• Title/Summary/Keyword: team project classes

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A STUDY ON THE CONSTRUCTION OF BIM DATA INTEROPERABILITY FOR ENERGY PERFORMANCE ASSESSMENT BASED ON BIM

  • Jungsik Choi;Hyunjae Yoo;Inhan Kim
    • International conference on construction engineering and project management
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    • 2013.01a
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    • pp.267-273
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    • 2013
  • Early design phase energy modeling is used to provide the design team with first order of magnitude feedback about the impact of various building configurations. For better energy-conscious and sustainable building design and operation, the construction of BIM data interoperability for energy performance assessment in the early design phase is important. The purpose of this study is to suggest construction of BIM data interoperability for energy performance assessment based on BIM. To archive this purpose, the authors have investigated advantage of BIM-based energy performance assessment through comparison with traditional energy performance assessment and suggested requirement for construction of open BIM environment such as BIM data creation, BIM data software practical use, BIM data application and verification. In addition, the authors have suggested BIM data interoperability and BIM energy property mapping method focused on materials.

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Retail Product Development and Brand Management Collaboration between Industry and University Student Teams (산업여대학학생단대지간적령수산품개발화품패관리협작(产业与大学学生团队之间的零售产品开发和品牌管理协作))

  • Carroll, Katherine Emma
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.3
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    • pp.239-248
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    • 2010
  • This paper describes a collaborative project between academia and industry which focused on improving the marketing and product development strategies for two private label apparel brands of a large regional department store chain in the southeastern United States. The goal of the project was to revitalize product lines of the two brands by incorporating student ideas for new solutions, thereby giving the students practical experience with a real-life industry situation. There were a number of key players involved in the project. A privately-owned department store chain based in the southeastern United States which was seeking an academic partner had recognized a need to update two existing private label brands. They targeted middle-aged consumers looking for casual, moderately priced merchandise. The company was seeking to change direction with both packaging and presentation, and possibly product design. The branding and product development divisions of the company contacted professors in an academic department of a large southeastern state university. Two of the professors agreed that the task would be a good fit for their classes - one was a junior-level Intermediate Brand Management class; the other was a senior-level Fashion Product Development class. The professors felt that by working collaboratively on the project, students would be exposed to a real world scenario, within the security of an academic learning environment. Collaboration within an interdisciplinary team has the advantage of providing experiences and resources beyond the capabilities of a single student and adds "brainpower" to problem-solving processes (Lowman 2000). This goal of improving the capabilities of students directed the instructors in each class to form interdisciplinary teams between the Branding and Product Development classes. In addition, many universities are employing industry partnerships in research and teaching, where collaboration within temporal (semester) and physical (classroom/lab) constraints help to increase students' knowledge and experience of a real-world situation. At the University of Tennessee, the Center of Industrial Services and UT-Knoxville's College of Engineering worked with a company to develop design improvements in its U.S. operations. In this study, Because should be lower case b with a private label retail brand, Wickett, Gaskill and Damhorst's (1999) revised Retail Apparel Product Development Model was used by the product development and brand management teams. This framework was chosen because it addresses apparel product development from the concept to the retail stage. Two classes were involved in this project: a junior level Brand Management class and a senior level Fashion Product Development class. Seven teams were formed which included four students from Brand Management and two students from Product Development. The classes were taught the same semester, but not at the same time. At the beginning of the semester, each class was introduced to the industry partner and given the problem. Half the teams were assigned to the men's brand and half to the women's brand. The teams were responsible for devising approaches to the problem, formulating a timeline for their work, staying in touch with industry representatives and making sure that each member of the team contributed in a positive way. The objective for the teams was to plan, develop, and present a product line using merchandising processes (following the Wickett, Gaskill and Damhorst model) and develop new branding strategies for the proposed lines. The teams performed trend, color, fabrication and target market research; developed sketches for a line; edited the sketches and presented their line plans; wrote specifications; fitted prototypes on fit models, and developed final production samples for presentation to industry. The branding students developed a SWOT analysis, a Brand Measurement report, a mind-map for the brands and a fully integrated Marketing Report which was presented alongside the ideas for the new lines. In future if the opportunity arises to work in this collaborative way with an existing company who wishes to look both at branding and product development strategies, classes will be scheduled at the same time so that students have more time to meet and discuss timelines and assigned tasks. As it was, student groups had to meet outside of each class time and this proved to be a challenging though not uncommon part of teamwork (Pfaff and Huddleston, 2003). Although the logistics of this exercise were time-consuming to set up and administer, professors felt that the benefits to students were multiple. The most important benefit, according to student feedback from both classes, was the opportunity to work with industry professionals, follow their process, and see the results of their work evaluated by the people who made the decisions at the company level. Faculty members were grateful to have a "real-world" case to work with in the classroom to provide focus. Creative ideas and strategies were traded as plans were made, extending and strengthening the departmental links be tween the branding and product development areas. By working not only with students coming from a different knowledge base, but also having to keep in contact with the industry partner and follow the framework and timeline of industry practice, student teams were challenged to produce excellent and innovative work under new circumstances. Working on the product development and branding for "real-life" brands that are struggling gave students an opportunity to see how closely their coursework ties in with the real-world and how creativity, collaboration and flexibility are necessary components of both the design and business aspects of company operations. Industry personnel were impressed by (a) the level and depth of knowledge and execution in the student projects, and (b) the creativity of new ideas for the brands.

A Case Study of "Engineering Design" Education with Emphasize on Hands-on Experience (기계공학과에서 제시하는 Hands-on Experience 중심의 "엔지니어링 디자인" 교과목의 강의사례)

  • Kim, Hong-Chan;Kim, Ji-Hoon;Kim, Kwan-Ju;Kim, Jung-Soo
    • Journal of Engineering Education Research
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    • v.10 no.2
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    • pp.44-61
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    • 2007
  • The present investigation is concerned chiefly with new curriculum development at the Department of Mechanical System & Design Engineering at Hongik University with the aim of enhancing creativity, team working and communication capability which modern engineering education is emphasizing on. 'Mechanical System & Design Engineering' department equipped with new curriculum emphasizing engineering design is new name for mechanical engineering department in Hongik University. To meet radically changing environment and demands of industries toward engineering education, the department has shifted its focus from analog-based and machine-centered hard approach to digital-based and human-centered soft approach. Three new programs of Introduction to Mechanical System & Design Engineering, Creative Engineering Design and Product Design emphasize hands-on experiences through project-based team working. Sketch model and prototype making process is strongly emphasized and cardboard, poly styrene foam and foam core plate are provided as working material instead of traditional hard engineering material such as metals material because these three programs focus more on creative idea generation and dynamic communication among team members rather than the end results. With generative, visual and concrete experiences that can compensate existing engineering classes with traditional focus on analytic, mathematical and reasoning, hands-on experiences can play a significant role for engineering students to develop creative thinking and engineering sense needed to face ill-defined real-world design problems they are expected to encounter upon graduation.

Analysis of Changes in Sociality of Gifted Elementary Students Depending on LT Cooperative Learning (LT 협동학습에 따른 초등 정보영재의 사회성 변화 분석)

  • Kang, Oh-Han
    • The Journal of Korean Association of Computer Education
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    • v.21 no.1
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    • pp.23-30
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    • 2018
  • In this paper, the elementary students from the Information class of the Science Education Institute for the Gifted were divided into the experimental and control groups. The two groups took Scratch programming classes and the changes in their sociality were analyzed. The experimental group used the Scratch remix function, an educational programming language, to perform the LT cooperative learning. The control group took general instructor-led classes. The experimental group carried out a team project in which learners should cooperate with each other to produce certain results using the remix function. Twelve 3-hour lessons were taken by the experimental and control groups consisting of 30 and 30 students respectively to verify changes depending on remix-based cooperative learning. According to t-test using the survey results, the experimental group that performed cooperative learning using the Scratch remix function showed more improved sociality than the control group did. There was a statistically significant difference as well.

A Study on the Realities and Recognition of Integrated Science Essay in High School (고등학교 통합과학논술교육의 실태 및 인식에 관한 연구)

  • Park, Jong-Un;Kang, Beo-Deul
    • Journal of Fisheries and Marine Sciences Education
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    • v.25 no.1
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    • pp.198-210
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    • 2013
  • The purpose of this study investigates high school students' recognition and realities on the integrated science essay and is to suggest desirable direction of integrated science essay of how eduction. To this end, this paper was a questionnaire developed for use, it consists of the status, the writing skills and recognition of integrated science essay. Firstly, all grade students recognize the interest in integrated science essay class, but the need for third grade boys urgently was feeling. Second, STEAM class as a whole than average preference was. Third, integrated science essay was the most relevant, then was mathematics, languages, philosophy ethics, and social. Fourth, integrated science essay class with boys than girls in grade 1, science essay writing, reading science-related essay books, grammar, knowledge of the science and philosophy of science lessons, classes STEAM, read commentary essay reference all on the item, the higher affinity. Currently being implemented in integrated science essay test compared to the first, team teaching approach in schools project under one class teaches students how many teachers should be made. Second, it would require modifications of course content tailored to the preferences of female preference for science higher grade female students to disappear.

Proposal of Artificial Intelligence Convergence Curriculum for Upskilling of Financial Manpower : Focusing on Private Bankers and Robo-Advisors

  • KIM, JiWon;WOO, HoSung
    • Fourth Industrial Review
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    • v.2 no.1
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    • pp.19-32
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    • 2022
  • Purpose - As new technologies that have led the 4th industrial revolution spread after the COVID-19 pandemic, the business crisis of existing financial institutions and the threat of employee jobs are growing, especially in the financial sector. The purpose of this study is to propose a human-technology convergence curriculum for creating high value-added in financial institutions and upskilling financial manpower. Research design, data, and methodology - In this study, a curriculum was designed to strengthen job competency for Private Bankers, high-quality employees of a bank dealing with high-net-worth owners. The focus of the design is that learners acquire skills to use robo-advisors as a tool and supplement artificial intelligence ethics. Result - The curriculum is organized into a total of 16 classes, and the main contents are changes in the financial environment and financial consumers, the core technology of robo-advisors and AI ethics, and establishment and evaluation of hyper-personalized asset management strategies using robo-advisors. To achieve the educational goal, two evaluations are performed to derive individual tasks and team project results. Conclusion - Human-centered upskilling convergence education will contribute to improving employee value and expanding corporate high value-added business areas by utilizing new technologies as tools. It is expected that the development and application of convergence curriculum in various fields will continue to be advanced in the future.

Influence of Project-Based Learning in LIS on Self-Directed Learning and Problem Solving Ability (문헌정보학의 프로젝트기반 학습이 자기주도적 학습과 문제해결능력에 미치는 영향)

  • Lee, Myeong-Hee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.29 no.3
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    • pp.89-109
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    • 2018
  • This study investigates the influence of project-based learning method on the self-directed learning and problem-solving abilities of students taking the 'Media Center Management' course in Library Information Science (LIS). During this study, two tests measuring students' self-directed learning and problem-solving abilities were conducted, containing 48 items divided into 8 categories and 30 items divided into 5 steps of problem-solving processes, respectively. By utilizing the correspondence sample T-test during this study, statistically significant results were found in all categories of self-directed learning, excluding the 'self-understanding' category. In addition, significant differences were found in the 5 steps problem-solving processes as well. Subsequently, an in-depth interview was conducted, inquiring into the students' perspectives on the difficulty of attending classes, the content of lectures, the appropriateness of assignments, the validity of the evaluation method, the relationship with their team members, and the benefits acquired from completing the assignments. Finally, suggestions for future research were presented.

A Study on status of school health and analysis of factors affecting school nursing activities in the secondary school in Seoul (서울지역 국민학교(國民學校) 양호교사의 학교간호업무(學校看護業務) 수행정도(遂行程度)에 관(關)한 연구(硏究))

  • Kim, Eun Hee
    • Journal of the Korean Society of School Health
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    • v.1 no.2
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    • pp.50-65
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    • 1988
  • This study was conducted in order to grasp the condition of about the school nurse's service and to offer the basic materials of improving the school health service. The objects were comprised of 98 volunteered school nurses who take service in the elementary school. The material of this study was the questionaire suited to the purpose of this research which has been made through studying references and this questionaire has been corrected and revised three times. All the questionaire written by school-nurses. The results are as follows; 1. General features of the objects of study Average age was 35.9 and average career was 9.2 years. Except working as school-nurse, the past career was that average clinical-field was 3.4 years and health service was 4 months. Their educational level was as high as 72.4% of the objects were graduated from above 3 years college and 89.8% were married. 76.5% have religions and 94.8% were working at with national and public schools. 99.0% were doing only nursing service. 2. The conditions of the school health resources. The ratio of school-nurse to students was one to 2630. School-nurse to classes, one to 49.3, and school-nurse to teachers, one to 54. For total amount of a year budget of school health, from three hundred thousands to fifty nine hundred thousands won was most common. Expenses for purchasing medicine were used most. 58.2% of school-nurses hasn't known a year budget. There was an organization for school health in 74.2% of schools. 42.9% of nursing rooms were in the center of school and 88.8% were on first floor. Nursing room were used alone without being used by another purpose and the room size of 71.6% was below 10 pyong. 3. The conditions of school health service Average users of nursing room were 413 a month. The most of them had digestive trouble. Sending letters to home was 15.9 times a year. The most contents of letters was about health education. Object spent much time managing nursing room. 4. The degree of school health service When 2 points was given to "perform" and 1 point was to "not perform" the total average was 1.75, health education 1.89, environmental management 1.86, plan of project and evaluation 1.83, management of nursing room 1.82, health management 1.78, run of school health organization 1.32. 5. Correlation between the school health services and variables (1) The part of project plan and evaluation of school health service has relationship to existence or none-existence of school health organization (P<0.01), past health service career (P<0.05), number of classes (P<0.01), number of students (P<0.01), sending letters to home about health education (P<0.01) and number of users (P<0.05). (2) The part of nursing room management has relationship to ages (P<0.05) past clinical career (P<0.05), number of classes (P<0.05), number of students (P<0.05) and sending letters to home about health education (P<0.01). (3) The part of health education has relationship to existence or none-existence of school health organization (P<0.05), past clinical career (P<0.05), the ratio of health management to school nurse's all work (P<0.05) and the ratio of health education to school nurse's all work (P<0.01). (4) The part of environmental management to ages (P<0.01), career as a school-nurse (P<0.01), salary step(P<0.01), sending letters to home about health education (P<0.01), sending all letters to home (P<0.001), the ratio of health management to school nurse's all work (P<0.05), the ratio of health education to school nurse's all work (P<0.05) and area of school-nurse's room to be used. (5) The part of school health organization management to number of classes (P<0.05). (6) The part of health management to number of classes (P<0.05), sending letters to home about health education (P<0.001), sending all of letters to home (P<0.01) and the ratio of health management to school nurse's all work (P<0.05). (7) The part of school health service to ages (P<0.05), past clinical career (P<0.05), past health career (P<0.01), number of classes (P<0.05), number of student (P<0.05), sending letters to home about health education (P<0.05), sending all letters to home (P<0.05), the ratio of health management to school nurse's all work (P<0.05), the ratio of health education to school nurse's all work (P<0.01) and area of school - nurse's room to be used (P<0.05). ## Suggestion for further studies are as follows. 1. School-nurse should exert herself to advance a quality to take care of school population's health. 2. It is necessary that systematic support required to keep school population's health. 3. Home, school and community should make efforts cooperatively and the proper roles of students, teachers, health team members and parents must be achieved.

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Case studies and effects of flipped learning applied to western costume history (플립 러닝을 활용한 서양복식사 수업 사례 및 효과 - 고대 메소포타미아 복식을 중심으로 -)

  • Shin, Hye Won;Kim, Hee Ra
    • Journal of Korean Home Economics Education Association
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    • v.30 no.2
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    • pp.137-147
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    • 2018
  • The purpose of this study was to develop and examine the effects of flipped learning in ancient Mesopotamian costume history. The flipped learning class was designed to three steps(pre-class, in-class, after-class). Pre-class: Students learned the socio-cultural background of Mesopotamia by watching videos online and Mesopotamian costume with PPT. In-class: Students were evaluated for their prior learning through the quiz. After the quiz, the instructor had a supplementary mini-lecture. Then the advanced learning was progressed with the team project(Mesopotamian costume analysis) by online Louvre Museum. Students made a team presentation and the instructor provided feedback. After-class: The effectiveness of flipped learning was measured based on the students' self-reflective journals and class awareness surveys. As the results, students actively participated in flipped learning and the class was rated appropriate. Students were satisfied with the overall quality of the flipped learning class. The Effect of Flip Learning Classes in reflective journals were shown as 'related flipped learning style,' 'related online Louvre museum project,' 'understanding of cooperative learning,' and 'contents of the class'. In conclusion, the flipped learning applied to Mesopotamian costume history was positive as a learner-centered education.

Learning Effect Analysis for Flipped Learning based Computer Use Instruction (플립드 러닝 기반 컴퓨터 활용 수업의 학습 효과 분석)

  • Heo, Seo Jeong;Son, Dong Cheul;Kim, Chang Suk
    • Journal of the Korea Convergence Society
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    • v.8 no.1
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    • pp.155-162
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    • 2017
  • This paper suggests efficient learning improvement method of computer use instruction based on flipped learning. Traditional computer use classes were difficult to practice and collaborative with sufficient lectures. However, we used KOCW (Korea Open Courseware) as a footsteps in the class using the flipped learning method and learned in advance before entering the classroom. In the classroom, we conducted collaborative hands on class based on mutual discussion. After the instruction, we measured learning motivation and satisfaction by gender, grade, and major using the motivation test tool. The results showed that degree of attention awareness, perception of class relevance and perception of learning satisfaction were analyzed as 'very satisfied' and 'satisfied' more than 90%.