• Title/Summary/Keyword: curriculums in science and engineering education

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A Case Study Evaluating Math-Oriented Convergent Curriculums in Schools for the Gifted (영재학교의 수학 중심 융합 교육과정 평가 사례 연구)

  • Cheong, Minseok;Ko, Ho Kyoung
    • East Asian mathematical journal
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    • v.34 no.4
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    • pp.511-536
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    • 2018
  • There is currently a growing need to nurture creative and convergent talent in the face of the fourth Industrial Revolution. Developing such talent requires interdisciplinary convergent education across the science, engineering, humanities, social studies, and arts disciplines. Such interdisciplinary convergence could cultivate humanities and social knowledge and qualities along with scientific expertise. In Korea, there are currently six science schools for the gifted that aim to discover and nurture science, technology, engineering, and mathematics (STEM) researchers from an early stage, and two science and art schools for the gifted that aim to cultivate new talent combining students' scientific and artistic qualities. These schools establish and follow curriculums that are suited to achieving the education objectives guaranteed by the Gifted Education Promotion Act and its Enforcement Decrees. This study compares the curriculums and curriculum tables of the science schools for the gifted to those of the science and art schools for the gifted to evaluate their methods of operation and performance. Additionally, it determines which curriculums provide an opportunity for students to nurture convergent thinking, and discusses how suitable curriculums could be implemented to develop convergent thinking.

Study on Courses Integration of Industrial Technology Departments (산업기술계열 융합형 학과 운영 체제의 구축에 대한 연구)

  • La, Seung-Houn;Seo, Ji-Han;Park, Byoung-Tae;Lee, Myong-Woo
    • Journal of the Korea Safety Management & Science
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    • v.13 no.4
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    • pp.253-261
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    • 2011
  • The purpose of this paper is to construct the interfaced and interdisciplinary curriculum among departments of the industrial technology for enhancing an engineer's creative problem-solving ability and reflecting the industrial demands. This ability is one of the important objectives in modern engineering education. To achieve this purpose the research is performed as followings : (1) the curriculums of the departments of the industrial technology are surveyed and reviewed, and then (2) the relationship with the curriculums of the three departments of the industrial technology are analysed. (3) With this results the interfaced and interdisciplinary curriculums are constructed. (4) The integrated engineering education curriculum to enhance effectively the engineer's creative problem-solving ability and reflect the industrial demands is suggested.

A Study on Curriculum and an Academic Classification Standard of Electronic Commerce Research (전자상거래학의 학문적 분류기준과 교과과정에 관한 연구)

  • 서순모;이종호
    • The Journal of Society for e-Business Studies
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    • v.8 no.3
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    • pp.143-164
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    • 2003
  • Because of the wide scale in EC area, the use of Electronic Commerce spreads out quickly. This paper proposes the curriculum applied to the department of EC in University reflecting the recent social trend. EC has some relations with the several areas like Computer Science & Engineering, Management and Industrial Engineering etc. after analyzing the domestic curriculums, we propose the propriate curriculums and academic classification standard. Also according to the standard, We want to propose the separate curriculums to three important majors and describe the introduction to each major.

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Analysis of Elementary and Secondary School Teachers' Recognition about Engineering Education in Elementary and Secondary School (초.중등학교 교사의 초.중등 공학교육에 대한 인식 분석)

  • Kim, Young Min;Huh, Hye Yeon;Lee, Chang Hoon;Kim, Ki Soo
    • Journal of Engineering Education Research
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    • v.16 no.5
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    • pp.9-17
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    • 2013
  • The purpose of this study is to analyze elementary and secondary school teachers' recognition about engineering education in elementary and secondary school. For this, we surveyed elementary and secondary school teachers. The result of this study is as follow. First, most teachers perceived that engineering positively affect national competitiveness and development. They also found that engineering education helps student to select natural science and engineering field career. Moreover, they perceived that engineering contents are not applied in elementary and secondary schools curriculums, hence it does not stimulate interest in engineering. Therefore, they perceived that if engineering education contents are systematically applied in formal curriculum, it will have a positive effect on current engineering education. Second, most teachers perceived that roles of engineering education are to make students learn creative design and problem solving process and inform about the engineering field career. They perceived that the best grade to start engineering education is 4~6 grade in elementary school and the best way to apply engineering education is through distributing engineering education contents to related subjects. They also perceived that technology subject has the most relation to engineering education and science subjects; mathematics subject follow after.

Analysis and Improvement on the College Convergence Education with Game Departments (국내대학 게임학과의 융합교육 현황과 개선방안)

  • Park, Jin-Won;Baek, Hyun-Deok
    • Journal of Engineering Education Research
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    • v.17 no.2
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    • pp.68-74
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    • 2014
  • Game industry demands for talented workers from game scenario writing, graphic design and computer game programming areas, which are the three heterogeneous parts of computer game making. This paper deals with the analysis on the college convergence education, surveying the curriculums of game departments in Korean universities and with how to proceed for game programmers to the direction of convergence education for computer game making. Most of the game departments are focusing on game programming area, whereas only 2 departments among 14 surveyed are teaching the game graphic design topics. Observing the curriculum changes for sampled game departments reveals that around 30% of the majoring classes are directly game related. Game programmers are to be advised to fulfill their programming skill first and later expand their ability to game graphic design skill.

A Study on the relation between Mathematical Scholastic Ability and Scholastic Aptitude Test (수학 기초학력과 대학수학능력시험 수리영역 성적의 관계 연구)

  • Lee, Jung-Rye;Lee, Gyeoung-Hee
    • Communications of Mathematical Education
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    • v.25 no.4
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    • pp.629-639
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    • 2011
  • Currently science and technology are changing so fast and college mathematics becomes more and more important. But the downturn of freshmen's scholastic performance has been intensified and this phenomenon leads to serious problems in managing college curriculums. During the recent years at a middle level engineering college, many freshmen had a lot of difficulties in their mathematics courses. In consequence, many of them had hard time to survive at their major curriculums. In this point of view, we analyse the situation of mathematical scholastic ability among engineering majored freshmen through the research on the actual state of mathematical background, mathematical scholastic ability test, college mathematics scores, and scholastic aptitude test scores. We study the relation between the mathematics score of scholastic aptitude test for the college entrance and mathematical scholastic ability of freshmen of a middle level engineering college. From this study we conclude that the essential reasons for the above situations are the curriculum of middle school mathematics and the system of scholastic aptitude test and the entrance examination of university. In order for improving mathematical accomplishment. we give suggestions such as a learning ability improvement program in mathematics.

A study on plans for the improvement of educational courses in the colleges of environment-related science and engineering (환경분야 이공계 대학의 교육과정 개선 방안 연구)

  • Park Jong-Sung;Lee Mu-Choon
    • Journal of Engineering Education Research
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    • v.6 no.1
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    • pp.42-55
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    • 2003
  • The goal of this study lies in analyzing the realities of the educational courses in the colleges of environment-related science and engineering and proposing plans for their improvement. In this regard, curriculums of each college were analyzed and the subsequent problems and implications were drawn out. In addition, it is suggested that the courses be directed toward job site-centered reform through conducting job analysis with experts in the environmental industry, serving new courses demanded by industries in practice and providing training programs for industries.

A Study on the Actual Education Condition and Improvement Program of Fire Investigator (화재조사자의 교육실태 및 개선방안에 관한 연구)

  • Choi, D.M.;Park, C.W.;In, S.J.;Lee, C.W.
    • Fire Science and Engineering
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    • v.21 no.4
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    • pp.72-80
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    • 2007
  • In order to breed fire investigators, can scientifically find out the truth of fire causes, the development of special and systematic education programs and the repetitive retraining are the most important factor. In this study, the working problems of curriculum for fire investigation course were analyzed through the survey. The curriculum and management status of domestic and foreign professional fire investigation education authority were compared and analyzed. And we suggested that the possible solutions to the problem, which can affect on the education effects, curriculums, training methods, selective methods, and effective applying method.

Redesigning of STEAM Learning/Teaching Program for Robot (로봇 STEAM 교수학습 프로그램 제안)

  • Park, HyunJu;Baek, Yoon Su
    • Journal of Engineering Education Research
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    • v.18 no.6
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    • pp.3-10
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    • 2015
  • The purpose of this study was to analyze STEAM learning/teaching program that relates robots and to develop and redesign STEAM teaching/learning program with a robot for elementary and secondary schools. 'Learning with a robot' is considered as one of the best candidates for STEAM education. This article mainly concerns a robot that can be helpful to improve students' interests in learning science and mathematics in schools. As the results of the STEAM learning/teaching program analyzing, the program for elementary schools contained more contents of liberal arts and fine arts, and the program for secondary schools contained more contents of science, technology, and math. In the middle school program, context for learning, class activities of creative design and emotional touch, evaluation, and job and career information were evenly implemented. In the elementary and high school program, there were few information about robotics career. We extracted all robot utilizable subjects and units from school curriculums, and redesigned contents which can be applicable to regular classes for schools. As the result of this study, we conclude that 'learning with a robot' can encourage students' interests in STEM area.

Development of Robot Contents for STEAM education (STEAM 교육을 위한 로봇 콘텐츠 개발)

  • Nam, Yun Jeong;Kim, Hee Sun
    • Journal of Korea Society of Industrial Information Systems
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    • v.20 no.1
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    • pp.9-18
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    • 2015
  • Educational learning methods that take advantage of a robot provide opportunities for students to develop high dimensional thinking, a creative expression and discovery learning opportunity. It is also perceived as a suitable tool for STEAM systems which can be used in a variety of school curriculums. Therefore we designed and developed STEAM educational contents using robots in this study. This study analyze elementary text books and design the convergence contents from various subjects such as math, science, engineering and art through a robot. This study has developed educational materials by making a robot based on the designed contents. They have been applied to after school materials and then evaluated for comprehension, interest and participation. The results of this study have shown very encouraging evaluations from participating students. Accordingly, this study has shown that STEAM contents that take advantage of a robot have improved student participation, interests, and comprehension in the curriculums. Additionally, integrating STEAM educational content has proved more effective in contrast to being separated.