• Title/Summary/Keyword: Interdisciplinary Thinking

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A Study on Jet Engine Noise Analysis and Reduction for a Capstone Design Project (캡스톤 디자인 프로젝트 수행을 통한 제트엔진 소음특성 파악 및 저감 방안 연구)

  • Kim, Sitae;Kim, Hyuksoo;Cho, Minhyuk
    • Journal of Engineering Education Research
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    • v.27 no.4
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    • pp.21-27
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    • 2024
  • This study introduces a series of processes aimed at understanding the noise characteristics generated by jet engines and devising measures to mitigate them through interdisciplinary capstone design projects. During the project execution, educational methods were applied to foster 4Cs (creativity, communication, collaboration, critical thinking) competencies. Project objectives were set through team discussions, and individual team members were assigned primary roles to act as subgroup leaders. As a result, the project was executed as follows: combustion tests were conducted using an SR-30 turbojet engine to generate noise, and the locations and characteristics of the noise sources were identified using beamforming techniques and frequency analysis applied to a 30-microphone array. Additionally, chevron nozzles were designed and fabricated to confirm their noise reduction performance.

Enhancing STEM education using nanotechnology: Integrating nanoscale concepts into K-12 curriculum

  • Yawen Su;Maryam Shokravi;M.H. Fakhar
    • Advances in nano research
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    • v.17 no.1
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    • pp.87-94
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    • 2024
  • Nanotechnology is one of the leading edges of science and technology today, holding out the promise for revolutionary advances in just about any discipline. With the integration of nanoscale concepts into K-12 STEM education comes a special opportunity pertaining to the cultivation of future innovators and scientists who are more adept at traveling in this burgeoning field. It discusses some strategies and frameworks for effectively bringing nanotechnology into the K-12 curriculum. Hands-on activities, interdisciplinary approaches, and age-appropriate educational materials have been used with an emphasis on improving student engagement and enhancing understanding in nanoscale phenomena. Thus, early exposure to the principles of nanotechnology can be effectively used by teachers to develop curiosity, critical thinking, and problem-solving skills, which are necessary for technological advancement. These results highlight the potential of nanotechnology education integration in the development of future STEM professionals. It results in an increase in the enrollment rate. Hence, this proves that there is a lasting impact of the intervention on the choice that students made while in school.

The Future Direction of Information Education in University according to Computerization (컴퓨터화에 따른 대학 정보화 교육의 방향)

  • Kim, Dong-Joo;Ha, Eun-Yong
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.33-40
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    • 2015
  • Today the computerization in overall civil life is globally progressing, and software plays a central role in all interdisciplinary areas of society. These changes of information environments lead to the change of values and paradigm shift, and the change of Korean educational policies is also happening. As human-machine interaction is becoming ubiquitous, code literacy is going to play an important role before long. Despite these transitions, information education in universities in Korea focuses on just driving application programs. In this paper, we explore overall educational system and curriculum of universities in Korea. And we present educational factors corresponding to educational levels and contents. Presented five factors coupling three educational contents and three educational levels may be dedicated to design curriculum.

The Development of Competency-Based Extracurricular and its Operating System for developing creative-convergent talent (창의융합인재양성을 위한 역량중심 비교과과정 개발 및 운영체계에 관한 연구)

  • Kim, Young-mi
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.10
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    • pp.1987-1993
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    • 2016
  • The core value of the college of Interdisciplinary & Creative Studies is rely on the supporting system which can develop the learners' practical 'performing' competency. For aiming this, educational process of university constitutes the competencies which can be expected at the local field and develop the competency-oriented extracurricular & its operating system. Defining the creative convergent talent, as 'collaborative creative convergent one, bricoleur' and categorizes core competency named as TX competency. T competency contains humanities and the professionals of each major field needed. X competency consists of creative problem solving, convergent thinking ability, self-oriented learning ability and cooperative leadership. Developing extracurriculum & its operating system learners can be exposured the systemic learning and managing process. They can develop their potential abilities and can accumulate a proper mileage at their learning achievement. This research can be expected as a model of competency-based extracurriculum and its operating system which can develop learners' multiple competency overcoming the limit scope of curriculum.

A Study on the Exploration of Gamification in University Courses (게이미피케이션을 활용한 대학 수업 탐색)

  • Jinyoung Lee;Heehwa Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.6
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    • pp.165-174
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    • 2024
  • This study aims to develop a curriculum that effectively applies gamification in educational settings by analyzing the theoretical principles of gamification and various educational techniques. The course titled "Understanding and Application of Gamification" was developed and conducted in a mixed online/offline format, including practical activities where students developed and presented their own gamification strategies. The results showed high participation rates and positive evaluations from students, attributed to increased voluntary engagement and the cultivation of creative problem-solving skills through game-based exercises. This gamification education model can be applied to various educational contexts, and future research should focus on continuous improvement through additional educational cases. Gamification education is expected to foster integrative thinking across various fields and enhance creative problem-solving skills for addressing social issues. Moreover, such classroom activities will promote voluntary and active participation in classes, and motivate both internal and external engagement for personal goals through the gamification of social phenomena.

Alternative Measures for Improvement of Information Literacy as Cross Curricula under the National Curriculum in Korea (국가 수준 교육과정에서 범 교육과정으로서의 정보 활용 능력 위상 강화 방안)

  • Song, Gi-Ho
    • Journal of Korean Library and Information Science Society
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    • v.42 no.2
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    • pp.29-50
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    • 2011
  • An aim of this study is to analyze status of information literacy and propose some ways strengthening its role as a cross-curriculum. Analyses show that information literacy is a basic competency of creative person composing the educational human figure under the national curriculum in Korea. In the school knowledge, its position is a procedural knowledge to create new ideas, also it is a interdisciplinary thinking skill under the instructional method. Therefore, information literacy instruction covering media and ICT literacy should exist as a main cross-curriculum to be a selective subject in the national curriculum. And finally, one of learning skills, its definition should be cleary stated such as information research and access, information analyses and interpretation, information synthesize and presentation.

The Interpretation of Traditional Space Based on the Theory of Ontological Space (존재론적 장소개념에 의한 전통공간 해석에 관한 연구)

  • Lee, Ok-Jae;Kim, Moon-Duck
    • Korean Institute of Interior Design Journal
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    • v.23 no.4
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    • pp.94-102
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    • 2014
  • Nowadays when the social and cultural paradigm is changing, the incomplete space is becoming a matter of controversy. In order to figure out the solutions to it, are being held a variety of spatial discourses for spatial essence and meaning to be cleared. Accordingly, this study has tried to seek for any probability to interpret the ontology shown at any traditional space on the ground of Heidegger's Ontological Thinking Structure which has a considerable impact on Modern Space, whose conclusions are the followings. First, Heidegger's ontological space theory, which provided a foundation of Placeness concept, includes not only the character of interdisciplinary learning among philosophy, arts and any related studies but also that of mutual oriental and occidental cultures. Second, between the thoughts of Heidegger and Lao-tzu are considerable similarities from the methodical viewpoint that materializes the meaning of existence as an essence. Third, for a convenient interpretation, the ontological spatial concept of Lao-tzu's philosophy shown at traditional spaces have been categorized into Typology-Incident, Morphology-situation and Topology-meaning generation with Schultz's Existential Spatial Concept based on Heidegger's Ontology as a medium. In particular, the meaning generation which materializes the placeness has the trait of being clarified as the product of interactions between incidents and situations.

Reform of Basic Rural Education in Korea and Implications for China (한국 농촌 기초 교육의 개혁과 중국에 대한 시사점)

  • Li Luo
    • Journal of the International Relations & Interdisciplinary Education
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    • v.3 no.1
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    • pp.105-113
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    • 2023
  • Korea is a self-recognized educational powerhouse, and successive governments place importance on basic education and rural education. While promulgating and implementing a series of policies and measures, the Korean government provides great support to the development of basic rural education from a financial standpoint, promotes the development of rural basic education projects, and provides a strong foundation for Korea to become a world education powerhouse. and provided a guarantee. In China, as the education powerhouse strategy and urbanization construction strategy continue to be promoted, the basic education problem in rural areas is drawing attention, and the development direction and thinking of rural basic education are also becoming a hot issue. This article intends to discuss how to develop basic rural education in China in the future by examining and analyzing reforms for basic rural education in Korea.

Event-Related Potentials of a Monosyllabic Word (단음절 단어의 사건 관련 전위)

  • Min, Byoung-Kyong;Kim, Myung-Sun;Yoon, Tak;Kim, Jae-Jin;Kwon, Jun-Soo
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2002.05a
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    • pp.211-215
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    • 2002
  • 본 실험은 종합적 인지과정을 추론할 수 있는 결합 문제(binding problem)를 언어적인지 과정을 통해 알아 본 실험으로, 총 10 명(남:61여:4, 평균나이:24.40 $\pm$ 1.35)의 정상군을 대상으로, 4개의 음소로 이루어진 단음절 명사를 목표 자극(target stimulus)으로 하고, 4개 음소의 임의적인 조합으로서 글자를 이루지 못하는 비목표 자극(non-target stimulus)을, 각각 200 회와 800 회씩 시각적으로 0.5초씩 무작위로 제시하여 128 채널 고밀도 사건관련전위(ERP)를 측정하였다. 이번 실험 결과의 주요 특징은 글자가 아닌 비목표 자극보다 글자인 목표 자극에서 두드러지게 나타난 두정엽 부근의 P500 과 N900 이라고 할 수 있다. 자극 제시 비율의 차이에서 오는 oddball 효과로 인한 기존 P300 의 인지적 의미를 이번 결과의 P500 이 함축한다고 볼 수 있으며, 단음절 단어를 인지할 때, 글자임을 인식하는 순간은 의미적인지 과정이 진행되었다기보다 그 글자의 형태만으로 낯익은 글자인지를 분간하는 것으로 보인다 따라서, 이 경우 기존 언어 실험에 자주 등장하던 의미론적 peak 인 N400 은 보이지 않고, 곧바로 형태적이고, 통사적(syntactic)인 인지 처리 과정인 P500이 나타났다고 해석할 수 있다. 하지만, 이번 실험에서는 N400 대신에 N900 이 나타났다. 이 결과는 이번 ERP 실험과 병행된 프로토콜 분석을 통해, 피험자가 자극 제시 후, 약 900ms 정도에, 이미 제시되고 사라진 글자 자극을 다시 한번 떠올리는 인지 과정이 일어난다는 점과 관련 지어 해석하면, 기존에 의미적(semantic) 인지 과정으로만 해석했던 negative-peak 를 생각(thinking)과 같은 내재적인지 과정(internal cognitive process)으로 확장하여 일반화하는 추론도 생각해 볼 수 있다. 요컨대, 언어인지를 통한 이번 실험을 통해, 뇌파에서 검출되는 negative-peak 은 internal cognitive process로 추측되고, positive-peak 는 external cognitive process 라고 생각된다. 덧붙여, 유의해서 볼 점은 각 peak-topology 에서 Cz 의 진폭이 Fz 보다 크게 나온 점과, 일반적으로 언어 기능을 담당한다는 좌측 측두엽(T7)이 우측(T8)보다 통계적으로 더 유의미한 차이를 보였다는 점등이다.

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The Development of the Convergence Education Program based on the Creation of Scientific and Cultural Content (과학문화콘텐츠 구성을 기반으로 한 융합형 교육 프로그램의 개발 방안)

  • Cho, Nam-Min;Kim, So-Ryun;Son, Dal-Lim
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.506-518
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    • 2015
  • Recently there are growing needs and demand to enhance 'Unity of knowledge' as the concept of "Creating new value through integration and convergence" is developing rapidly in many different areas in the society. This also has significant implication to education. Especially, it requires paradigm shift in terms of required capabilities and qualifications for the students with science major. To accommodate this trend, Natural Sciences and Engineering's College has been increasing convergence education which focus on cultivating creative and cooperative learning capabilities as well as acquiring fundamental knowledge of individual majors. However, convergence education developed and implemented by Sciences college or liberal education so far has been mechanical combination of knowledge from different academic fields - not effectively integrated and interdisciplinary education. Given this situation, this research is to develop and propose a "convergence education program based on the development of scientific and cultural contents" as an education tool to enhance capabilities to apply and re-create integrated knowledge as well as acquire and learn existing knowledge. Education program developed in this research aims to achieve two different and sequential capabilities. First is to understand 'Science and Technology' and 'Cultural Archetype' which would be essential and useful to create cultural contents. Second is to develop capabilities to convert this understanding into cultural contents - a storytelling capability. This education program is differentiated in that it defines cultural contents as a medium to converge and integrate science and technology and humanities. By leveraging the concept of cultural content and storytelling, this education program would be able to overcome restrictions of existing interdisciplinary approach. Also, this program would encourage students to try in-depth research and new applications, and develop logical and creative thinking.