• Title/Summary/Keyword: Convergent engineering project

Search Result 18, Processing Time 0.045 seconds

A Study on Convergence Education of IT & Design for Training Creative Talent (창의적 인재 양성을 위한 IT & 디자인 분야의 융합 교육 연구)

  • Kwon, Hyo-Jeong
    • Journal of Korea Multimedia Society
    • /
    • v.17 no.11
    • /
    • pp.1354-1362
    • /
    • 2014
  • In order to solve the complicated problems faced by the spread of diversified information devices and changes in the user environment in recent years, the importance of training creative talent as well as the need for interdisciplinary convergent approach have emerged. As a future technology development project, convergence education with the design sector for training creative talent in the IT field is also urgent. In this study, we recognized the importance and problems of the convergent approach between IT and design sector by examining the convergence theory and cases with a focus on effective creativity development and sought a new direction for convergence education in the future by investigating the awareness on the convergent approach of college students and analyzing the results. This will be able to have significance as a basic study for discovering creative and innovative convergent talent in the IT and design sector in the future and strengthening basic competence.

A Case Study: Designeer Education Program and Application of Capstone Design - Focusing on Design Thinking Process of a Robot Vacuum Cleaner (디자이니어 양성 커리큘럼 및 캡스톤 디자인 응용 사례연구: 로봇청소기의 디자인적 사고 프로세스 사례를 중심으로)

  • Lim, Dokshin;Ahn, Junghyun
    • Journal of Engineering Education Research
    • /
    • v.22 no.2
    • /
    • pp.61-70
    • /
    • 2019
  • This paper deals with a 'Designeer' education program that has a specific objective of educating design to undergraduate students in mechanical engineering with the aim of enhancing their ability of collaboration with designers when they are going to work in the field after graduation. The entire curriculum of the Designeer education program is introduced first, the end of which two-semester Capstone Design Courses for senior students is offered to let them practice all the knowledge and skills in a project-based learning environment. Learning specific matters such as sketching & visual thinking, prototyping and user experience design is one thing and practicing those knowledge and skills into a Capstone Design project is another. At this point, design thinking process needs to be in place to give students a foresight of one-year journey and to ensure that they will produce a desirable, feasible and viable product at the end of the year when they define the right problem at the beginning. Their frustrations and discoveries while applying design thinking throughout the year is explained by taking an example of a Robot Vacuum Cleaner design project. Finally, we provide real examples of effective methods to practice divergent and convergent phases.

The Development of Project-Based instructional Model for Promoting the creative convergent Competency (창의융합역량향상을 위한 프로젝트 수업 모형개발)

  • Kim, Youngmi
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.20 no.11
    • /
    • pp.2172-2180
    • /
    • 2016
  • As increasing the emphasis of competence-based learning, Project-base instruction is adopted more with frequency at the educational field. This study focuses on developing the methodology of project-based instructional system. The first one is to manage the project independently not to link with any module. The second one is to link a project to a module. And the third one is to link a project to the more than two major modules. Also It suggests the tool for project based instruction. Before & after class conducting the inspection for increasing satisfaction of instruction by the systematic management and improvement, the project base instruction shows the positive effect to promote the creative personality and problem solving ability. The contentment of the class increases 7% more at the 2nd year than the 1st. As a result, it can derive the evaluation of the pupils' higher achievement rate.

Time Management Status of Small Contractors and Suggestions on Education for Time Management in Colleges (소규모 건설회사의 공정관리 현황과 대학의 공정관리 교육방안)

  • Jang, Myung-Houn;Yi, Yong-Kyu
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.6 no.3
    • /
    • pp.413-422
    • /
    • 2016
  • A construction manager tries to complete a construction project within its duration and budget using available resources. Schedule networks such as Bar-chart and CPM(critical path method) are used to finish the project within the duration. A survey shows that small contractors prefer Microsoft Excel to commercial time management softwares to manage construction time in their fields, because the Excel is useful to control cost with schedule and few time management experts works in the small contractors. A college produces talented graduates who are able to manage time of a construction project. But the quality and quantity of college eduction for time management is insufficient. Another survey shows that majors in Architectural engineering of local national universities have the curriculum for time management, and teach mainly the theory of network scheduling and how to make the network schedule. The several majors have classes for the theory and exercise of commercial time management softwares in several majors. It is necessary to educate time management experts able to use Bar-chart and commercial time management softwares for the small contractors.

Creative Engineering Design Education Utilizing the Problem-solving Process and Skills of Critico(-Creative) Thinking (비판(-창의)적 사고의 문제 해결 과정과 기량을 활용한 창의 공학 설계 교육)

  • Park, Sang Tae;Kim, Jedo
    • Journal of Engineering Education Research
    • /
    • v.24 no.2
    • /
    • pp.68-75
    • /
    • 2021
  • ABEEK recommends convergent engineering projects to nurture creative problem-solving ability for 1st year engineering students through 'Creative Engineering Design' course. However, 1st year engineering students, who have not yet studied core subjects in engineering, have difficulties understanding and coping with the challenges posed by the engineering-related projects. For this reason, the educational objectives of this course are usually frustrating to achieve by the instructor. In this paper, by using the problem-solving process and skills of critico(-creative) thinking, we prepare guidelines for creative engineering design education that allow 1st-year students to effectively participate in engineering projects without a complete understanding of the design process which is to be studied. Also, we present a case study that applies the guidelines to an on-going creative engineering design course and discusses the outcomes by showing student-generated works. The results showed that the intuitive content and everyday expression of critico(-creative) thinking education enabled the instructor to effectively guide their students through the requirements of engineering projects without relying on advanced engineering design methods, and that the application of these guidelines also helped improve students' communication skills, including presentation. We show that the guidelines for creative engineering design education utilizing the problem-solving process and skills of critico(-creative) thinking is not only contributing to achieving the educational objectives of the creative engineering design course but can also be an educational paradigm that incorporates critico(-creative) thinking education into engineering education.

Educational Effects of a H-STEAM Group Play Course in College Liberal Arts Curriculum

  • Lim, Byungro;Choi, Yunhi;Bae, Jaehyeong;Lee, SeungGwan;Baek, Soohee
    • Journal of the Korea Society of Computer and Information
    • /
    • v.21 no.6
    • /
    • pp.29-37
    • /
    • 2016
  • In this paper, we evaluated educational effects of H-STEAM group play contents(a course) and tried to suggest a convergent model for college liberal art curriculum. We opened a mixed course(math, art, engineering, and humanities) with team teaching for this purpose. For the test, we collected data from survey, K-W-L sheet, and reflection paper from 23 students who enrolled in this course. Students should do a team project during the course, propose a new group game, and write K-W-L sheet at the end of each session and reflection paper at the final stage. As a result, it is said that H-STEAM group contents had an effect on students' satisfaction and achievement. During the course, students made academic efforts and were able to construct convergent knowledge from the four fields. From this study, we are sure that H-STEAM contents can play a substitute role for the traditional liberal arts program and innovate the curriculum for the knowledge convergence society.

Core Experiments for Standardization of Internet of Media Things (미디어사물인터넷의 국제표준화를 위한 핵심 실험)

  • Jeong, Min Hyuk;Lee, Gyeong Sik;Kim, Sang Kyun
    • Journal of Broadcast Engineering
    • /
    • v.22 no.5
    • /
    • pp.579-588
    • /
    • 2017
  • Recently, due to the development of network environment, the internet market has been expanding, so it is necessary to standardize the data format and API to exchange information among objects. Therefore, MPEG (Moving Picture Expert Group), an international standardization organization, is establishing the MPEG-IoMT (ISO/IEC 23093) project to standardize the Internet of Things. MPEG-IoMT establishes Core Experiment (CE) and discusses overall data exchange such as data exchange procedure, markup language and communication method. In this paper, core experiments 1, 2, 4, and 5 of the core experiments of MPEG-IoMT will be discussed. The performance information of the sensor, the sensor data, the performance information of the driver, and the exchange procedure of the control command are explained and the exchange of the media additional data is discussed. We compare the markup language and communication method through experiment.

A Case Study on Global Educational Innovation using U-Learning Box and Ubiquitous-based Test (유러닝 박스와 유비쿼터스 기반의 시험 시스템을 이용한 글로벌 교육 혁신 사례 연구)

  • Hwang, Mintae;Bajracharya, Larsson
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.8 no.3
    • /
    • pp.279-288
    • /
    • 2018
  • In this paper, we present the results of educational innovation case study using U-Learning Box and Ubiquitous-based Test(UBT) system for 6 sample primary schools in Nepal. As Nepal is considered to be a developing country with electricity problem to the school, the U-Learning Box, consisting of a small and easy-to-use tablet PC for teacher and a small smart beam with its own battery was evaluated as the optimum solution to support continuous basic English and hygiene education for these schools. And UBT technology using tablet PC was used to evaluate and analyze basic English learning ability of the students, which helped us realized that it is necessary to improve the educational environment and develop suitable educational contents. We hope that the global educational innovation using U-Learning Box and UBT technology will become a successful model for global equality of educational opportunity project for developing countries including Nepal.

A Delphi Study on Competencies of Mechanical Engineer and Education in the era of the Fourth Industrial Revolution (4차 산업혁명 시대 기계공학 분야 엔지니어에게 필요한 역량과 교육에 관한 델파이 연구)

  • Kang, So Yeon;Cho, Hyung Hee
    • Journal of Engineering Education Research
    • /
    • v.23 no.3
    • /
    • pp.49-58
    • /
    • 2020
  • In the era of the fourth industrial revolution, the world is undergoing rapid social change. The purpose of this study is to predict the expected changes and necessary competencies and desired curriculum and teaching methods in the field of mechanical engineering in the near future. The research method was a Delphi study. It was conducted three times with 20 mechanical engineering experts. The results of the study are as follows: In the field of mechanical engineering, it will be increased the situational awareness by the use of measurement sensors, development of computer applications, flexibility and optimization by user's needs and mechanical equipment, and demand for robots equipped with AI. The mechanical engineer's career perspectives will be positive, but if it is stable, it will be a crisis. Therefore active response is needed. The competencies required in the field of mechanical engineering include collaborative skills, complex problem solving skills, self-directed learning skills, problem finding skills, creativity, communication skills, convergent thinking skills, and system engineering skills. The undergraduate curriculum to achieve above competencies includes four major dynamics, basic science, programming coding education, convergence education, data processing education, and cyber physical system education. Preferred mechanical engineering teaching methods include project-based learning, hands-on education, problem-based learning, team-based collaborative learning, experiment-based education, and software-assisted education. The mechanical engineering community and the government should be concerned about the education for mechanical engineers with the necessary competencies in the era of the 4th Industrial Revolution, which will make global competitiveness in the mechanical engineering fields.

Development of Competency-oriented Social Multimedia Computer Network Curriculum

  • Huh, Jun-Ho;Seo, Kyungryong
    • Journal of Multimedia Information System
    • /
    • v.1 no.2
    • /
    • pp.133-142
    • /
    • 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.

  • PDF