• Title/Summary/Keyword: Education of design

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A Study on Faculty's Perception and Educational Needs for Capstone Design Course (캡스톤 디자인 수업 운영에 대한 대학교원의 인식 및 교육요구도 분석)

  • Eom, Wooyong;Kim, Jonghyun;Kim, Hwakyung
    • Journal of Engineering Education Research
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    • v.25 no.2
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    • pp.3-12
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    • 2022
  • The purpose of this study was to investigate the perceptions and educational needs of the university faculties in charge of capstone design courses. To achieve the purpose of this study, the 100 questionnaires collected from the faculties nationwide with teaching experience in capstone design courses were analyzed using descriptive statistics analysis, the Borich needs assessment model, and the Locus for focus model. The faculties perceived the importance of their roles in the following order: coaching students, providing opportunities for students to show their abilities, motivating and encouraging, and building trusting relationships with students. The biggest challenges that the faculties perceived in capstone design classes were the lack of university-industry collaboration and project execution time. In the analysis of the needs for the capstone design process, the research results showed that team-building, core task development and analysis, deriving problem-solving ideas, building prototypes, and comprehensive reflection ranked the top priorities. This study is expected to help the design of the courses and the development of customized faculty support programs by analyzing the faculties' perceptions and needs for capstone design classes.

A Study on Design and Implementation of a Programming Teaching Model Using Emotional Intelligence

  • Bae, Yesun;Jun, Woochun
    • Journal of Internet Computing and Services
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    • v.19 no.6
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    • pp.125-132
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    • 2018
  • In this paper, we design a programming education model that uses emotional intelligence and apply the model to programming education in elementary school. In our previous work, we found that there is a meaningful correlation between emotional intelligence and programming ability. In this paper, as a follow-up study, we design a programming education model based on a storytelling model and emotional intelligence. In order to test the performance of the proposed model, we applied our proposed model to the 5th grade elementary school students who have no programming experience. Based on extensive survey work and statistical analysis, we found that the experimental group by the programming education using the emotional intelligence got a statistically significant higher achievement than the comparative group by the traditional programming education. We hope that our model will be helpful in programming education in schools.

Analysis of the Relationship between Technological Problem-Solving Traits and Engineering Design Competency of Universities (대학생의 기술적 문제해결 성향과 공학설계 역량 간의 관계 분석)

  • Wee, Seonbouk;Kim, Taehoon
    • Journal of Engineering Education Research
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    • v.25 no.6
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    • pp.103-113
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    • 2022
  • The purpose of this study is to correlation analysis between technological problem-solving traits and engineering design competency. To this end, correlation analysis and regression analysis between technological problem-solving traits and engineering design competency were used to analyze the relationship between each other. To collect data on individual characteristics, technological problem-solving traits, and engineering design competency, a survey was conducted with university students. As a result of the analysis, there was no difference in engineering design competency by gender, but there was a difference in technological problem-solving traits. There was no difference in technological problem-solving traits by major, but there was a difference in engineering design competency. As a result of correlation analysis, the correlation was found. In the case of regression analysis, a statistically significant result was found in the problem-solving trait domain, and the regression analysis model was found to be suitable. The results of the analysis of differences in engineering design competency according to technological problem-solving traits showed that the effective problem solvers were significantly higher.

A Study on the Design of Fusion Education Program - Fusion of ME and Kinesiology - (융합 교과목 개발방법에 관한 연구 - 기계공학과 인간운동과학의 융합 -)

  • Lee, Kunsang
    • Journal of Engineering Education Research
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    • v.21 no.1
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    • pp.66-76
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    • 2018
  • In order to facilitate the process of designing a fusion curriculum, this study used the learning outcomes presented in KEC2015 to design a fusion goal dimension. The three dimensions of fusion education in the fusion curriculum framework are fusion goals, fusion approach and fusion context. As a result of examining the curriculum learning activities in order to confirm that the developed curriculum meets these three dimensions, it can be confirmed that it contributes relatively evenly to the fusion goal, fusion approach and fusion context dimension. In addition, it provides a procedure to develop the fusion curriculum through the concrete procedures and examples from the design to implementation of the developed fusion curriculum, and to confirm the result of the fusion dimension.

A Schematic Design Study for Galhyeon Elementary.Middle School in Gwacheon (果川(과천) 갈현 초(初).중학교(中學校) 계획설계(計劃設計) 연구(硏究))

  • Yim, Chang-Bok;Suh, Ki-Young;Jung, Jin-Kuk
    • Journal of the Korean Institute of Educational Facilities
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    • v.10 no.1
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    • pp.54-65
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    • 2003
  • This paper aims to analyse design conditions and propose schematic design for Galhyeon Elementary Middle School in Gwacheon. As for site conditions, it has the size of $32,000m^2$ and Hilly areas. And the area is surrounded high density housing. As a program, Education Facilities Bureau required to provide 36 classes and supporting facilities. To design the schemes, we followed the 7th education policy guidelines. During the design development stage, 3 alternatives are suggested as in the paper. However, staffs of Education Bureau and teachers favoured and selected our scheme, which gives symbolic image, as a new high school education environment.

A Schematic Design Study for Jangsung High School in Pohang (포항(浦港) 장성고등학교(長城高等學校) 계획설계(計劃設計) 연구(硏究))

  • Yim, Chang-Bok;Yang, Kwan-Mok
    • Journal of the Korean Institute of Educational Facilities
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    • v.9 no.4
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    • pp.5-13
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    • 2002
  • This paper aims to analyse design conditions and propose schematic design for Jangsung High School in Pohang. As for site conditions, it has the size of $14,900m^2$ and a rather flat condition near to the ocean East Sea. And the area is under development with land subdivision method expecting high density housing around it. As a program, Education Facilities Bureau required to provide 36 classes and supporting facilities. To design the schemes, we followed the 7th education policy guidelines. During the design development stage, 3 alternatives are suggested as in the paper. However, staffs of Education Bureau and teachers favoured and selected our scheme, which gives symbolic image, as a new high school education environment.

A Schematic Design Study for Doryang High School in Gumi (구미(龜尾) 도량고등학교(高等學校) 계획설계(計劃設計) 연구(硏究))

  • Yim, Chang-Bok;Lee, Jun-Hyuk
    • Journal of the Korean Institute of Educational Facilities
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    • v.9 no.6
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    • pp.15-23
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    • 2002
  • This paper aims to analyse design conditions and propose schematic design for Doryang High School in Gumi. As for site conditions, it has the size of $14,988m^2$ and a rather flat condition. And the area is under development with land subdivision method expecting high density housing around it. As a program, Education Facilities Bureau required to provide 36 classes and supporting facilities. To design the schemes, we followed the 7th education policy guidelines. During the design development stage, 3 alternatives are suggested as in the paper. However, staffs of Education Bureau and teachers favoured and selected our scheme, which gives symbolic image, as a new high school education environment.

Development and Application of a Nutrition Education Game for Preschoolers

  • Oh, Yu-Jin;Kim, Dong-Sik
    • Journal of Community Nutrition
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    • v.8 no.4
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    • pp.165-170
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    • 2006
  • This study was conducted to develop and apply a computer-based multimedia nutrition education program for preschoolers based on the Dick and Carey model of instructional design. The Dick and Carey model included 4 phases: analysis, design, development, and evaluation. The program's instructional goals, objectives, assessment instruments, content, examples, and practice questions with feedback were written in the design phase. To be familiar with the 5 food groups, 'Nutrition exploration' were programmed using Hyperstudio. 'Nutrition exploration' was designed as a five-session, interactive multimedia game, with each session taking about 5 minutes to complete. Nineteen preschoolers, aged 6, volunteered to participate formative evaluation. The effectiveness of the program was examined using a pre-post test design. Participants were recruited by personal contact at the individual preschool education center. The application was carried out during 4 weeks. The results showed that intervention participants significantly increased knowledge between pre-test and post-test. The results support using IMM (interactive multimedia) to disseminate nutrition education to the target population. This research provides the basis for continuing development of computer-based nutrition education materials.

Case Study of Creative Merged Camp for non-Subject Program Development (비교과프로그램으로서의 창의·융합캠프 사례연구)

  • Joo, Eun Sook;Kim, Chang-Soo;Kim, Kyung Hwan
    • Journal of Engineering Education Research
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    • v.19 no.1
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    • pp.54-60
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    • 2016
  • This paper was built for an activation of a merged education and development of non-subject, new type creative merged education program having effectivities. This program is disciplined a kind of flipped learning and camp program of 2 nights and 3 days. Given a problem which big enough and open-ended problem, multidisciplinary team that composed with engineering and design major students works the capstone design project. For ordinary engineering design process, 'how can we make?' was important. But in this program 'what can we make?' is more serious question. Our program was pursuing an creative idea that can induce innovation. Teaching or interference of professors was minimized and then students solve the problem theirselves by long time and liberal brainstorming. Last products is not real goods and only a proposal for manufacturing. Finally, the results are presented using ppt and board. After not only professors but also students of other teams can ask a question, resolve and comment on that proposal. The benefits of this program are that inner members of university take a whole process from planning and working to last evaluation. Besides economic benefit, they can secure an infrastructure for development of creative merged education program by running for several times and so can improve the program continuously. For an aspect of students, they can respond to recently highlighted creative experiences that required for recruitment.