• Title/Summary/Keyword: Technology-based STEAM education

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A Study on the BOG Re-liquefaction System based on the Reverse Brayton Refrigeration Cycle for LNG Carriers (역 브레이튼 냉동사이클을 이용한 LNG 운반선의 증발기체 재액화 시스템에 관한 연구)

  • Chin, Young-Wook
    • Journal of the Korea Safety Management & Science
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    • v.9 no.4
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    • pp.149-154
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    • 2007
  • The LNG carriers have been propelled by steam turbines and the LNG boil-off(BOG) has been used as fuel or vented. However, as the alternative propulsion systems such as diesel engines are being equipped on the LNG carriers for better fuel efficiency, a need for the LNG BOG re-liquefaction system that liquefies the BOG and sends the liquid BOG back to the LNG cargo has arisen in recent years. This study investigates the design of the BOG re-liquefaction system based on the reverse Brayton refrigeration cycle. The thermodynamic and heat exchanger analysis are carried out and the limitations to the system performance are discussed.

Educational Effects of Interdisciplinary Creativity Promotion Program Based on Movie-Assisted Flipped Learning of creativity and STEAM literacy indexes in College Students (영화를 활용한 플립러닝 기반의 학제 간 융합 창의성 증진 프로그램이 대학생의 창의성과 융합인재소양에 미치는 효과)

  • Kim, Byung-Man;Youn, Jeong-Jin;Kim, Seoung-Won
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.37-47
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    • 2017
  • The purpose of this study is to investigate how flip learning based interdisciplinary fusion creativity promotion program using movie is effective for university students creativity and fusion talent literacy. To do this, we conducted a total of 15 sessions for a total of 89 students from 44 college students and 45 non - attendance college students who attended the "Creative Fusion Creative Encounters with Film" course at Busan Metropolitan City. The collected data were analyzed by independent sample t-test using SPSS 23.0 program. The results of this study are as follows. First, flip learning based interdisciplinary fusion creativity enhancement program using movie was significant in the order of patience / attachment, humor, self - confidence, imagination, openness, independence, and curiosity in the creativity sub - domain of college students. Second, flip learning - based interdisciplinary convergence creativity enhancement programs using movies were found to have a significant effect in the order of convergence, care, communication, and creativity in the sub - areas of university students' literacy achievement. The findings of the study proved the educational effects of the interdisciplinary creativity promotion program that was based on movie-assisted flipped learning, and this study is expected to suggest some of the right directions for education-based interdisciplinary research and to give some suggestions on that.

The Development of a Theoretical Model of Integrated Medical Humanity Curriculum Using Science, Technology, Engineering, Arts, and Mathematics Model (융합인재교육 이론모형 틀에 기반을 둔 통합의료인문학 교육과정 이론모형의 제안)

  • Kim, Jin Hee;Lee, Young Hwan;Park, Won Kyun;Park, Young Soon;Park, Hae Jin;Chun, Kyung Hee
    • Korean Medical Education Review
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    • v.17 no.1
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    • pp.39-48
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    • 2015
  • The purpose of this study was to propose a theoretical model for an integrated medical humanities curriculum based on a STEAM (science, technology, engineering, arts, and mathematics) education framework and to provide a guideline for curriculum integration. Three dimensions of integrated curriculum development are competencies, core contents, and elements of integration. Competencies imply the purpose of the medical humanities of a medical school and the exit outcomes of the curriculum. Core contents imply the goals and objectives of the curriculum. We compared the goals and themes of the medical humanities with core attributes of professionalism. Four elements of integration were proposed: units (cases, problem activities, core contents, disciplines/subjects), types (multidisciplinary, interdisciplinary, transdisciplinary), contexts of integration (life cycle of patients, scope of society), and stages of student development (from student to doctor). It is expected that this theoretical model for an integrated medical humanities curriculum can be used as a guideline for curriculum development and an evaluation criterion for instructional designers and subject matter experts.

Development and Application of Middle School Students Maker Education Program using Arduino based on Design Thinking (아두이노를 활용한 디자인씽킹 기반의 중학생 메이커 교육 프로그램 개발 및 적용)

  • Kim, Sung-In;Kim, Jin-Soo;Kang, Seong-Joo;Kim, Tae-Young;Yoon, Ji-Hyun
    • 대한공업교육학회지
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    • v.44 no.1
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    • pp.162-189
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    • 2019
  • The purpose of this study is to develop and apply a Design Thinking-based Maker education program utilizing Arduino for middle school students. The study progress was made in four stages of preparation, development, implementation and evaluation according to the PDIE model. In this study, experts were verified for validity and pre-applied to students to improve the maker education program developed based on literature review. Then, it was applied to middle school club classes to check the effects through analysis of quantitative and qualitative data. In addition, the development of the program was completed by supplementing the improvements found in the course. The results of this study are as follows. First, the topics of the maker education program that can be used in middle schools were selected in consideration of the analysis of the 2015 revised curriculum, methods to using the Arduino, and social interest. Second, the program developed based on the selected topic consists of 4 classes of maker basic learning and 16 classes of design thinking-based maker activities. Third, the developed maker education program had a significant effect in improving STEAM literacy of middle school students, but did not have any significant effect in the interest in technology and orientation towards an engineering career. Fourth, learners were interested in the activities of designing and freely making by themselves, and they positively evaluated the experience of realizing the physical computing with Arduino. In addition, they practiced the spirit of a maker, such as autonomously collecting data and sharing them with colleagues, etc. while acting as a maker.

Career Development of Upper Elementary Students through STEAMS-Based Gardening Programs

  • Jang, Jeungeun;Hong, Jong Won;Kim, Jongyun
    • Journal of People, Plants, and Environment
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    • v.23 no.2
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    • pp.221-231
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    • 2020
  • Since elementary school is a time in which basic concepts like attitudes and mindsets about careers are formed, career education is very important to elementary school students. This study was conducted to investigate the effects of a gardening program applying the academic disciplines of Science, Technology, Engineering, Arts, Mathematics, and Society (STEAMS) on developing career education for elementary school students. In order to determine the effectiveness of the program on career development of elementary school students, this study was conducted with 28 upper elementary students in the experimental group who participated in the gardening program, and 30 upper elementary students in the control group who did not. The program was comprised of total 8 sessions, one session per week, with various garden activities. The career development scores of the two groups before and after the program were comparatively analyzed. Before the program, the experimental group had significantly lower scores for career development than the control group. After 8 weeks of the program, the control group did not show any changes in career development, while the experimental group that participated in the program showed a significant increase in career development, resulting in no difference in career development between the two groups after the program. Therefore, the program has positive effects on improving career development of upper elementary students who previously had insufficient career development. Overall, the program had positive effects on career development of upper elementary students, and further research is needed to systematically promote the STEAMS-based gardening program to promote interest and understanding of students by associating plant-based gardening activities with various subjects such as science, art, and social studies.

A Takagi-Sugeno fuzzy power-distribution method for a prototypical advanced reactor considering pump degradation

  • Yuan, Yue;Coble, Jamie
    • Nuclear Engineering and Technology
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    • v.49 no.5
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    • pp.905-913
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    • 2017
  • Advanced reactor designs often feature longer operating cycles between refueling and new concepts of operation beyond traditional baseload electricity production. Owing to this increased complexity, traditional proportional-integral control may not be sufficient across all potential operating regimes. The prototypical advanced reactor (PAR) design features two independent reactor modules, each connected to a single dedicated steam generator that feeds a common balance of plant for electricity generation and process heat applications. In the current research, the PAR is expected to operate in a load-following manner to produce electricity to meet grid demand over a 24-hour period. Over the operational lifetime of the PAR system, primary and intermediate sodium pumps are expected to degrade in performance. The independent operation of the two reactor modules in the PAR may allow the system to continue operating under degraded pump performance by shifting the power production between reactor modules in order to meet overall load demands. This paper proposes a Takagi-Sugeno (T-S) fuzzy logic-based power distribution system. Two T-S fuzzy power distribution controllers have been designed and tested. Simulation shows that the devised T-S fuzzy controllers provide improved performance over traditional controls during daily load-following operation under different levels of pump degradation.

A Semi-Automated Labeling-Based Data Collection Platform for Golf Swing Analysis

  • Hyojun Lee;Soyeong Park;Yebon Kim;Daehoon Son;Yohan Ko;Yun-hwan Lee;Yeong-hun Kwon;Jong-bae Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.8
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    • pp.11-21
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    • 2024
  • This study explores the use of virtual reality (VR) technology to identify and label key segments of the golf swing. To address the limitations of existing VR devices, we developed a platform to collect kinematic data from various VR devices using the OpenVR SDK (Software Development Kit) and SteamVR, and developed a semi-automated labeling technique to identify and label temporal changes in kinematic behavior through LSTM (Long Short-Term Memory)-based time series data analysis. The experiment consisted of 80 participants, 20 from each of the following age groups: teenage, young-adult, middle-aged, and elderly, collecting data from five swings each to build a total of 400 kinematic datasets. The proposed technique achieved consistently high accuracy (≥0.94) and F1 Score (≥0.95) across all age groups for the seven main phases of the golf swing. This work aims to lay the groundwork for segmenting exercise data and precisely assessing athletic performance on a segment-by-segment basis, thereby providing personalized feedback to individual users during future education and training.

The Study on the Microbiological Limitation Standards Setting of Handmade Rice-cake by Steam Processing (수작업떡류의 증자공정에 의한 미생물학적 한계기준 설정에 관한 연구)

  • Lee, Ung-Soo;Kwon, Sang-Chul
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.7
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    • pp.4310-4317
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    • 2014
  • The HACCP (Hazard Analysis Critical Control Point) system was applied to Handmade Rice Cakes. The main ingredients of rice cakes, work facilities and workers were provided from the KB company located in Seogye-dong Yongsan-gu, Seoul between September 12, 2012 and February 13, 2013. The manufacturing process chart was prepared by referring to the manufacturing process of rice cake manufacturers in general. Microbiological hazard analysis of the raw materials and after the steaming process of rice-cakes showed a safe result. On the other hand, the microorganism test on the manufacturing environment and workers suggested that the microbiological hazard can be reduced through systematic cleaning and disinfection, accompanied by improved personal hygiene based on hygienic education for workers on the management of microorganisms in the working area.

Seeking for a Curriculum of Dance Department in the University in the Age of the 4th Industrial Revolution (4차 산업혁명시대 대학무용학과 커리큘럼의 방향모색)

  • Baek, Hyun-Soon;Yoo, Ji-Young
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.193-202
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    • 2019
  • This study focuses on what changes are required as to a curriculum of dance department in the university in the age of the 4th industrial revolution. By comparing and analyzing the curricula of dance department in the five universities in Seoul, five academic subjects as to curricula of dance department, which covers what to learn for dance education in the age of the 4th industrial revolution, are presented. First, dance integrative education, the integration of creativity and science education, can be referred to as a subject that stimulates ideas and creativity and raises artistic sensitivity based on STEAM. Second, the curriculum characterized by prediction of the future prospect through Big Data can be utilized well in dealing with dance performance, career path of dance-majoring people, and job creation by analyzing public opinion, evaluation, and feelings. Third, video education. Seeing the images as modern major media tends to occupy most of the expressive area of art, dance by dint of video enables existing dance work to be created as new form of art, expanding dance boundaries in academic and performing art viewpoint. Fourth, VR and AR are essential techniques in the era of smart media. Whether upcoming dance studies are in the form of performance or education or industry, for VR and AR to be digitally applied into every relevant field, keeping with the time, learning about VR and AR is indispensable. Last, the 4th industrial revolution and the curriculum of dance art are needed to foresee the changes in the 4th industrial revolution and to educate changes, development and seeking in dance curriculum.

Students' Perception of Scratch Program using High School Science Class (스크래치를 활용한 고등학교 과학 수업에 대한 학생 인식)

  • Noh, Hee Jin;Paik, Seoung Hye
    • Journal of The Korean Association For Science Education
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    • v.35 no.1
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    • pp.53-64
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    • 2015
  • This research was performed of high school science classes. These science classes progressed by using Scratch, and surveyed students' perception after finishing each class. This research was conducted of male students who want to choose department of natural science in the next grade. Those classes are consisted of four classes. This study produced a journal, and contained expressions of their thinking and feeling based on experiences during attending classes and projects. Consequently, that journal was analyzed in view of understanding and perception of Scratch using science classes, and it was also included of utilizing Scratch program. Research shows following three conclusions. First, students preferred Scratch using class to general one. They attend more active with high interest, and they felt senses of accomplishment while they make output by themselves. Second, their studies passed through three stages. These are problem perception, problem solving, and producing. Problem solving stage is especially complicated and difficult stage to students. This stage is consisted of Scratch side and Science side. Scratch side has Design and applying process, and Science side has data gathering and analyzing. Students' comprehension of scientific knowledge is increased and is preserved long time through this stage. Last, students had a hard time using Scratch. Because, it is the first time to them to use that program. Therefore, we deemed that they needed to start this kind of experience at lower grade than they are now, such as middle school stage. It is expected that this type of classes are getting more expanded and more populated as a part of students' core ability.