• Title/Summary/Keyword: work-based learning

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Development of a New Design Course to Apply Problem Based Learning in Mechanical Engineering: Product Dissection and Design Reasoning (기계공학에서의 PBL적용 교과과정 개발: 제품해체 설계추론)

  • Hwang Sung-Ho;Kwon Oh-Chae;Kim Yong-Se
    • Journal of Engineering Education Research
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    • v.8 no.1
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    • pp.20-30
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    • 2005
  • Recently, a new education paradigm 'Self-directed Learning' has attracted considerable attention. Problem-Based Learning (PBL) has been recognized as methodology to help students expand scientific thinking and knowledge. improve applicability, develope critical knowledge, and creatively solve problems. There have been significant efforts to develope PBL-based courses in mechanical engineering. A new PBL-based, multi-disciplinary course 'Product Dissection and Design Reasoning' has been developed in this paper. The course examines the way in which products and machines work and is intended to show freshman or sophomore level students how fundamental physical principles relate to engineering practice through hands-on dissection experience : thus, the course emphasizes the importance of knowledge of the fundamental physics for design reasoning. The primary role of this course is to develop creative design manpower. This paper describes the philosophy and content of this course and presents results from one year of development.

Quadcopter Hovering Control Using Deep Learning (딥러닝을 이용한 쿼드콥터의 호버링 제어)

  • Choi, Sung-Yug
    • Journal of the Korean Society of Industry Convergence
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    • v.23 no.2_2
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    • pp.263-270
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    • 2020
  • In this paper, In this paper, we describe the UAV system using image processing for autonomous quadcopters, where they can apply logistics, rescue work etc. we propose high-speed hovering height and posture control method based on state feedback control with CNN from camera because we can get image of the information only every 30ms. Finally, we show the advantages of proposed method by simulations and experiments.

A CMAC-based pressure tracking controller design for hydroforming process (CMAC를 이용한 하이드로 포밍 공정의 압력제어기 설계)

  • 이우호;박희재;조형석;현봉섭
    • 제어로봇시스템학회:학술대회논문집
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    • 1989.10a
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    • pp.302-307
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    • 1989
  • A pressure tracking control of hydroforming process is considered in this paper. To account for nonlinearities and uncertainties of the process, an iterative learning control scheme is proposed using Cerebellar Model Arithmatic Computer (CMAC). The experimental result shows that the proposed learning control is superior to any fixed gain controller in the sense that it enables the system to do the same work more effectively as the number of operation increases.

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A Preliminary Study for Developing an Authoring Tool for Field-Experience Learning using Mobile Device (모바일 현장체험학습 저작도구 개발을 위한 기초연구)

  • Kang, Young Ok;Cho, Na Hye
    • Spatial Information Research
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    • v.23 no.3
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    • pp.123-132
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    • 2015
  • Recently both the importance and the interests of field-experience learning have kept increasing since the Education of Ministry encourages students to take a field-experience learning with the self-driven and creative education as the main issue in the 7th revised education curriculum in 2009. As the importance of field-experience learning goes up continuously, not only the release of its related mobile applications is increasing, but also a variety of researches for supporting the field-experience learning are ongoing. In this research we perform two things. First, we define the basic concept of authoring tool for which support the field-experience learning based on its characteristics and user requirements analysis. We confirmed that the authoring tool for the field-experience learning has to 1) support all activities that happen in pre-field, field-experience and post-field phases, 2) be possible to write the location-based field work, 3) have the authoring function which reflects the characteristics of curriculum such as history, science and geography, etc. that the field learning can be realized, 4) be designed as the structure that the results of inquiring activity after the field experience activity can be reused. Second, we create a conceptual design after confirming the authoring tool.

A Case Study of Using PBL

  • Park, Hae Rang
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.100-105
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    • 2021
  • This study examines the effectiveness of the study through a case of PBL(problem-based-learning) class conducted in a balanced culture course called at 00- University in the second semester of 2020. The effects of learning are as follows: First, PBL(problem-based-learning) has sufficient active interaction between the teacher and the learner. In the face of prolonged non-face-to-face learning, the PBL teaching method has sufficient interaction between the professors-learner and the learner. Second, PBL learning can actively utilize various problems that fit the characteristics of the subject and actively utilize the process of role sharing and collaboration. By presenting various problem situations suitable for the subject, students will be able to share roles individually or as a team, and fully experience the process of collaboration and discussion in the process of investigating the data. Third, critical perceptions of problem situations can be extended. In modern times, a variety of problem situations arise and critical perceptions of them must be fully learned. In a mass production and mass consumption society, students should develop the ability to blindly recognize and distinguish between real and fake information in a flood of information. The limitations identified in this class case are, first, the nature of the subject, "Understanding Culture and Philosophy," which makes it possible to discuss the global cultural phenomenon, but it should be discussed in terms of philosophy. Second, it is not easy to work as a team on non-face-to-face online. Nevertheless, PBL is a very effective method of learning in which active interactions and learning activities take place between professors and students, whether face-to-face or face-to-face online learning.

Factors Influencing Life-Long Learning: An Empirical Study of Young People in Vietnam

  • NGUYEN, Lan;LUU, Phong;HO, Ha
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.10
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    • pp.909-918
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    • 2020
  • This study, not only investigates the important role of lifelong learning in shaping young people's knowledge and in maximizing their potential, but also aims to shed light on the influencing factors of lifelong learning of young people in Vietnam. The author applied STATA and SPSS to analyze quantitative data collected from questionnaires with 332 respondents aged between 19 years old and 24 years old. Based on a holistic review of literature, this study concludes that four driver factors affect young people's lifelong learning ability, comprising: organizational culture, motivation, human resource development, and domestic private type of enterprise. The results emphasize the positivity of organizational culture, human resource development, and the nature of work, especially organizational culture and human resource development, which are dominant reasons for young people to maintain lifelong learning. The relationship between demographics and lifelong learning was tested and it indicated that male has a stronger interest in learning than female. The result of the study also shows the impact of different types of business sectors on employees' learning intentions. It points out that the domestic private type of enterprise is the most effective factor that has a positive relationship with the lifelong learning of the individual.

A Design and Implementation of W eb-based Cooperative Learning System on Structural Approach (웹기반 구조중심 협동학습 시스템의 설계 및 구현)

  • Jung, Gou-Ok;Yang, Hyung-Jung;Choi, SooK-Young
    • The Journal of Korean Association of Computer Education
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    • v.7 no.3
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    • pp.111-121
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    • 2004
  • One of the cooperative learning models, the cooperative learning of structural approach which is very simple and easily applicable accomplishes teaching-learning through combining learning contents and organic connections of various structures. This work proposes a cooperative teaching-learning model for the structural approach, designs and implements a web-based cooperative system supporting it. The model provides a concrete frame which can apply to a subject learning thus could effectively support cooperative learning. Furthermore, it classifies learning into three types such as knowledge learning, investigation, and function mastering and presents a structure application model for each so as to apply different structures according to learning materials and types. We implemented a system that performs cooperative learning on the basis of these models, applied to a class, and analyzed the effect of it.

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Profane or Not: Improving Korean Profane Detection using Deep Learning

  • Woo, Jiyoung;Park, Sung Hee;Kim, Huy Kang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.1
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    • pp.305-318
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    • 2022
  • Abusive behaviors have become a common issue in many online social media platforms. Profanity is common form of abusive behavior in online. Social media platforms operate the filtering system using popular profanity words lists, but this method has drawbacks that it can be bypassed using an altered form and it can detect normal sentences as profanity. Especially in Korean language, the syllable is composed of graphemes and words are composed of multiple syllables, it can be decomposed into graphemes without impairing the transmission of meaning, and the form of a profane word can be seen as a different meaning in a sentence. This work focuses on the problem of filtering system mis-detecting normal phrases with profane phrases. For that, we proposed the deep learning-based framework including grapheme and syllable separation-based word embedding and appropriate CNN structure. The proposed model was evaluated on the chatting contents from the one of the famous online games in South Korea and generated 90.4% accuracy.

A Basic Study on the Instance Segmentation with Surveillance Cameras at Construction Sties using Deep Learning based Computer Vision (건설 현장 CCTV 영상에서 딥러닝을 이용한 사물 인식 기초 연구)

  • Kang, Kyung-Su;Cho, Young-Woon;Ryu, Han-Guk
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2020.11a
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    • pp.55-56
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    • 2020
  • The construction industry has the highest occupational fatality and injury rates related to accidents of any industry. Accordingly, safety managers closely monitor to prevent accidents in real-time by installing surveillance cameras at construction sites. However, due to human cognitive ability limitations, it is impossible to monitor many videos simultaneously, and the fatigue of the person monitoring surveillance cameras is also very high. Thus, to help safety managers monitor work and reduce the occupational accident rate, a study on object recognition in construction sites was conducted through surveillance cameras. In this study, we applied to the instance segmentation to identify the classification and location of objects and extract the size and shape of objects in construction sites. This research considers ways in which deep learning-based computer vision technology can be applied to safety management on a construction site.

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The Effects of Online Real-time Constuctivist Practical Trainings in an IT Company (IT 기업의 구성주의 교수학습환경 기반 실시간 온라인 실습 교육 효과 분석)

  • Ahn, Seulki;Lee, Myunggeun
    • Journal of Engineering Education Research
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    • v.27 no.2
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    • pp.25-34
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    • 2024
  • Due to the Covid-19 pandemic, it seems to have been impossible to run offline training courses. To overcome this situation, online training courses has been emerged. Just moving the educational environment from offline to online instead of re-designing the curriculum, however, is not effective for trainees. To maximize educational effectiveness, it is necessary to re-design the curriculum based on constructivist appoach which gives trainees experience on skills and knowledge about their job. As for re-designing the curriculum into real-time online practical learning based on constructivism, learning satisfaction and work efficacy of trainees may have been increased. From these results, HRD professionals in an IT company should need to consider how to structure the curriculum when they design the real-time online practical learnings.