• Title/Summary/Keyword: Design Technology Ability

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Effects of Analytic Rubrics on Learners' Self-Directed Learning Ability in Information Technology Unit Assessment (정보기술단원 평가에서 분석적 루브릭의 적용이 학습자의 자기주도 학습력에 미치는 영향)

  • Nam, Seung-Kwon;Choi, Won-Sik
    • 대한공업교육학회지
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    • v.30 no.1
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    • pp.56-67
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    • 2005
  • The purpose of this study was to examine the effects of analytic rubrics on learners' self-directed learning ability in information technology unit assessment. The experiment and control groups were 4 classes of the 2nd grade in B middle school located in Daejeon. The pretest was performed to check the group homogeneity. For the experiment design, the nonequivalent control group design as a type of quasi-experimental design was used. The experiment was composed of 5 sessions. Statistical significance was p < .05 to verify the hypothesis, and SPSS 12.0 for Windows was used for statistical treatment. The results from this study were as follows: (1) The application of analytic rubrics in information technology unit assessment affected learners' self-directed learning ability in a positive way in 4 factor's(openness, self-concept, intrinsic motivation, self-evaluation) but does not affected in 3 factor's(autonomy, creativity, problem solving). (2) The difference in sex was not a statistically significant factor in the application of analytic rubrics in information technology unit assessment. Based on the results of the experiment, two suggestions were made to promote the application of rubrics in technology education assessment. (1) Research and development of many types of rubrics for technology education are needed. (2) Systematic training of rubrics for technology teachers is needed.

Development of Program Outcomes Evaluation System for Multidisciplinary Major in Design and Software (디자인과 소프트웨어 융합전공의 프로그램 학습성과 평가체계 개발)

  • Choi, Ji-Eun;Kim, Hakil;Jin, Sung-Hee
    • Journal of Engineering Education Research
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    • v.22 no.6
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    • pp.74-88
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    • 2019
  • In recent years, the design has formed and operated convergence education in conjunction with many other academic fields, and ABEEK also encourages the participation of convergence engineering programs. The purpose of this study is to require design and software convergence major to operate program that accord engineering education certification criteria to develop a program outcomes evaluation system and examine its validity. The program outcomes evaluation system was developed in accordance with development research methods and procedures. As a result, developed evaluation system program outcomes for convergence-based program outcomes: convergence ability, creative thinking ability, entrepreneur ability, and design ability. Finally, it revised and supplemented them through expert validity examine. Expert validity review included 9 experts in engineering, IT engineering, education technology, and design. The validity, usefulness, intelligibility, universality, and explanatory power of the evaluation system were reviewed. The results of this study are expected to provide practical tools for operating ABBEK of convergence programs between design and engineering.

Development of Creative Economy Innovation and Digital Entrepreneurial Ability for Distribution Strategy by using Design Thinking

  • Siwaporn NAKUDOM;Sor sirichai NAKUDOM;Panita WANNAPIROON
    • Journal of Distribution Science
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    • v.21 no.4
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    • pp.11-20
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    • 2023
  • Purpose: 1) develop a learning model involving design thinking to develop creative economy innovation and the characteristics of digital entrepreneurs. 2) evaluate the impact of design thinking on creative economy innovation 3) evaluate the impact of design thinking on digital entrepreneurial ability. Research design, data and methodology: 1) develop a learning model involving design thinking in order to develop creative economy innovation and the characteristics of digital entrepreneurs. 2) Evaluating creative economy innovation involving design thinking. 3) Assessing the characteristics of digital entrepreneurs based on design concepts. Results: 1) the development of a learning model involving design thinking to develop creative economy innovation and digital entrepreneurial competency 2) The students who studied using the learning model involving a design thinking process had the highest overall scores in terms of creative economy innovation 3) The scores for the assessment of digital entrepreneurial activity for the students who studied by using the design thinking learning model were at a high level. Conclusions: The development of the design thinking learning model can encourage students to be able to develop creative economy innovations and to empower digital entrepreneurs' ability for distribution strategy. Educational institutions that would like to succeed in developing creative economy innovative and digital entrepreneurship characteristics with the support of design thinking.

A Methodology of machine design through reverse engineering (역공학을 통한 설계교육 방법론)

  • 편영식;이건범
    • Proceedings of the KAIS Fall Conference
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    • 2001.11a
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    • pp.107-110
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    • 2001
  • Design process is the essential technology for development of industry in nation, but contrary to its significance the trial for development of design technology is not so active because it requires a lot of time and efforts to educate design engineers. For that reason, most of enterprises concentrated their efforts for improving product technologies to get instant effects in short periods, and through these trials considerable results could be achieved. Recently, however, many people realized that industrial development through only product technology without design technology has limits, accordingly, a lot of efforts, to educate machine designers whom have enough knowledge and ability on design through advanced design technology, concentrated for industrial development. In general, the curriculum of conventional education for machine design in most universities is mainly compose of three subjects, the theory for elements design, geometric modeling practice for mating engineering drawings using CAD software, and analysis of elements using CAE software fur determining whether proposed solution is correct or rational. Furthermore, because these three subject are provided for students as the completely separated subjects, most of students who have educated with this method have no enough ability to Integrate all design process into a comprehensive whole process. This paper proposes a new design education methodology through reverse engineering that can overcome these problems of conventional education method.

Development of STEAM Instructional Materials using Arduino for Creative Engineering Design Class in High Schools and Its Application (일반계고의 창의공학설계 수업을 위한 아두이노 기반 STEAM 수업자료 개발과 적용)

  • Lee, Dae-Seok;Lim, Yeong-Dae;Kim, Jinsoo
    • Journal of Engineering Education Research
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    • v.23 no.1
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    • pp.3-9
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    • 2020
  • The purpose of the study was to develop the Arduino based STEAM instruction materials for creative engineering design class. PDIE model was used in this study. We developed a STEAM lesson plan and a STEAM lesson worksheet for a total of six sessions through the steps of preparation, development, implementation and evaluation. The validity of the instruction materials was evaluated by the 10 experts using a survey. The instruction materials were applied to the class (52 students attended) of the creative engineering designs unit in technology and home economics subject. The class satisfaction and the creative solving-problem ability were examined after the calss. The class satafacition was high as the average of 10 item was 4.57 (out of 5). The paired t-test was conducted to compare the means of the creative solving-problem ability. It was observed that 'understanding and mastery of knowledge, thought, function and skills in a specific domain', 'divergent thinking', 'critical and logical thinking' and ' motivational factors' were significantly increased after the class. The instruction materials develped in this study were successfully designed to enhance the creative solving-problem ability by designing creative tasks and to intrique the interest by adding visual and auditory stimuli with the Arduino.

Introduction and application design process (설계공정 (Design Process)의 소개 및 적용)

  • 문형석;정종덕;최성규;김원경;이관섭;박준서
    • Proceedings of the KSR Conference
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    • 1999.11a
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    • pp.242-255
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    • 1999
  • In order to manufacture high quality goods, the engineers who will design them has to have board technical experience as well as profound engineering knowledge. The engineers also be able to design and manufacture well development goods base on new advanced technology. Design process can be defined as transforming activity raw material into finished producted for human needs. The wealth of nation depend on its ability to retrieve natural resources and manufacture goods. Its ability, creation of goods, is most fundamental component of economic wealth of rich country. The rich countries have combine their own design knowledge with computer technology and create new effective design process. In this paper, one of the useful and practice design process created for railway industry is introduced. Base on the concept of this design process, the automatic wheelchair lifter design for railway vehicle is performed.

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A New Cu-Hf-Al-Be Bulk Amorphous Alloy with High Glass Forming Ability (우수한 비정질 형성능을 가지는 Cu-Hf-Al-Be 4원계 벌크 비정질 합금)

  • Shin, Sang-Soo;Lim, Kyoung-Mook;Kim, Seong-Nyeong;Kim, Eok-Soo
    • Journal of Korea Foundry Society
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    • v.31 no.4
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    • pp.186-190
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    • 2011
  • A new Cu-Hf-Al-Be monolithic bulk amorphous alloy was developed utilizing minimal use of toxic and expensive Be. The developed alloy exhibits a large glass forming ability (GFA) (${\Phi}8$ mm). The possible mechanisms underlying the enhancement of the glass forming ability by this alloy are discussed based on the dimensionless parameter ${\gamma}$. In addition, alloy design strategy for the improvement of GFA is proposed in the viewpoint of heat of mixing (${\Delta}H_{mix}$)difference and atomic packing state.

A study on improvement of manufacturing process of aluminum chassis drive gear (알루미늄 섀시 드라이브 기어 제조공정 개선에 관한 연구)

  • Lee, Chun-Kyu;Choi, Kye-Kwang
    • Design & Manufacturing
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    • v.12 no.1
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    • pp.26-30
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    • 2018
  • The aluminum chassis drive gear manufacturing process improvement has been very effective in both technical and economic aspects. Technology for Shear mold design technology, mold material selection and processing technology, and press molding technology has improved greatly overall. In the meantime, it is necessary to clarify the causes of defects that occur frequently due to lack of technology, Based on this, it is meaningful that it has secured the ability to respond to new product development and molding in the future. By applying these technologies, we plan to expand not only the drive gear chassis, but also various types of press forming such as frame, handle, various fastening parts of system window. In addition, the ability to develop precision products in the future is expected to become a driving force in further enhancing the competitiveness of companies.

Design and Implementation of VR-ADHD Digital Therapy Using VR Games

  • Dae-Won Park;Han-Byul Kang;Sang-Hyun Lee
    • International Journal of Advanced Culture Technology
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    • v.11 no.1
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    • pp.332-336
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    • 2023
  • In this paper, we design and implement an ADHD diagnostic rating scale algorithm and virtual reality- based digital treatment by combining virtual reality technology that enables multiple access based on specialized medical data. The VR ADHD digital treatment to be implemented is intended to be applied directly to diagnosis and treatment of child/adolescent ADHD by applying various psychiatric treatment technologies. In order to evaluate the usability of the digital therapeutic agent developed in this paper, an expert group consisting of 2 males and 12 females "targeted counseling psychology majors at the Asian Dementia Center once a day for 3 weeks, ADHD VR-based digital therapeutics for children Experienced and usability evaluation conducted. As a final result of this thesis, it was possible to develop attentional concentration ability, working memory improvement ability, and impulsive control ability in four games of digital therapy, and it was possible to confirm significant results that can be expected to have ADHD therapeutic effects.

A Study on Cleaning-ability Evaluation for Mechanical Components (기계부품의 세척성 평가에 관한 연구)

  • Jeon, Chang-Su
    • Journal of the Korean Society of Industry Convergence
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    • v.25 no.6_3
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    • pp.1315-1324
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    • 2022
  • The need for remanufacturing ships and various mechanical components continues to increase along with environmental problems. Research on remanufacturing is being carried out in various fields, but research on cleaning is quite insufficient. In particular, there is no research on the cleaning-ability of diverse mechanical components. In order to increase the life cycle of mechanical components, remanufacturing must be considered from the step of design. Particularly, it is also very important to evaluate the degree of easiness in cleaning to remove various pollutants generated by long-term use quickly as well as easily. In this study, the degree of easiness in cleaning is defined as cleaning-ability. In fact, remanufacturing components can be easily done only when cleaning-ability is set high from the step of design. The purpose of this study is to evaluate the cleaning-ability of ships and various mechanical components. The details of easiness in cleaning are cleaning and drying identification, accessibility to cleaning tools, convenience in cleaning, and convenience in drying. This study presents a quantitative procedure to evaluate cleaning-ability, derived various factors influencing each of the details of easiness and their ranges, and gave scores to the factors according to their ranges. The weight was also calculated for the details of easiness in cleaning and the factors. Lastly, this researcher suggests a scoring procedure to evaluate cleaning-ability quantitatively and the total weight of cleaning-ability.