• Title/Summary/Keyword: Creative convergence education

Search Result 392, Processing Time 0.026 seconds

A Study of STEAM Education for Elementary Science Subject with Robots (교육용 로봇을 활용한 초등학교 과학교과의 STEAM교육 수업 방안)

  • Hong, Ki-Cheon;Shim, Jae-Kuk
    • Journal of The Korean Association of Information Education
    • /
    • v.17 no.1
    • /
    • pp.83-91
    • /
    • 2013
  • The Ministry of Education issues STEAM education as a part of convergence. Most important is "How to achieve goals of STEAM education". The goal of this paper searches possibilities that robot is a good tool for STEAM education. The main topic is photosynthesis unit as circumstantiation and "Deep sea exploration robot", is creative activity, in elementary science subject. Students complete 13 basic course about robot, then accomplish subject-oriented 10 robot application course about above topic. Basic course contains math and science elements that students learn in regular curriculum. Application course is organized following steps, photosynthesis with oxygen sensors, brainstorming, idea derivation, robot design, robot construction, demo and presentation and so on. These courses have elements of STEAM. Finally teacher has face-to-face meeting with parents and students. Most have positive aspects about this process in terms of creativity, study attitude, and school life. Specially low-ranking students win a prize in robot competition. So they can gain confidence and accomplishment. This paper don't show statistic chart, but we surely knew that robot education for STEAM education seriously affect creativity huminity and job search.

  • PDF

A Case Study of PBL in a College General Art Class (융복합수업모형으로서의 PBL(Problem-Based Learning) : 대학교양미술 수업사례를 중심으로)

  • Kang, Inae;Lee, Hyun-Min
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.11
    • /
    • pp.635-657
    • /
    • 2015
  • The current society characterized by knowledge-based information technology and multiculturalism put more emphasis on problem-solving skills, creative thinking, and communication skills than any other periods did. In response to the demand of the current times, multidisciplinary, or convergence courses and majors are being created and conducted in college education, yet, with the lack of specific teaching and learning model for the convergence courses. In this context, this study aimed to examine PBL as an instructional model for the convergent approaches in classroom, since PBL has been regarded as a model for fostering the 21st century learning capabilities for student coupled with the learning principles of authentic tasks, learner-centeredness, collaborative learning. This study, after conducted a PBL course for the general art education during the summer semester of 2014, analyzed the result using data collected from students' reflective journals, in-depth interviews, and SNS posts among the students. The result presented students' enhanced self-respect, increased interest in their learning and communication skills, and their recognition of the value on diversity and empathetic attitudes toward each others. In conclusion, PBL showed its potential as an alternative instructional model for the multidisciplinary and convergent learning in college education.

A Study on the Application of Virtual Space Design Using the Blended Education Method - A La Carte Model Based on the Creation of Infographic - (블렌디드 교육방식을 활용한 가상공간 디자인 적용에 관한 연구 -알 라 카르테 모델 (A La Carte) 인포그래픽 가상공간 제작을 중심으로-)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.5
    • /
    • pp.279-284
    • /
    • 2022
  • As a study of the blended learning method on design education through the blended learning method, I would like to propose that more advanced learner-led customized design education is possible. Understanding in face-to-face classes and advantages in non-face-to-face classes can be supplemented in an appropriate way in remote classes. Advanced artificial intelligence and big data technology can provide personalized and subdivided learning materials and effective learning methods tailored to learners' levels and interests based on quantified data in design classes. In this paper, it was proposed to maximize the efficiency of the class by applying a method that exceeds the limitations of time and space through the proposal of the A La Carte model (A La Carte). It is a remote class that can be heard anytime, anywhere, and it is also possible to bridge the educational quality and educational gap provided to students living in underprivileged areas. As the goal of fostering creative convergence-type future talents, it is changing with a rapid technological development speed. It is necessary to adapt to the change in learning methods in line with this. An analysis of the infographic virtual space design and construction process through the A La Carte model (A La Carte) proposal was presented. Rather than simply acquiring knowledge, it is expected that knowledge can be sorted, distinguished, learned, and easily reborn with its own knowledge.

Study on Optimal Design and Analysis of Worm Gear Reducer for High Place Operation Car (고소작업차용 웜기어 감속기의 최적설계 및 해석에 관한 연구)

  • Kim, Tae Hyun;Jang, Jeong Hwan;Lee, Dong Gyu;Kim, Lae Sung;Lyu, Sung-Ki
    • Journal of the Korean Society of Manufacturing Process Engineers
    • /
    • v.14 no.6
    • /
    • pp.98-103
    • /
    • 2015
  • Swing reducers are widely used in special vehicles that have swing motions. Generally, compact swing reducers were constituted by a worm gear pair. Worm gears are one of the most important technical devices for transmitting torque between spatially crossed axes. Due to their high transmission ratio and compact structure, they are widely used in power transmission applications where high reduction is required. This paper presented approaches to improve the transmission efficiency and assembling performance of 3.5 ton class worm gear swing reducers. Worm wheel and the case of swing reducers were optimized and certified by a finite element method. Finally, an actual swing reducer was processed and assembled to test the performance.

A Study on the Design and Performance Test of Side Thruster (사이드 스러스터 설계 및 성능평가에 관한 연구)

  • Kim, Hyeong-Min;Kim, Lae-Sung;Cho, Sung-Hyun;Lyu, Sung-Ki
    • Journal of the Korean Society of Manufacturing Process Engineers
    • /
    • v.16 no.2
    • /
    • pp.1-6
    • /
    • 2017
  • In this paper, we present a study concerning the design of a 400 N class side thruster for small ships. The side thrusters used in Korea are imported from abroad. The performance and durability of the imported products employed in Korea are not adequate, therefore the side thrusters which will be suitable for Korean domestic needs to be re-designed. The strength calculation of the side thruster was performed by KS standard. Strength calculation and design were made to meet design requirements. Structural analysis and safety factor analysis were carried out to confirm the validity of strength calculations and design. After manufacturing the bevel gear, a back lash test was conducted. We also conducted a no-load test, a rated load, and an overload test for a performance test and a durability test of the design while satisfying the design conditions.

Study on Optimization of Temperature Jump-Bending Process for Reducing Thickness Attenuation of Large-Diameter Steel Pipe (대구경 곡관 두께감소율 제어를 위한 온도점프 벤딩 공정의 최적화에 관한 연구)

  • Xu, Zhe-Zhu;Kim, Lae-Sung;Jeon, Jeong-Hwan;Liang, Long-Jun;Choi, Hyo-Gyu;Lyu, Sung-Ki
    • Journal of the Korean Society of Manufacturing Process Engineers
    • /
    • v.14 no.4
    • /
    • pp.21-27
    • /
    • 2015
  • Induction bending is a method that allows the bending of any material that conducts electricity. This technology applies a bending force to a material that has been locally heated by an eddy current induced by a fluctuating electromagnetic field. Induction bending uses an inductor to locally heat steel through induction. This results in a narrow heat band in the shape to be bent. In general, the reduction of thickness attenuation of a large-diameter steel pipe is not allowed to exceed 12.5%. In this paper, in order to meet the standard of thickness attenuation reduction, a non-uniform heating temperature jump-bending process was investigated. As a result, the developed bending technique meets the requirements of thickness attenuation reduction for large-diameter steel pipes.

A Study on the Performance Evaluation of Cycloid Reducer (사이클로이드 감속기의 성능평가에 관한 연구)

  • Park, Jin-Seok;Kim, Ki-Hun;Kim, Lae-Sung;Qin, Zhen;Lyu, Sung-Ki
    • Journal of the Korean Society of Manufacturing Process Engineers
    • /
    • v.16 no.3
    • /
    • pp.113-118
    • /
    • 2017
  • In this paper, a study on the performance evaluation of a cycloid reducer for remote weapons systems is presented. Reduction gears applied to remote weapons vehicles need to be compact and capable of large torque transmissions as well as require structural optimization, high load capacity, and high precision position control. To meet these requirements, a cycloid reducer with low backlash, high precision, high overload capability, high rigidity, and high efficiency is required. Thus, a cycloid reducer with a reduction ratio of 127:1, backlash of 1 arcmin (1/60 deg) or less, and reduction gear efficiency of 70% or more, which are the design requirements for a remote weapons system, was designed utilizing a design and analysis program (HEXAGON) for gear engineering. To confirm the performance of the cycloid reducer, the hardness of the main components of the manufactured cycloid reducer, reduction ratio, and efficiency were measured.

Q-learning to improve learning speed using Minimax algorithm (미니맥스 알고리즘을 이용한 학습속도 개선을 위한 Q러닝)

  • Shin, YongWoo
    • Journal of Korea Game Society
    • /
    • v.18 no.4
    • /
    • pp.99-106
    • /
    • 2018
  • Board games have many game characters and many state spaces. Therefore, games must be long learning. This paper used reinforcement learning algorithm. But, there is weakness with reinforcement learning. At the beginning of learning, reinforcement learning has the drawback of slow learning speed. Therefore, we tried to improve the learning speed by using the heuristic using the knowledge of the problem domain considering the game tree when there is the same best value during learning. In order to compare the existing character the improved one. I produced a board game. So I compete with one-sided attacking character. Improved character attacked the opponent's one considering the game tree. As a result of experiment, improved character's capability was improved on learning speed.

Realtime Robust Curved Lane Detection Algorithm using Gaussian Mixture Model (가우시안 혼합모델을 이용한 강인한 실시간 곡선차선 검출 알고리즘)

  • Jang, Chanhee;Lee, Sunju;Choi, Changbeom;Kim, Young-Keun
    • Journal of Institute of Control, Robotics and Systems
    • /
    • v.22 no.1
    • /
    • pp.1-7
    • /
    • 2016
  • ADAS (Advanced Driver Assistance Systems) requires not only real-time robust lane detection, both straight and curved, but also predicting upcoming steering direction by detecting the curvature of lanes. In this paper, a curvature lane detection algorithm is proposed to enhance the accuracy and detection rate based on using inverse perspective images and Gaussian Mixture Model (GMM) to segment the lanes from the background under various illumination condition. To increase the speed and accuracy of the lane detection, this paper used template matching, RANSAC and proposed post processing method. Through experiments, it is validated that the proposed algorithm can detect both straight and curved lanes as well as predicting the upcoming direction with 92.95% of detection accuracy and 50fps speed.

An improvement of the learning speed through Influence Map on Reinforcement Learning (영향력분포도를 이용한 강화학습의 학습속도개선)

  • Shin, Yong-Woo
    • Journal of Korea Game Society
    • /
    • v.17 no.4
    • /
    • pp.109-116
    • /
    • 2017
  • It takes quite amount of time to study a board game because there are many game characters and many state spaces are exist for board games. Therefore, game must do learning long. But, there is weakness with reinforcement learning. On Learning early, the learning speed becomes slow. If there were equal result that both are considered to be best ones during the course of learning stage, Heuristic which utilizes learning of problem area of Jul-Gonu was used to improve the speed of learning. To compare a normal character to an improved one, a board game was created, and then they fought against each other. As a result, improved character's ability was improved on learning speed.