• Title/Summary/Keyword: Engineering and teamwork

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Model Development of Capstone Design for Technological and Humanities Convergence by Using Idea Box (아이디어박스를 활용한 기술인문융합형 캡스톤디자인 모형개발)

  • Kyung, Jong-soo;Choi, Chang-ha
    • Journal of Engineering Education Research
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    • v.21 no.6
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    • pp.35-43
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    • 2018
  • In many universities, the Capstone Design course aims to educate creativity, teamwork and leadership, and ultimately aims to cultivate practitioners with practical ability required in the industry. Since the introduction of capstone design as a regular course, it has spread not only to engineering but also to the humanities and social sciences. A typical capstone design is usually carried out within a limited range of schedules and budgets within the scope of a major and a subject. In the case of a special-purpose capstone design, it is necessary to find out excellent items aiming at start-up and commercialization at an early stage, It contributes to the achievement of international convention participation, start-up and commercialization. The teaching styles of capstone design such as multidisciplinary capstone design, fusion capstone design, and global capstone design are developed and operated in various ways. Depending on each type, objectives, curriculum, scope of participation, operation method, performance and so on. In the case of capstone design, it is contributing to increase the achievements such as participation in international conventions, establishment of business and commercialization by early detection of excellent items aiming at start-up and commercialization, development and establishment of support process. Technological and Humanities Convergence Capstone Design Moel is named as the process of designing a four-level idea called "Idea Factory-based Technology-Humannities Fusion Capstone Design Process", and it is used to generate ideas, elaborate ideas, advanced ideas, and commercialization.

A Case Study on Learning Satisfaction and Learners' Needs Towards ${\ll}$Public Speaking${\gg}$ Course at Pusan National University (공학인 대상 ${\ll}$공적 말하기${\gg}$ 교육의 만족도와 학습자 요구 분석 사례 연구)

  • Hwang, Soon-Hee
    • Journal of Engineering Education Research
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    • v.15 no.3
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    • pp.47-58
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    • 2012
  • The purpose of this paper is to verify the education effects of program for engineering students and extract the essential components to be included in the learning contents. For this, we investigated the lecture contents critically and analyzed the evaluation result of questionnaire to examine the students' learning satisfaction and learners' needs concerning the effectiveness of course. The survey using two types of questionnaires was conducted with 210 junior and senior students taking lectures of ${\ll}$Presentation and Debate Skills${\gg}$ in the college of engineering at Pusan National University. According to the evaluation result, students experienced various speech education's effects concerning (1) verbal components, (2) non-verbal components, (3) problem solving competence, (4) teamwork skills, etc. On the other side there have been pointed out as problems in the ${\ll}$Presentation and Debate Skills${\gg}$ class, such as (1) a large number of assignments, (2) insufficiency of more refined evaluation method for the individuals and (3) a well-balanced arrangement between 'theory' and 'practice' was needed. However more importantly, the individual students can not do practice sufficiently owing to the large scale of class. Therefore the various and effective ways to help students improve their communicative competence have to be developed further. Finally, there have been extracted several essential components to be included in the class and implications for ameliorating the class were discussed and suggested in detail.

Software Development Education through Developing a usable Multiplayer Online Game (다중 사용자 온라인 게임 개발을 통한 소프트웨어 개발 교육)

  • Yoon, Ilmi;Ng, Gary;Kwon, Oh Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.2
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    • pp.38-45
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    • 2012
  • Building a game has been used as effective and attractive way of teaching computer science. Building a usable Multi-player Game is requires important aspects of technology, teamwork and software engineering principles. The whole class was structured in to several teams and students needed to join one or two teams. Each team presented their progress, discussed future milestones and troubleshoots, updated documents for clearer communication and utilized SVN(Subversion) throughout the semester. Unlike usual class setting, all students worked collaboratively together like one company to achieve the goal. In one semester, students started from concept design and completed a working Multiplayer Online Game called "deBugger" (Fall 2009), and "World of Balance" (Fall 2011), while learning game design, 3D graphics, Game Engine, Server-client architecture, Game Protocol, network programming, database, Software Engineering principles, and large application development as a team project.

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A Synchronized Job Assignment Model for Manual Assembly Lines Using Multi-Objective Simulation Integrated Hybrid Genetic Algorithm (MO-SHGA) (다목적 시뮬레이션 통합 하이브리드 유전자 알고리즘을 사용한 수동 조립라인의 동기 작업 모델)

  • Imran, Muhammad;Kang, Changwook
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.40 no.4
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    • pp.211-220
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    • 2017
  • The application of the theoretical model to real assembly lines has been one of the biggest challenges for researchers and industrial engineers. There should be some realistic approach to achieve the conflicting objectives on real systems. Therefore, in this paper, a model is developed to synchronize a real system (A discrete event simulation model) with a theoretical model (An optimization model). This synchronization will enable the realistic optimization of systems. A job assignment model of the assembly line is formulated for the evaluation of proposed realistic optimization to achieve multiple conflicting objectives. The objectives, fluctuation in cycle time, throughput, labor cost, energy cost, teamwork and deviation in the skill level of operators have been modeled mathematically. To solve the formulated mathematical model, a multi-objective simulation integrated hybrid genetic algorithm (MO-SHGA) is proposed. In MO-SHGA each individual in each population acts as an input scenario of simulation. Also, it is very difficult to assign weights to the objective function in the traditional multi-objective GA because of pareto fronts. Therefore, we have proposed a probabilistic based linearization and multi-objective to single objective conversion method at population evolution phase. The performance of MO-SHGA is evaluated with the standard multi-objective genetic algorithm (MO-GA) with both deterministic and stochastic data settings. A case study of the goalkeeping gloves assembly line is also presented as a numerical example which is solved using MO-SHGA and MO-GA. The proposed research is useful for the development of synchronized human based assembly lines for real time monitoring, optimization, and control.

Adding AGC Case Studies to the Educator's Tool Chest

  • Schaufelberger, John;Rybkowski, Zofia K.;Clevenger, Caroline
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.1226-1236
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    • 2022
  • Because students majoring in construction-related fields must develop a broad repository of knowledge and skills, effective transferal of these is the primary focus of most academic programs. While inculcation of this body of knowledge is certainly critical, actual construction projects are complicated ventures that involve levels of risk and uncertainty, such as resistant neighboring communities, unforeseen weather conditions, escalating material costs, labor shortages and strikes, accidents on jobsites, challenges with emerging forms of technology, etc. Learning how to develop a level of discernment about potential ways to handle such uncertainty often takes years of costly trial-and-error in the proverbial "school of hard knocks." There is therefore a need to proactively expedite the development of a sharpened intuition when making decisions. The AGC Education and Research Foundation case study committee was formed to address this need. Since its inception in 2011, 14 freely downloadable case studies have thus far been jointly developed by an academics and industry practitioners to help educators elicit varied responses from students about potential ways to respond when facing an actual project dilemma. AGC case studies are typically designed to focus on a particular concern and topics have thus far included: ethics, site logistics planning, financial management, prefabrication and modularization, safety, lean practices, preconstruction planning, subcontractor management, collaborative teamwork, sustainable construction, mobile technology, and building information modeling (BIM). This session will include an overview of the history and intent of the AGC case study program, as well as lively interactive demonstrations and discussions on how case studies can be used both by educators within a typical academic setting, as well as by industry practitioners seeking a novel tool for their in-house training programs.

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Project-based Embedded System Education Using Arduino (아두이노를 활용한 프로젝트 기반의 임베디드 시스템 교육)

  • Kim, Song-Ju
    • The Journal of Korean Institute of Information Technology
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    • v.15 no.12
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    • pp.173-180
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    • 2017
  • In this paper, we propose a project-based learning using Arduino as an example of embedded system class in engineering students. By introducing these Project-Based Learning(PBL) into engineering education, students became able to actualize individual theories that they had learned through their major curriculum and they were given the experience to build up their field work ability by participating in the whole project development process. We conducted a questionnaire survey to investigate the education effect of PBL before and after class and the results were analyzed using SPSS statistical program. Since PBL is mainly operated by a team system, communication skills and teamwork within the organization can be improved through interactions among the members. All of the materials produced during the course of the project could be used to make portfolio of students, which could be of great help to data for employment activities after graduation.

A development of MTP e-portfolio evaluation model for the college students of science and engineering school (이공계 대학 학부생을 위한 MTP(Muti-grade Tutoring Project) e포트폴리오 평가 모형 개발)

  • Choi, Young-Mee;Choo, Moon-Won;Han, Young-Shin
    • Journal of The Korean Association of Information Education
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    • v.10 no.3
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    • pp.413-422
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    • 2006
  • MTP(Multi-graded Tutoring Project) is a designed curriculum needed to perform a high quality project to improve teamwork and major skills for college student of science and engineering. Each student can experience teaching activities as a tutor and learning activities as a tutee in the MTP for three years. Through this curriculum, students are expected to obtain the capabilities to set up and search the goal of given projects, to make human network among multi-graded students and professionals which could be critical for finding careers, and to perform graduation projects in a more systematic and co-operated way, resulting in highly-qualified outputs. In this paper, MTP e-portfolio evaluation model is suggested. This model evaluates the individual-level performance operating in MTP curriculum. The evaluation model is described with three dimensional structure composed of participator, changes in learning, and learning processes. The resultant model could be utilized as tools for evaluating the curriculum set up for the multi-graded project-based teaching environment.

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Measuring of the Performance of a Construction Management Project from Viewpoints of Project Participants -Focusing on Owner, Construction Manager, Designer and Constructor- (건설사업 참여주체(발주자, CMr, 설계자, 시공자) 관점에서 건설사업관리 성과측정에 관한 연구)

  • Ahn, Eun-Jin;Yoo, Byeong-Gi;Lee, Yoon-Sun;Kim, Jae-Jun
    • Korean Journal of Construction Engineering and Management
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    • v.9 no.3
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    • pp.194-205
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    • 2008
  • The production process of construction industry is different from thing of the general manufacturing, likewise various participants make temporary teamwork for success of the project through sharing of information. But, the each role of participants is Individually changed to step in construction process stage and moreover it has complicated, entangled interests. The CM(so it called Construction Management as an abbreviation word) system was inducted for the effective management and operation of construction project. The key of the CM success depends on the cooperative relationship relation to major participants. There are lots of studies and efforts for the performance measures of the CM, however existing performance index is only measured as the viewpoint of project owner. Therefore it needs to make up for balanced view through combination of the four-way view of participants. In this study, we should search for cooperative relationship of project participants, and then we should suggest to define the difference of project in their viewpoints.

A Study on Productivity Improvement Scheme Through Site Case Study In PSM (현장 사례를 통한 PSM 공법의 생산성 향상 방안에 관한 연구)

  • Lee Tai Sik;Lee Won Yong;Kim Gil Hong
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • autumn
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    • pp.541-544
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    • 2001
  • PC Box Girder was constructed by PSM(Precast Span Method) to solve the shortage of the construction period. The site case study was used in the PSM to find the construction productivity improvement. In this case study, main reasons of low productivity were founded unskilled technical engineers and insufficient equipment management winter season concrete curing condition. Productivity improvements are presented by assigning production personnel appropriately, motivation which increased by providing incentives for technical engineers, strictly cooperation of each participant, organizational teamwork, and Promoting productive work condition. Additional method of productivity improvements are continuous improvement of the work methods by considering the feedback on previous work, and continuous training to best handle the site conditions. This study of productivity improvement will help to use the most advantage of the PSM method and desire to successfully plan the future construction performance.

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Effect of Sustainable Energy Design Project on Achievement for Engineering Freshmen at Virginia Tech in the United States (미국 버지니아텍 공대 신입생에 대한 '지속가능 에너지 설계' 프로젝트 수업의 효과)

  • Kim, Jin-Soo;Mullin, Jennifer;Lohani, Vinod
    • Journal of Engineering Education Research
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    • v.10 no.1
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    • pp.60-76
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    • 2007
  • In this study, the effect of a sustainable energy design project on academic achievement for engineering freshmen at Virginia Tech in fall semester 2006 in the United States was examined by experimental method. The department of engineering education at Virginia Tech was opened in 2004. In this experiment the population was approximately 1200 freshmen, and 5 classes were sampled. Subject name is engineering exploration, a theme of the instruction is sustainable energy design, the project was performed throughout a 6 weeks period with one by 50 minutes lecture conducted by faculty and one 90 minutes workshop conducted by GTAs (Graduate Teaching Assistants) every week. The statistical results using SPSS (ver. 15.0) are as follows: A paired-samples t test analysis was run on the pre- and posttest to determine academic achievement, the results indicated a significant increase in 4 classes of mixed gender at .05 significance level, but there was no significance at 1 group of female class. A paired-samples t test analysis was run on the pre- and posttest to get an attitude score, the results showed, the posttest scores decreased for 5 groups even though it was not statistically significant. Finally, in responses to an open-ended question about students' perceptions of their improvement in skills, the 3 most frequently identified skills were teamwork, design process, knowledge.