• 제목/요약/키워드: Engineering majors

검색결과 243건 처리시간 0.023초

이공계 신입생의 대학선택요인이 학업중단의도에 미치는 영향 (The Influence of College Choice Factors on Intention to Dropout of First-year Undergraduates in STEM Majors)

  • 김송림;이병식
    • 공학교육연구
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    • 제23권1호
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    • pp.26-36
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    • 2020
  • This study aims to investigate the effect of college choice factors on withdrawal intention of first-year undergraduates in STEM majors. The data for this study were collected from a national sample of 4-year institutions that participated in Collegiate Longitudinal Study funded by the National Research Foundation of Korea during 2013-2014. The data included 1,484 students in STEM majors from 30 institutions, and this study used bivariate and multivariate analytic methods to answer the research questions. This study found that while the internal dimensions of college choice showed a negative effect on the intention to dropout, external dimensions of college choice such as college environment, financial accessibility, admission possibility had a positive effect on the intention. The findings indicate that it is necessary to pay attention to college choice for enrollment management to prevent first-year undergraduates in STEM majors from dropping out.

대학졸업자의 전공계열별 직업노동시장 성과: 이공계 위기의 노동시장 원인론을 중심으로 (Occupational Labor Market Activities by College Majors: On the Crisis of Science and Engineering Majors)

  • 김창환;김형석
    • 한국인구학
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    • 제29권3호
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    • pp.1-27
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    • 2006
  • 본 연구는 이공계 전공자들의 노동시장 성과, 특히 사회적 위신이 타 전공자들에 비해 낮다는 논의에 대한 경험적 검증이다. 대학졸업자의 전공계열에 따라 고용 확률, 고위직, '좋은 직업' 획득 확률에 차이가 있는지를 2000년 인구주택총조사의 2% 표본을 이용하여 분석하였다. 표본 선택편향을 수정한 2단계 프로빗 모형 분석 결과, 이학계와 공학계열 전공자가 인문사회계열 전공자에 비해 고용, 고위직, '좋은 직업' 획득 확률이 유의하게 낮다는 증거는 발견되지 않았다. 하지만 공학계 전공자의 경우 노동생애 초기에는 인문사회계 전공자에 비해 유의하게 높은 '좋은 직업' 획득 확률을 가지지만 연령 증가와 더불어 이러한 이점이 빠르게 사라져 40대 이후로는 인문사회계보다 '좋은 직업' 획득 확률이 낮다. 이는 공학계에서는 현장 경험에 의한 인적 자본의 축적률이 낮고, 대학에서 습득한 기술이 급격히 노화되기 때문일 가능성을 시사한다.

이공계 전공자의 핵심역량과 교육과정 간 격차에 관한 연구 (The Gap between Key Competency of Engineering Majors and Academic Curriculum)

  • 이승현;천영준;임춘성;엄준영
    • 한국정보교육학회:학술대회논문집
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    • 한국정보교육학회 2010년도 하계학술대회
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    • pp.135-142
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    • 2010
  • 지난 수십년 동안 이공계 전공자에게 요구되는 역량의 범위가 다양화되었다. 이공계 인재가 직무 현장에서 성공을 거두려면, 전공에 대한 지식뿐 아니라, 경영, 경제, 법제도 등 사회적 맥락의 이해가 견고해야 하는 시대다. 이러한 맥락에서 본 연구에서는 국내 145개 기업을 대상으로 이공계 전공자에게 요구되는 역량인자를 수집, 성향, 기술, 지식의 범주로 분류하고, 그 상대적 중요성을 도출하였다. 이를 바탕으로 전국 182개 4년제 대학의 융합교육 현황을 조사하여 그 격차를 분석하였다. 뿐만 아니라, 융합교육의 지역적 격차 및 교육기관 간 질적 격차를 분석하여 시사점을 제시하였다.

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Development of Teaching Methods to Improve Mathematical Capabilities for Electronics Engineering

  • LEE, Seung-Woo;LEE, Sangwon
    • International Journal of Internet, Broadcasting and Communication
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    • 제13권2호
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    • pp.120-126
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    • 2021
  • The importance of mathematics is emerging to create new values and secure competitiveness in an intelligent information society based on the Fourth Industrial Revolution. This study was conducted with the aim of improving the academic performance and increasing interest of electronics majors in mathematics subjects. In order to develop learners' mathematical capabilities in major fields that utilize mathematics that electronics majors do not prefer, we have proposed a new teaching method to promote employment in mathematics-based electronics fields. In addition, to enhance learners' self-directed learning, we developed teaching methods for efficient mathematics subjects with programming languages as tools in electronics engineering and applied them to real-world teaching sites to effectively cultivate academic performance improvement of majors. Finally, we conducted a survey and statistically analyze the effectiveness of the developed teaching methods to present effective operational measures for mathematics education, an essential tool in intelligent information technology.

Global Citizenship Education(GCED) and Engineering for Non-Majors Convergence D-SteamRobot(DSR) Educational Model

  • Kibbm Lee;Seok-Jae Moon
    • International Journal of Advanced Culture Technology
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    • 제11권1호
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    • pp.312-319
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    • 2023
  • This study aims to enhance the engineering education for non-majors by incorporating the concept of Global Citizenship Education and addressing the need for education that responds to climate and ecological changes. The study uses robot programming as a tool to foster the development of global citizens. Non-majors often struggle with producing more than just motionless forms or solid productions, due to a lack of understanding of mechanisms and coding. The study proposes the use of the Convergence D-SteamRobot (DSR) to address this issue by blending humanities and engineering. This is achieved by presenting problems through books to increase empathy, integrating simple machine mechanisms, and creating prototypes to solve self-defined problems. Through this process, learners determine the SDGs topic they want to solve and learn about the simple mechanical mechanism involved in producing the prototype. The educational model provides a constructivist learning environment that emphasizes empathy and exploration, encourages peer-learning, and improves divergent thinking and problem-solving skills.

공과대학생의 사고양식 탐색 (Exploration on Thinking Styles in Engineering Students)

  • 윤경미;황순희
    • 공학교육연구
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    • 제20권5호
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    • pp.14-22
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    • 2017
  • This research aims to explore characteristics of engineering students' thinking styles compared with those of undergraduate students in Korea. For this, we investigated whether there were differences of thinking styles in undergraduates according to majors and gender. 'Thinking styles', one individual-difference variable, has received particular attention in recent years. Styles are not abilities but rather refer to individuals' preferred way of applying their abilities in cognitive tasks(Sternberg, 1988). There has been much research(domestic and foreign) about thinking styles and their related factors. However, to date, little attention has been paid to engineering students' thinking styles, and few studies have dealt with them together with undergraduate students' of various majors. This study was conducted with a total of 865 students from 3 universities, and thinking styles have been measured online. Our findings show that firstly, there were significant differences in undergraduate students' thinking styles by majors. Engineering students scored significantly higher in external style, students majoring in humanities scored higher in executive, hierarchical and conservative styles, and students majoring in arts scored higher in legislative, internal and liberal styles. Second, there was a significant difference in students' thinking styles by gender. Male students scored significantly higher than females in judicial, global and external styles. Whereas female students scored higher than males in hierarchical and internal styles. Third, there was a significant difference in engineering students' thinking styles by gender. Male engineering students scored significantly higher than females in judicial and monarchic styles. Whereas female engineering students scored significantly higher in hierarchical styles. Based on these findings, it is expected to apply thinking styles to develop related courses as well as programs for engineering students.

공과대학생의 일상적 창의성과 창의성 교육의 방향 (Engineering Students' Everyday Creativity and Directions of Creativity Education)

  • 황순희;윤경미
    • 공학교육연구
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    • 제22권6호
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    • pp.40-50
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    • 2019
  • The purpose of this study is to explore characteristics of engineering students' everyday creativity compared with those of undergraduate students. For this, we investigated whether there were differences in undergraduates' everyday creativity according to majors, gender and grade. Everyday creativity can be defined as thinking and activities producing useful and suitable personal products, and to solve problems in a new and unique ways. Thus everyday creativity is reported to be universal ability creative people can express in their everyday life. Eight hundred and fifty seven students from three universities in three Korean regions responded to Everyday Creativity Scale. Our findings show that firstly, there were significant differences in undergraduates' everyday creativity by majors and gender. Whereas there were no differences in the same survey by grade. Engineering students obtained significantly lower score of everyday creativity as well as its sub-scales. Also, there were significant differences in everyday creativity's sub-factors by gender. Based on these findings, practical implications for creativity education are discussed with particular attention to learner's individual variables.

컴퓨터공학 분야 설계교육 방법론 (Design Education Methodology in Computer Science and Engineering)

  • 김상진
    • 공학교육연구
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    • 제18권4호
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    • pp.66-75
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    • 2015
  • Commonly it is perceived that it is difficult to teach engineering design and satisfy accreditation criteria in computer science and engineering related majors. However, since engineering design in these disciplines are a product design, it is more adaptable than other majors which are process design oriented. This paper shows that although there are subtle differences with conventional engineering design, engineering design education in computer science and engineering can be effectively done. This paper concentrates on how engineering design related curriculum can be constructed, what should be considered when designing such curriculum, and how engineering design can be taught in individual design courses(excluding introductory and capstone courses) based on case experience.

Interactive Technology Education at Pusan National University

  • Park, Sang-Joo;Yoon, Joong-Sun
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2004년도 ICCAS
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    • pp.1195-1200
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    • 2004
  • We introduce an introductory engineering education course for engineering majors and non-engineering majors. This course does not require any previous knowledge and experience on engineering. It requires strong curiosities and imaginations on current and future society we live in, where technology is inseparable ingredient. Course encourages attendees to explore fundamental issues of engineering: what is proper technology and what are proper ways of exercising engineering, issues dealt in soft engineering. Since course topics cover many aspects of technology, traditional learning methods fail to be successful and efficient. Various efficient learning methods have been proposed and implemented. We utilize various interactive tangible media, which include simulated thought experiments and physical media experiences. About 20 episodes in short film format are produced based on scenario written according to related issues selected. Physical media like interactive robots are introduced for attendees' stimulated experiences. We summarize our exciting experiments on interactive teaching experiences at Pusan National University which include on/off-line interactions, assignments, projects, and evaluations.

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비전공자 소프트웨어 기초교육을 위한 프로그래밍 언어 결정에 관한 연구 (A Study on the Determination of Programming Language for Software Basic Education of Non-majors)

  • 박소현
    • 한국정보시스템학회지:정보시스템연구
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    • 제28권4호
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    • pp.403-424
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    • 2019
  • Purpose The objective of this study is to determine the programming language for improving algorithmic thinking of basic software education for non-majors, which has recently been receiving attention to nurture talents needed in the era of the Fourth Industrial Revolution. Design/methodology/approach In this study, Delphi method was used to select the suitable programming language for the features of each of five departments for basic software education for non-majors in order to develop the capability of algorithmic thinking. The survey was conducted three times to 21 experts, and the results were analyzed using quantitative analysis (CVR) values and stability. Findings For the most suitable programming language for each department determined in this study, App Inventor was selected for humanities department, RUR-PLE for natural science department, App Inventor for social science department, Python for engineering department, and Scratch for fine arts department. This is expected to be used as the basis for determining the direction of curriculum and operation of universities starting basic software education through programming language by department proposed in this study.