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Performance Evaluation of Premier Global Construction Engineer Training Program (글로벌 건설 엔지니어링 고급인력 양성사업의 성과평가)

  • Park, Hyeon;Park, Inseok
    • Korean Journal of Construction Engineering and Management
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    • v.19 no.3
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    • pp.97-104
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    • 2018
  • This paper aims to evaluate the performance of S University's Premier Global Construction Engineer Training Program. The net impact of the program is evaluated through a quasi-experiment design approach. The competency level of an individual participant is compared with that of a non-participating expert with similar professional background. The results show that the training program contributed to a significant improvement in the professional competencies of the participating students. The competency level was regressed on the subjects of curriculum. The achievements are attributable to a group of subjects focused on the skills for project development such as PPP, feasibility study, and project financing. Another group of subjects found to have significantly contributed to the improved competencies can be categorized as subjects focused on nurturing global perspectives. The paper shows it is possible to quantify the contribution of the program and the results provide a set of information that can be useful in designing and operating similar programs.

Identifying Key Competencies Required for STEM Occupations (과학, 기술, 공학, 수학(STEM) 직종에 요구되는 핵심 역량 분석)

  • Jang, Hyewon
    • Journal of The Korean Association For Science Education
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    • v.38 no.6
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    • pp.781-792
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    • 2018
  • In modern society, as technology develops and industry diversifies, students can choose from a variety of career paths. Since science, technology, engineering, and mathematics require a longer education and experience than other fields, it is important to design science education policies based on the competencies required for science, technology, engineering, and mathematics (STEM) occupations. This study explores the definition of science and technology manpower and STEM occupations and identifies core competencies of STEM occupations using standard job information operated and maintained by the US Department of Labor ($O^*NET$). We specially analyzed ratings of the importance of skills (35 ratings), knowledge (33 ratings), and work activities (41 ratings) conducting descriptive analysis and principal component analysis (PCA). As a result, core competencies of STEM occupations consist of STEM problem-solving competency, Management competency, Technical competency, Social service competency, Teaching competency, Design competency, Bio-chemistry competency, and Public service competency, which accounts for 70% of the total variance. This study can be a reference for setting the curriculum and educational goals in secondary and college education by showing the diversity of science and technology occupations and the competencies required for STEM occupations.

Robot education content of infant for creative problem solving in tablet pc (태블릿PC에서 창의적 문제해결력 신장을 위한 유아로봇교육콘텐츠 연구)

  • Park, Young-Suk;Park, Dea-Woo;Shin, Jae-Han
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.446-450
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    • 2012
  • Will lead the future of life in society, children needs robot education for adaptation to the futhure high-tech robot age. For children to learn about robots needs an active interest, the necessity of learning, creative learning using information technology in information-based society In ministry of education, science and technology education in the necessity of a infant's smart robot education to promote education and training child care for infants national scientific and mathematical problem - solving skills and creative problem solving to increase rearing children in desperate need of robots is the development of educational content. Baby robot training content design and creativity of the teaching model effective problem solving and creativity measuring plan review, implementation strategies and creative problem solving is a comparison. The goal of this paper enjoys science and technology with curriculum-based children's fusion science and technology human resources is to lay the groundwork for.

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Cloudboard: A Cloud-Based Knowledge Sharing and Control System (클라우드보드: 클라우드 기반 지식 공유 및 제어 시스템)

  • Lee, Jaeho;Choi, Byung-Gi;Bae, Jae-Hyeong
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.3
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    • pp.135-142
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    • 2015
  • As the importance of software to society has grown, more and more schools worldwide teach coding basics in the classroom. Despite the rapid spread of coding instruction in grade schools, experience in the classroom is certainly limited because there is a gap between the curriculum and the existing computing environment such as the mobile and cloud computing. We propose an approach to fill this gap by using a mobile environment and the robot on the cloud-based platform for effective teaching. In this paper, we propose an architecture called Cloudboard that enables knowledge sharing and collaboration among knowledge providers in the cloud-based robot platforms. We also describe five representative architectural patterns that are referenced and analyzed to design the Cloudboard architecture. Our early experimental results show that the Cloudboard can be effective in the development of collective robotic systems.

Elementary Mathematics Education Research Trends in Japan - Focused on the last 10 years - (일본의 초등수학교육 연구 동향 - 최근 10년간을 중심으로 -)

  • Jin, Yeong Su;Kang, Hong Jae
    • Journal of Elementary Mathematics Education in Korea
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    • v.18 no.2
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    • pp.341-355
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    • 2014
  • The purpose of this study was to analyze the research trends of elementary mathematics education in Japan. For this purpose, 192 papers published by Japan Society of Mathematics Education for the last 10 years(2004-2013) were analyzed according to there criteria. First, as for research topics, the frequent topics in order were instructional design and methods (36.7%), analysis of curriculum and textbook, general studies, learners' perspectives and abilities, evaluation, teacher education, education engineering and parish. Second, the contents were researched by the order of number and operations (47.4%), geometry, regularity, measurement and probability and statistics. Finally, research subjects of this study were researched by the order of students(39.3%), teachers. Papers dealing with lower graders as well as pre-service teachers were rare. And article dealing with low-achievers and gifted students were not founded. On the basis of this result, we hope it will provide the follow-up and the idea of the elementary mathematics education in Korea and also help various and balanced development.

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Development of Physical Computing Curriculum in Elementary Schools for Computational Thinking (컴퓨팅 사고력 향상을 위한 초등 피지컬 컴퓨팅 교육과정 개발)

  • Kim, Jaehwi;Kim, Dongho
    • Journal of The Korean Association of Information Education
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    • v.20 no.1
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    • pp.69-82
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    • 2016
  • Block-based educational programming language(EPL) is commonly used due to its availability at low or no cost. It is also preferred tool of computing education due to its intuitive design, ease-of-use and its effectiveness in increasing algorithmic thinking abilities especially in elementary students. Physical computing is also necessary because it brings students closer to real-world problem solving by connecting the real world with the computing environment. However, due to high-cost and required knowledge in electrical engineering, many schools find the education difficult to access. The study shows significant increase in computational thinking abilities in both groups treated with EPL and additional physical computing education.

The Development and Application of Elementary Science Convergence Program using Anamorphic Optical Illusion Art (아나모픽 착시예술을 활용한 초등 과학 융합 프로그램 개발 및 적용)

  • Ahn, Jaehong;Kwon, Nanjoo
    • Journal of Korean Elementary Science Education
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    • v.34 no.2
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    • pp.224-237
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    • 2015
  • In this study, in regard to the change of the paradigm to STEAM (Science, Technology, Engineering, Arts, and Mathematics), we have looked into the ways to apply scientific inquiry through the arts, discussed the educational implications for the ways to step forth with the science and the arts in educational field. In the development of the strategies related to the optical illusion arts, to make sure that the design-oriented science education to reach its goal to make effective teaching, students need to be understood in the method of the artistic designs. Totally it had two rounds for inspection about operation of the convergence with curriculum. As a result, students changed attitude to concentrate in class naturally while doing their art work, participating in person rather than simply looking. It is caused by the scientific approach to strategy of illusion arts. In addition, we could see that students change into a proactive manner as well as teachers comments that they are communicate and make a complete the work with others. A lot of researches give that science can provide the ideas as a method to arts, arts can provide creative ideas to science, but it is still lacking that research can be applied to education specifically on how to. An efforts in the number of collaborative research will continue to introduce, as this study STEAM of science and arts in the field of education be shifted paradigm.

A Study on Usage and Demand of the Business Simulation Game, and Design of the Course Model (경영시뮬레이션게임의 활용실태와 교과모형)

  • Lee, Jae-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.1
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    • pp.73-86
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    • 2012
  • This study has the purpose to increase the suitability for the introduction and operation of the curriculum utilizing business simulation games from university education. So we investigated about the usage in management education department of domestic and foreign universities, institutions target for enterprise level education, and giant companies such as Samsung and LG. We surveyed about the demand of it from college students at the management and engineering departments and then designed two basic course models. As research methods, literature research, on-site experts and operators interview on domestic enterprises and institutions of representative companies was conducted. We analysed the course syllabi of some domestic and about 50 foreign universities utilizing it with the literature review. Then we analysed the result of usage investigation and demand survey. According to the results, the relatively small number of universities and corporate institutions compared to U.S. were utilizing it for their training courses in short-term and partial Lab. Results are expected to be used in the training courses of business administration in universities and corporate.

A Design and Effect of STEAM PBL based on the History of Mathematics (수학사를 활용한 융합적 프로젝트기반학습(STEAM PBL)의 설계 및 효과 분석)

  • Lee, Minhee;Rim, Haemee
    • School Mathematics
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    • v.15 no.1
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    • pp.159-177
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    • 2013
  • This study is a case study of STEAM education. We have developed teaching and learning materials, suggested teaching method, and analysed the result for exploring the potential and effect of STEAM. The content of this study is based on the history of mathematics. Science (S) is related to the 24 divisions of the year, the height of the sun, the movement of heavenly bodies. Technology (T) is related to the exploration with graphic calculators. Engineering (E) is related to design sundial and research on the design principles. Art (A) is related to literature review about mathematical history, the understanding of the value of the mathematics. Mathematics (M) is related to the trigonometric functions. We have considered that Project-Based Learning is proper teaching and learning for STEAM education, we have designed the STEAM PBL and analysed the results focused on the developing integrative knowledge, mathematical attitude including mathematical value, the competencies of 21 century. The result of this study is as follows. We find that STEAM education activates students' collaboration, communication skills and improves representation and critical thinking skills. Also STEAM education makes positive changes of students' mathematical attitudes including the values of the mathematics.

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Rapid Education and Training Methodology for North Korean Construction Workers through a Survey (설문조사를 통한 북한 건설노동자의 급속 양성 교육·훈련 방안)

  • Jung, In-Su;Lee, Giu;Kim, Keum-Ji;Park, Hyeong-Geun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.407-416
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    • 2020
  • North Korea's demand for infrastructure construction and maintenance is growing rapidly. On the other hand, the number of skilled workers is insufficient. Therefore, through a survey of North Korean defectors, this study analyzed the status of construction technology and the difficulties of construction workers. In addition, an attempt was made to derive an appropriate education and training program process and operation plan. As a result of the survey, the reason for the low technical level of construction workers was the lack of skills, lack of motivation to work, and the lack of training and management systems. The appropriate education and training period was 56% of the total response within one year and 36% within six months. Based on the results of this survey, the period of education and training for the rapid training of construction technical personnel in North Korea was adopted as one year. Moreover, compared to the NCS standard in South Korea, appropriate training hours were suggested, excluding training courses, such as planning and design, construction management that require specialized knowledge. Finally, the curriculum corresponding to the education and training courses and the standards for facility names and required areas for facility operation were suggested.