지역사회경험학습과 공학설계교육)

  • Lee, Joo-Sung;Jeong, Bong-Ju
    • Journal of Engineering Education Research
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    • v.13 no.6
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    • pp.180-187
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    • 2010
  • Design and management of information and industrial engineering (DMIIE) is a project-oriented junior/senior class that integrates the methodologies of industrial and information engineering in order to solve real-world problems. It examines social issues, engineering approaches to solve the problems and business models that can generate sustainable value for society. This course help students use their engineering knowledge to assess and solve the problems faced by local community. By conducting real-world projects, students get an opportunity to refine their oral and written communication skills. In this paper, the experience of DMIIE course is presented. The effects of the community-based learning for a senior design course are discussed. The possibility of using this blended type of design course to meet the ABEEK outcomes is also stated.

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A Study on the Implementation of a Community-based LIS Capstone Course: Developing the 21st Century Skills of Preservice Librarians through Human Library Projects (지역사회협력 기반 문헌정보학 캡스톤 교과목 개발과 운영에 관한 연구 - 휴먼라이브러리 프로젝트 수행을 통한 21세기 학습 기술 강화를 중심으로 -)

  • Jisue Lee
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.2
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    • pp.379-408
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    • 2023
  • This case study reports on the redevelopment of a course, Local Culture Information Theory offered by the Department of Library and Information Science at C University, into a capstone design course using a project-based learning approach. In collaboration with a local community youth organization, the redesigned course provided an opportunity for LIS students to develop and implement a digital literacy program that enabled high school students to use a variety of digital multimedia technologies to complete a project of digital Human Library featuring video, audio, and digital are such as webtoons. Through semi-structured interviews with 5 students and 3 staff from partner organizations, this study reports on course development process, the establishment of local partnerships, project outcome, as well as suggestions for improvements. In addition, a qualitative analysis of the participating students' interview responses using the Framework for 21st Century Learning (P21) found they developed and improved 11 skills across three core areas: life and career skills including self-direction, project management, collaboration with diverse teams, flexibility, responsibility, leadership; learning and innovation skills including communication and collaboration, problem-solving, creativity, and critical thinking; and information, media, and technology skills through media creation. Lessons learned and recommendations from this case study may be useful for other LIS programs and faculty interested in implementing project-based learning or developing capstone design courses.

Globalization of Engineering Education in Asia

  • Kim, Yun-Hae;Hanabusa, Takao;Park, Se-Ho
    • Journal of Engineering Education Research
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    • v.13 no.2
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    • pp.54-58
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    • 2010
  • The Asian Conference on Engineering Education has organized and is held in Busan. This paper tells the steps for the process of planning of this conference. Firstly, the Innovation Center for Engineering Education in Korea Maritime University and the Center for Innovation and Creativity Development in The University of Tokushima signed the mutual interchange agreement on engineering education in 2005. The interrelation of both centers has made a continuous relation by mutual visiting of teachers and students. The first symposium on engineering education between the two universities was held in 2006. Three symposia were succeeded until now. By the way, the Japanese five-university coalition of engineering education was composed in 2004. This five-university coalition annually held the symposium on engineering education. Two teachers and two students of each university participated in the symposium and introduced their activities. Annual symposium was held every year from 2004 to 2008. Based on these two kinds of symposium, we have planned to enlarge the relationship by including partner universities in both countries. The capstone design coalition on engineering education between the Center for Innovation and Creativity Development in the University of Tokushima and the innovation center for engineering education in Korea Maritime University are introduced. The interrelation of both centers has held by mutual visiting of teachers and students during four years. The capstone design activities of Korea Maritime University and the students' creative design projects of the University of Tokushima were introduced each other. This coalition is planned that it needs to be enlarged by including partner universities in Asian countries.

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Analysis on the Technology Elements for Game Software Major Curriculum (게임소프트웨어전공 교과목 편성을 위한 기술요소 분석)

  • Park, Jin-Won;Seo, BeomJoo;Bae, Byung-chull;Kim, YeJin
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.95-106
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    • 2017
  • In this paper, we characterize and analyze the technology elements and their hierarchy for the college graduating students performing capstone design projects in a game software major. When graduating students in a game software major must make a game for graduation, they need to know the pertinent technologies and their hierarchy. Technology analysis for game making would mean for students to recognize how the low level technologies taught in freshman and sophomore periods are linked to the high level technologies taught in junior and senior periods. Also, the analysis would help the professors design the game software major curriculum in detail based on the levels and the hierarchy of the individual technologies.

Teaching Differential Equations based on STEM Education (STEM교육을 기반으로 한 미분방정식의 교육)

  • Ha, Jun-Hong
    • Journal of Practical Engineering Education
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    • v.7 no.1
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    • pp.1-9
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    • 2015
  • STEM Education in the US and Korean STEAM are reviewed. The present STEM education focuses on K-12 and it does not concern STEM education in university. In this paper, we define a STEM education that can be made available in university and we establish a way of teaching and learning differential equations based on the STEM education. The class provides students with a chance to explore the capstone design projects that are developed by seniors and do hands-on activities. We introduce and set a Mobius strip with an instant delivery pathway to solve real problems as a symbol of STEM education.

A Case Study on an Artificial Intelligence Fashion Curation Practice Subject through Industrial-academic Project-based Learning (산학 연계 프로젝트 기반 학습(PBL)을 활용한 AI 패션 큐레이션 실습 교과목 운영 사례 연구)

  • An, Hyosun;Park, Minjung
    • Fashion & Textile Research Journal
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    • v.23 no.3
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    • pp.337-346
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    • 2021
  • In the fourth industrial revolution, fashion students are expected to work with various technologies to show creativity. This study aimed to conduct project-based learning(PBL) in collaboration with industry experts to design and operate artificial intelligence(AI) in the practice subject of fashion curation through the industrial academic teaching method. We first looked at teaching methods and strategies incorporating PBL in various academic fields. Next, we analyzed fashion projects and fashion curation services applying AI. Then through the question-and-answer method and by consulting with industry experts, we developed a curriculum for AI fashion curation, applying PBL(fashion market and trend analysis; new styles and time, place, and occasion planning; AI machine learning data set production; curation model development; and evaluation) suitable for the university's educational environment, information technology company conditions, and fashion students. As part of a close cooperation system with the industry, we conducted a 15-week Fashion Project II (Capstone Design) course and evaluated the outcomes and student satisfaction with the course. Students were able to develop new style, and time, place, and occasion categories and to utilize strategies for AI fashion curation services reflecting the unique needs of Millennials and Generation Z. Students showed high satisfaction with the curriculum. Further, it was confirmed that the study successfully applied PBL in class using AI technology in fashion education.

A Study on the Improvement Scheme of University's Software Education

  • Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.3
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    • pp.243-250
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    • 2020
  • In this paper, we propose an effective software education scheme for universities. The key idea of this software education scheme is to analyze software curriculum of QS world university rankings Top 10, SW-oriented university, and regional main national university. And based on the results, we propose five improvements for the effective SW education method of universities. The first is to enhance the adaptability of the industry by developing courses based on the SW developer's job analysis in the curriculum development process. Second, it is necessary to strengthen the curriculum of the 4th industrial revolution core technologies(cloud computing, big data, virtual/augmented reality, Internet of things, etc.) and integrate them with various fields such as medical, bio, sensor, human, and cognitive science. Third, programming language education should be included in software convergence course after basic syntax education to implement projects in various fields. In addition, the curriculum for developing system programming developers and back-end developers should be strengthened rather than application program developers. Fourth, it offers opportunities to participate in industrial projects by reinforcing courses such as capstone design and comprehensive design, which enables product-based self-directed learning. Fifth, it is necessary to develop university-specific curriculum based on local industry by reinforcing internship or industry-academic program that can acquire skills in local industry field.