• Title/Summary/Keyword: Engineering curriculum

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Analysis of NCS Curriculum for Computer Science Major in the 4th Industrial Revolution (4차 산업혁명 시대의 컴퓨터과학 전공자를 위한 NCS 교육과정 분석)

  • Jung, Deok-gil
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.6
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    • pp.855-860
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    • 2018
  • The IT technologies applying to IoT(Internet of Things), Big Data, and AI(Artificial Intelligence) are needed in the era of 4th industrial revolution. So, the IT convergence courses of computer science major which will be required in the companies in order to prepare the crises of 4th industry revolution are necessary. And, one approach to cope with this problem is the training of IT convergence man power based on NCS(National Competency Standard) education. In this paper, we propose and analyze the NCS education courses for computer science major in order to teach the students who are needed in the Korean domestic companies preparing the 4th industrial revolution. The skills and applications of Chatbot, Blockchain, and CPS(Cyber Physical System) for the post mobile and post Internet technologies are included in the proposed courses.

A Study on Industry Problem Based Professional Practice Model: Based on Gyeongbuk K University Case Study (산업체 PBL기반 기업애로해결형 현장실습 모형 연구: 경북지역 K대학 사례를 중심으로)

  • Lee, Seok-moon;Jo, Young-jun
    • Journal of Practical Engineering Education
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    • v.12 no.1
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    • pp.93-100
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    • 2020
  • To qualitative improvement in addition to the quantitative growth of field placement, efforts to reduce short-term (4 weeks) and mid-term professional practice (8 weeks) and to increase the proportion of long-term term professional practice (12 weeks or more) are increasing at university sites. There are the problems: the absence of systematic and specialized field placement curriculum of the short-term and mid-term professional practice, the participation of university field placement increases, companies do not prefer to participate in its program and students hesitate to apply to long-term practice due to their major. In order to solve these problems, this paper proposes the IPBP(Industry Problem Based professional Practice) based on Gyeongbuk K University which the students solve the company's difficulties during the field placement with their professor if need. In order to build a win-win field practice culture with participating companies, we suggest that the IPBP solution field practice presented in this paper is one of the good models.

A Study on the Relationship Between Mathematical Background and Accomplishment in the First College Mathematics at a Middle level Engineering School (중위권 대학 신입생의 수학적 배경과 대학수학 성취도 사이의 관계)

  • Choi, Kyung-Mee;Jang, In-Sik;Chung, Bo-Hyun;Jung, Soon-Mo;Yang, Woo-Seok;Cho, Kyu-Nam
    • The Mathematical Education
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    • v.46 no.1 s.116
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    • pp.53-67
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    • 2007
  • During the recent years at a middle level Engineering School located at the local areas in Korea, more than 20 percent of freshmen had failed at their first College Mathematics. In consequence, many of them had hard time to survive at their major curriculums. The purpose of this study is to look for the main reasons of their failure and suggest an alternation of the present curriculum. Using the responses to the questionnaires and placement test scores, we studied the characteristics of the students' Mathematical abilities and analyzed how they were related to their grades of the First College Mathematics at the end of the first semester. The mathematical ability of the students at the middle level Engineering School turned out to range from bottom to top even though most of them revealed their interests towards Mathematics. The students with low scores at the placement test were more likely to fail at their first College Mathematics. Thus we suggest that the school should open a new preparation course ahead of the First College Mathematics for those who achieve low scores at the placement test and also professors should write proper books and develop ways of teaching.

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An Analysis for Creativity Effect of Engineering Questions (공학적 발문의 창의성 효과 분석)

  • Choi, Kyung-Nam
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.6
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    • pp.1825-1829
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    • 2008
  • The purpose of this study was to find a desirable time to ask a question to effectively improve creativity as an engineering viewpoint and apply it to daily schedule as a diverse teaching method in daily schedule of young children's curriculum. Forty five young children among three kindergarten of G Metropolitan City, aged 5, were selected as a subject for this study. Type A of Thinking Creatively with pictures, TTCT was used as an instrument, and the resistant score for the lower level of elements: Fluency, Ingenuity, Originality, Abstractness of Titles, hasty conclusion. The total score of creativity was highest in the 1st-time period ($M=95.52{\pm}12.21$). As a result, it was concluded that desirable story-telling time should be after 10 a.m., the 1st-time period, to improve the highest creativity.

A Study on Global Field Placement Model co-working with Local Partner University: Based on Kumoh Institute of Technology Case Study (외국대학과 연계한 글로벌 현장실습의 모형에 대한 연구: 금오공과대학교 사례를 중심으로)

  • Lee, Seok-moon;Jeong, Yeon-koo
    • Journal of Practical Engineering Education
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    • v.8 no.2
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    • pp.129-136
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    • 2016
  • In addition to the quantitative growth of domestic field placement, there is a growing interest in global field placement and participation of government and universities is increasing. The global field experience of university students provides students with advanced skills and experience of overseas companies as well as opportunities to acquire foreign language ability and global culture suitable for industrial needs that require global competence. Students can cultivate global mind and major practical skills so that it has the advantage of linking to overseas employment. In order to be successful global field placement, the university has to promote to participate in the company including the curriculum related to the student's major and provide comprehensive support including student safety, but the resources of the university are only limited. In this paper, we propose a method to activate global field placement in cooperation with local partner universities based on Kumoh Institute of Technology case study.

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.

Implementation of an Arduino Compatible Modular Kit for Educational Purpose (모듈 기반 교육용 아두이노 호환 키트 제작)

  • Heo, Gyeongyong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.5
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    • pp.547-554
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    • 2019
  • With the curriculum revision in 2015, informatics for secondary high schools was designated as mandatory. As a result, there is an increasing interest in programming in elementary and junior high schools as well as in universities. Arduino is one of the famous tools for programming education, and the usefulness of it has been proven through various case studies. However, existing Arduino-based kits have hardware-dependent drawbacks such as complicated wiring, poor scalability, etc. To overcome these problems, we proposed a kit design, which has a module-based structure, can be extended through one common interface, and can be used for learning at various levels. In this paper, we describe the implementation details of FRUTO kit and a software to use it, which satisfies the proposed design criteria. FRUTO kit has been determined in its current form through several design changes, and is under pre-test before launching.

Exploring How to Apply Curriculum-Type Capstone Design based on Design Thinking in the Digital Healthcare Field (디지털 헬스케어 분야 디자인씽킹 기반 교과형 캡스톤디자인 적용 방안 탐색)

  • Hwang, Yunja;Jung, Hyojung
    • Journal of Practical Engineering Education
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    • v.13 no.2
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    • pp.261-270
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    • 2021
  • The purpose of this study is to develop a capstone design program by applying a design thinking methodology to the digital healthcare field to cultivate creative convergence talents with complex and practical skills and understanding of new technologies required in the era of the 4th industrial revolution. To this end, we analyzed the literature and previous studies in the field of digital healthcare and capstone design and proposed a capstone design model and application plan in the field of digital healthcare. The effectiveness was confirmed through expert review, and the effectiveness was analyzed by pilot application of the capstone design program. This is meaningful in that it can be used as an operation guide that can be used step-by-step when applying the capstone design in the digital healthcare field.

The Regulatory Effectiveness for Appointing Safety and Health Management Officers for Small Manufacturing Companies (소규모 제조업 사업장에서의 안전보건관리담당자 제도 실효성 검증)

  • Kim, Jang-Hoon;Kwon, Min-Sung;Shin, Jong-Gyu;Kim, Sang-Ho
    • Journal of the Korea Safety Management & Science
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    • v.24 no.2
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    • pp.17-24
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    • 2022
  • It was legislated in Korea that the small-sized enterprise with fewer than 50 employees should appoint at least one managing officer in order to improve safety and health of the employees since 2016. Study on the effectiveness of this legislation is hardly found, however. This study tried to evaluate effectiveness of the regulations for appointing the safety and health management officer in small-sized manufacturing companies and make suggestions to improve it. It was done by pairwise comparison between the level of safety and health achievement of 52 companies before and after the legislation. A scorecard system and questionnaires were devised for assessing the level of safety and health achievement and surveying awareness and practice of the regulation in the field. Results from quantitative and qualitative analyses performed in the study confirm that the safety and health achievement score has increased significantly after appointing the managing officer. It is also revealed that the lack of expertise and motivation of the appointed officer would yield pointless outcomes. Recommendations to make it better the effectiveness of the regulation are: to administrate requirements more strictly to be appointed as a safety and health management officer, to revise the curriculum to train the expertise of the appointed officers, and to expand financial support of the government to settle the safety and health management system.

A Study on UI/UX and Understanding of Computer Major Students

  • JOO, Heon Sik
    • International journal of advanced smart convergence
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    • v.6 no.4
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    • pp.26-32
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    • 2017
  • In this study, we showed understanding and production ability of the interface about internet, operating system, contents, and devices. This study aimed to make a list of 18 items in 4 areas for basic knowledge of UI/UX, establishment of design research, design concept, and design production for 22 sophomore, junior and senior students in IT departments, and the results of understanding were divided into three groups of excellent, normal, and insufficient, and evaluated. It was found that excellent was 18.39%, average was 38.52% and insufficient was 43.07%. Therefore, 18.39% of the students understood UI/UX, and 81.61% of students did not understand UI/UX well. In particular, in the comparison analysis of four areas, the design research area was 44 points, the design content area was 29 points, and the design production area was 11 points which was found to be the lowest. Next, the 10 evaluation items in the mobile UI/UX build guide evaluation were evaluated in the same way as the UI/UX understanding, and the excellent score was 3 points, the average score was 73.3 points, and the poor score was 155 points. The UI/UX build guides showed worse evaluation than UI/UX understanding. Therefore, to cultivate UI/UX understanding and content production ability, UI/UX experts should be fostered with professional course organization and systematic curriculum.