• Title/Summary/Keyword: Engineering Design Instruction

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A Study on Models of Instruction Design in Presentation Writing for Engineering Education (공학계열 프레젠테이션 글쓰기 수업 설계 모델)

  • Jun, Eun Kyung;Lee, Sung Hak
    • Journal of Engineering Education Research
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    • v.20 no.6
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    • pp.22-34
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    • 2017
  • The purpose of this study is to present a model for fusion education combining engineering elements based on humanistic writing. Instruction design in presentation writing for engineering education progresses consists of four steps, such as instruction in visual, teamwork, feedback, and rewriting. Following these steps help engineering school students to analyze important data and to communicate their creative ideas. As writing is proceeding step by step, instruction design for presentation writing should come forth with specific methods to make students practice.

A Study on Technical Writing Instruction in Engineering Education Using Patent Application Form (특허 출원서를 활용한 공학 계열 기술적 글쓰기 수업 사례)

  • Jun, Eun-kyung;Lee, Sung-hak
    • Journal of Engineering Education Research
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    • v.21 no.6
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    • pp.44-53
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    • 2018
  • The purpose of this paper is to develop a technical writing model suitable for engineering students based on the practice of technical writing using the patent application form for engineering students. The Dick & Carey model was used to design the teaching of technical writing using the patent application form. In particular, the instructor communicates with the learner and instructs the learner to produce and express students' own ideas. Instruction design in technical writing progresses consists of four steps, such as creating ideas by brainstorming, comprising contents, exercising writing, and feedback. Feedback occurs between an instructor and a learner and also does among students. As writing is proceeding step by step, instruction design for technical writing should come forth with specific methods to make students practice writing in work. Following these steps will help engineering school students to make up new products after graduating university.

A Design of a 8-Thread Graphics Processor Unit with Variable-Length Instructions

  • Lee, Kwang-Yeob;Kwak, Jae-Chang
    • Journal of information and communication convergence engineering
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    • v.6 no.3
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    • pp.285-288
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    • 2008
  • Most of multimedia processors for 2D/3D graphics acceleration use a lot of integer/floating point arithmetic units. We present a new architecture with an efficient ALU, built in a smaller chip size. It reduces instruction cycles significantly based on a foundation of multi-thread operation, variable length instruction words, dual phase operation, and phase instruction's coordination. We can decrease the number of instruction cycles up to 50%, and can achieve twice better performance.

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.

Design of a Variable-Length Instruction for the Effective Usability Instruction in 3D Graphics Processor (3D 그래픽 프로세서에서 효율적인 명령어를 위한 가변길이 명령어 설계)

  • Kim, Woo-Young;Lee, Bo-Haeng;Lee, Kwang-Yeob;Kwak, Jae-Chang
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.281-284
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    • 2008
  • Recently, Khronos institude OpenGL ES 2.0 API for support Shader 3.0 model that can possible variable graphic processing. For this reason, the mobile device have need of supporting processor for a shader 3.0 model. We should extend instruction's length to support OpenGL ES 2.0 API, so we need more memory size. In this paper, we propose a new instruction form that adopted variable length and unit instruction architecture. This proposed instruction architecture that support to Shader 3.0 model has consist of 32bit unit instructions up to 4 which can be combined for embellishing each other. Therefore, it can execute flexible instruction combination and reduce waste of instruction fields.

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Design and Implementation of Procedural Self-Instructional Contents and Application on Smart Glasses

  • Yoon, Hyoseok;Kim, Seong Beom;Kim, Nahyun
    • Journal of Multimedia Information System
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    • v.8 no.4
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    • pp.243-250
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    • 2021
  • Instructional contents are used to demonstrate a technical process to teach and walkthrough certain procedures to carry out a task. This type of informational content is widely used for teaching and lectures in form of tutorial videos and training videos. Since there are questions and uncertainties for what could be the killer application for the novel wearables, we propose a self-instruction training application on a smart glass to utilize already-available instruction videos as well as public open data in creative ways. We design and implement a prototype application to help users train by wearing smart glasses specifically designed for two concrete and hand-constrained use cases where the user's hands need to be free to operate. To increase the efficiency and feasibility of the self-instruction training, we contribute to the development of a wearable killer application by integrating a voice-based user interface using speech recognizer, public open data APIs, and timestamp-based procedural content navigation structure into our proof-of-concept application.

Analysis of Elementary School Teachers' Laboratory Instruction Process through Experiments from Science Laboratory and Engineering Laboratory (과학적 실험과 공학적 실험에서 초등교사의 수업 과정 분석)

  • Lim, Jae-Keun;Lee, So-Ree;Yang, Il-Ho
    • Journal of Korean Elementary Science Education
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    • v.29 no.4
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    • pp.515-525
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    • 2010
  • The purpose of this study was to analyze of how the elementary school teachers lead their classes of a science laboratory instruction and an engineering laboratory instruction in a science subject class. For this study, science laboratory and engineering laboratory lessons were selected and for each science and engineering laboratory lesson, five elementary school teachers were video-recorded of their lessons. The science and engineering laboratory lessons were analyzed by utilizing processes of the science model and the engineering model based on Schauble et al. (1991). The results of these studies are as follows: In science laboratory instruction, some participants didn't distinguish the difference between the science laboratory goal and the engineering laboratory goal. All of participants used search and end strategy of engineering laboratory for science laboratory lesson. In engineering laboratory instruction, all of participants guided to students engineering laboratory goal and used inferences and search strategy of engineering laboratory. However they didn't use the trial and error strategy or redesign which can be an essential element in engineering and design process. Educational implications are discussed.

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Development of Instruction Models for Creative Engineering Design on the Basis of Multi-Disciplinary Convergence (다학제간 융합 기반의 창의공학설계 수업모형 개발)

  • Kang, An-Na
    • Journal of Advanced Navigation Technology
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    • v.15 no.6
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    • pp.1118-1125
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    • 2011
  • This paper is researched the methods of design instruction which can improve students' creativeness through the subject of creative engineering design as a required subject for the accredited engineering program. After studying the preference and problems of design tasks for the students of engineering college, a new education development plan for design process was suggested, which uses the existing design tasks in which creativeness improvement class was focused through the completion of structures. This was through the completion of structures that 'operating the most simple operation with the most complex mechanical mechanism', which uses Rube-Goldberg, the crystal of mechanical mechanism in the union of multi-disciplinary convergence curriculum.

Development of CanSat Instruction Materials using Raspberry Pi for Space Education in University and Its Application (대학생의 우주 교육을 위한 라즈베리 파이 기반 캔위성 수업자료 개발과 적용)

  • Yoo, Seunghoon;Lee, Sanghyun;Lee, Sangku;Lee, Younggun
    • Journal of Engineering Education Research
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    • v.26 no.1
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    • pp.3-11
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    • 2023
  • The purpose of this study is to develop Raspberry Pi-based CanSat instruction materials for liberal arts classes to be used in university space education. The educational satellite simulation program is developed by applying the ADDIE program consisting of analysis, design, development, execution, and evaluation of 15 lessons per semester. The usefulness of the instruction materials is evaluated by a validity test of a total of 6 experts. The proposed materials are applied to 100 college students from various majors. To analyze the impact on creative problem-solving ability, a questionnaire is conducted before and after class, and as a result, it is confirmed that there is a significant improvement in all areas after class. The class satisfaction survey is conducted for a total of 10 questions, and the average score is 4.41 out of 5, which is high. In conclusion, the proposed instruction materials make it possible to achieve successful space education using Raspberry Pi and improve creative problem-solving ability in universities.

Design of An Application Specific Instruction-set Processor for Embedded DSP Applications (내장형 신호처리를 위한 응용분야 전용 프로세서의 설계)

  • Lee, Sung-Won;Choi, Hoon;Park, In-Cheol
    • Proceedings of the IEEK Conference
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    • 1999.11a
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    • pp.228-231
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    • 1999
  • This paper describes the design and implementation of an application specific instruction-set processor developed for embedded DSP applications. The instruction-set has an uniform size of 16 bits, and supports 3 types of instructions: Primitive, Complex, and Specific. To reduce code size and cycle count we introduce complex instructions that can be selected according to the application under consideration, which leads to 50% code size reduction maximally. The processor has two independent data memories to double the data throughput and the address space. The processor is synthesized by 0.6$\mu$m single-poly double-metal technology. Critical path simulation shows that the maximum frequency is 110MHz and total gate count is 132, 000.

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