Multi-Disciplinary Education for Product Design and Development

2010 ◽  
Vol 156-157 ◽  
pp. 681-684
Author(s):  
Ting Liang Guo ◽  
Jun Liu

In this paper, puts forward a kind of design method of multi-disciplinary engineering education for product design and development. In educational globalization era, higher education has paid more and more attention to cultivate innovation type of talents, who should receive interdisciplinary education. Mechanical design is an integrative subject. Every student should have a basic ability to finish a product design or plan. As a good mechanical engineer or product designer, should know different kinds of knowledge such as mechanical, materials science, industrial design, economics and so on. Along with the development of higher education popularization, the universities pay more and more attention to the talent cultivation and fusion. Followed by many scholars at home and abroad for interdisciplinary teaching research, its essence is expounded. But although the concept of education that interdisciplinary described the basic form, but to carry out interdisciplinary education in college education environment is not easy even if everyone knows it is very important. In order to solve this problem, the first thing is to break through the traditional education ideas, the second is to set an interdisciplinary teaching organization, the third one is to build a set effective incentive mechanism. So in the paper, puts forward a design method of multi-subjects amalgamation during the education of product design and development.

2014 ◽  
Vol 599-601 ◽  
pp. 656-659 ◽  
Author(s):  
Ju Yi Shih ◽  
Shu Ling Lai ◽  
Huai Tzu Cheng

A method of modified innovative product design and development has been developed and used for a design work of innovative and multifunctional jackets with optoelectronic technologies in this study. This method has five working steps, including opportunity definition, opportunity exploration, opportunity confirmation, opportunity realization and achievement valuation. At first, the method of personas was used to develop key factors of design themes for an innovative jacket, and then the Delphi method was utilized to identify these factors by a group of experts. This paper described the design method, and illustrated the process to find out and decide design criteria for developing a jacket with optoelectronic effect.


Author(s):  
Shane Pachagadu ◽  
Liezel Nel

Numerous studies have explored the potential of podcast integration in teaching and learning environments. This paper first presents and organises perspectives from literature in a conceptual framework for the effective integration of podcasting in higher education. An empirical study is then discussed in which the guidelines presented in the framework were evaluated for applicability in a selected course at a South African University of Technology. Since the results of the study revealed a number of aspects not accounted for in the conceptual framework, the framework was customised to make it more applicable for the particular higher education environment. The customised framework identifies four principles and a series of related guidelines for the effective integration of podcasts in a South African higher education teaching and learning environment. This framework can become a valuable resource for effective podcast integration in similar environments.


Author(s):  
Marry Mdakane ◽  
Christo J. Els ◽  
A. Seugnet Blignaut

Student satisfaction, as a key psychological-affective outcome of tertiary education, is a direct measure of the success of Open Distance Learning (ODL). It is therefore vital for ODL Higher Education Institutions to assess and improve student satisfaction constantly. Existing theories on student satisfaction are mostly derived from deductive research, i.e. from research that considers the existing body of knowledge, followed by an investigation of a specific aspect or component, in order to reach a specific conclusion. We, however, maintain the inductive stance that a research framework for student satisfaction in ODL should be derived from students themselves. Accordingly, we purposively collected qualitative data from N=34 South African postgraduate ODL students, representative of various cultural language groups, with regard to student satisfaction. Supported by Atlas.ti, we composed an integrated dataset comprised of students’ responses to two focus-group interviews, as well as students’ written narratives in response to qualitative questions. Through meticulous qualitative data-analysis, we detected data categories, sub-categories, patterns and regularities in the integrated dataset. Theories and findings from the existing corpus of knowledge pertaining to student satisfaction in ODL illuminated our qualitative findings. This paper reports on the knowledge we gained from our participants pertaining to their student satisfaction with the Higher Education (HE) environment, the first of three main research components of an inductively derived research framework for student satisfaction in ODL.


2020 ◽  
Vol 15 ◽  
Author(s):  
Jin Li ◽  
Xingsheng Jiang ◽  
Jingye Li ◽  
Yadong Zhao ◽  
Xuexing Li

Background: In the whole design process of modular fuel tank, there are some unreasonable phenomena. As a result, there are some defects in the design of modular fuel tank, and the function does not meet the requirements in advance. This paper studies this problem. Objective: Through on-the-spot investigation of the factory, a mechanical design process model is designed. The model can provide reference for product design participants on product design time and design quality, and can effectively solve the problem of low product design quality caused by unreasonable product design time arrangement. Methods: After sorting out the data from the factory investigation, computer software is used to program, simulate the information input of mechanical design process, and the final reference value is got. Results: This mechanical design process model is used to guide the design and production of a new project, nearly 3 months ahead of the original project completion time. Conclusion: This mechanical design process model can effectively guide the product design process, which is of great significance to the whole mechanical design field.


2021 ◽  
Vol 13 (13) ◽  
pp. 7347
Author(s):  
Jangwan Ko ◽  
Seungsu Paek ◽  
Seoyoon Park ◽  
Jiwoo Park

This paper examines the main issues regarding higher education in Korea—where college education experienced minimal interruptions—during the COVID-19 pandemic through a big data analysis of news articles. By analyzing policy responses from the government and colleges and examining prominent discourses on higher education, it provides a context for discussing the implications of COVID-19 on education policy and what the post-pandemic era would bring. To this end, we utilized BIgKinds, a big data research solution for news articles offered by the Korea Press Foundation, to select a total of 2636 media reports and conducted Topic Modelling based on LDA algorithms using NetMiner. The analyses are split into three distinct periods of COVID-19 spread in the country. Some notable topics from the first phase are remote class, tuition refund, returning Chinese international students, and normalization of college education. Preparations for the College Scholastic Ability Test (CSAT), contact and contactless classes, preparations for early admissions, and supporting job market candidates are extracted for the second phase. For the third phase, the extracted topics include CSAT and college-specific exams, quarantine on campus, social relations on campus, and support for job market candidates. The results confirmed widespread public attention to the relevant issues but also showed empirically that the measures taken by the government and college administrations to combat COVID-19 had limited visibility among media reports. It is important to note that timely and appropriate responses from the government and colleges have enabled continuation of higher education in some capacity during the pandemic. In addition to the media’s role in reporting issues of public interest, there is also a need for continued research and discussion on higher education amid COVID-19 to help effect actual results from various policy efforts.


2013 ◽  
Vol 3 (1) ◽  
pp. 18-33 ◽  
Author(s):  
John A. Denholm ◽  
Aristidis Protopsaltis ◽  
Sara de Freitas

This paper reports on a conducted study, measuring the perceptions of post-graduate students on the effectiveness of serious games in the classroom. Four games were used (Project Management Exercise, “Winning Margin” Business Simulation, Management of Change and Management of Product Design and Development) with scenarios ranging from product design to project management. The games might be classified as Team-Based Mixed-Reality (TBMR) games. The games were conducted over the period October 2010 to May 2011and the questionnaires conducted during June 2011. The results, from a sample size of 80 of largely international students, indicated a clear ranking of emotions experienced when participating in the games with “Exciting” outweighing “Apprehensive”, “Bored” and Indifferent”. The majority of students indicated that both “their team winning” and “showing their personal competence” were important to them. However 70% said that working in teams was valuable in itself implying that team-working was a strong element in the conclusion that the games were of value. For all four games, over 60% said that conflict was valuable and over 75% said participating improved their “working in teams” skills. The value of feedback was rated highly, as was improved motivation. Over 60% said that the participation in the games was more useful than lectures on the same topic.


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