工学教育
Online ISSN : 1881-0764
Print ISSN : 1341-2167
ISSN-L : 1341-2167
71 巻, 4 号
選択された号の論文の36件中1~36を表示しています
工教言
特集企画趣旨
論説
解説
  • -教育職員免許に焦点を当てて-
    林 丈晴
    2023 年 71 巻 4 号 p. 4_36-4_39
    発行日: 2023年
    公開日: 2023/07/20
    ジャーナル 認証あり
    In this paper, how junior high school teachers of technology subject that is called “Gijyutsuka” acquire subject specialty knowledge are explained. To get a teacher’s license, it is usually necessary to go on to an accredited educational institution and to acquire the prescribed credits. Among those, the number of the credits related to specialty for the subject is 10 or 20. On teacher’s license for “Gijyutsuka”, the prescribed subjects related to subject specializations consist of six fields: wood working, metal working, machine, electricity, cultivation, and information and computer. Before going on the accredited educational institution, the students have not learned contents related to “Gijyutsuka” outside of junior high school. And there are relatively many “Gijyutsuka” teachers without the teacher’s license for it.
  • 角田 和巳
    2023 年 71 巻 4 号 p. 4_40-4_44
    発行日: 2023年
    公開日: 2023/07/20
    ジャーナル 認証あり
    With the increase in online classes and our access to large amounts of learning and educational data, Learning Analytics (LA) has received much attention. LA is essential for student-centered education and can make a significant contribution to transforming the educational model. This paper describes the procedures and significance of LA and introduces classes on mechanical engineering using LA tools. In our class, we used the LEAF system consisting of BookRoll and LAView as the LA tool. By using the BookRoll to deliver explanations of pre-class assignments for a flipped classroom, we could analyze the learning activities in the LAView and monitor student understanding. Furthermore, we found a statistically significant difference in the time spent reading the material between the highest- and lowest-performing students.
論文
  • Riu SAKAGUCHI, Hidenori ISHIKAWA, Rikko SAKAGUCHI
    2023 年 71 巻 4 号 p. 4_45-4_52
    発行日: 2023年
    公開日: 2023/07/20
    ジャーナル 認証あり
    The field of L2 acquisition continues to flourish, with researchers unceasingly testing captivating theories and developing constructive methodologies. However, the dialogue surrounding data and data collection approaches remains vastly limited relative to their substantial significance. In particular, there is an evident potential for acquiring new forms and patterns of data yet to be considered by traditional strategies. Accordingly, the Empatheme data collection method is introduced as a unique and promising approach. Alongside an elaboration of the foundations and implementation, numerous significant advantages are presented. Finally, following a brief illustration of the amassed data, two specific avenues of application are demonstrated.
  • 大高 謙二, 大江 信宏, 清尾 克彦, 井上 雅裕, 神戸 英利, 小泉 寿男
    2023 年 71 巻 4 号 p. 4_53-4_61
    発行日: 2023年
    公開日: 2023/07/20
    ジャーナル 認証あり
    The promotion of DX, which aims to reform corporate operations by utilizing digital technology, is one of the important issues for companies. Developing in-house engineers is an important issue for promoting DX. In this paper, we propose a practical DX propulsion training method by implementing prototype system construction. Specifically, we will propose a method for developing DX promotion capabilities using four prototypes for IoT, AI, big data, and cloud utilization, which are necessary for DX promotion. In addition, we propose a method for developing DX promotion capabilities by utilizing a prototype that integrates these four technologies, and discuss the practice and evaluation of these training methods.
  • 松川 瞬
    2023 年 71 巻 4 号 p. 4_62-4_67
    発行日: 2023年
    公開日: 2023/07/20
    ジャーナル 認証あり
    This paper analyzes and examines the content of “Data Science,” one of the courses in the “Model Curriculum for Mathematics, Data Science, and AI (Literacy Level)” at the Hokkaido University of Science, based on a student survey of questionnaire. The objective of this course is to provide students with the basic knowledge and skills necessary for data-based problem solving, and to experience the process of problem finding, hypothesis setting, and verification using computers. To achieve this, three approaches were taken in the course content. In the questionnaire, students responded that they were satisfied with the course and that they had acquired knowledge and skills. And it was inferred that the above three approaches may have contributed to this result.
  • 丸山 智子, 井上 雅裕
    2023 年 71 巻 4 号 p. 4_68-4_73
    発行日: 2023年
    公開日: 2023/07/20
    ジャーナル 認証あり
    The three years of COVID-19 pandemic provided an opportunity to rethink the nature of higher education. Digital technology was actively introduced in the education that was implemented in the emergency. The effective use of digital technology promotes independent learning and active activities of students. Leadership education using a simulator to enhance interpersonal relationships has been conducted in person classes for master’s degree students in science and engineering. In the COVID-19 pandemic, the class was conducted online. Peer reflection among students on leadership behavior was attempted online. This paper reports on the design and implementation of active leadership education using a simulator and online peer reflection.
  • 上野 弘翔, 岡村 隼成, 内山 遥斗, 中沢 憲二
    2023 年 71 巻 4 号 p. 4_74-4_79
    発行日: 2023年
    公開日: 2023/07/20
    ジャーナル 認証あり
    In this research, we propose a tool to support the presenter by acquiring the reaction such as nodding and tilting the head of the audience and the viewing situation of the presentation material and presenting it to the presenter without forcing the audience to take a conscious action in the online presentation. The effectiveness of the tool was verified by applying it to an online presentation between students on the theme of “job hunting” . From the operation status of the tool and the results of the questionnaire to the participants, we were able to show that the presentation of the “nod” and “tilt head” icons, numerical values, and the number of pages viewed in the material have the effect of making it easier for the presenter to speak. It was also shown that these icons and numerical values are effective in sharing audience reactions.
  • 大渕 慶史, 塚本 公秀, 安川 諒, 綿﨑 翔治, 川原 稜大
    2023 年 71 巻 4 号 p. 4_80-4_85
    発行日: 2023年
    公開日: 2023/07/20
    ジャーナル 認証あり
    The progress of VR/AR/MR technology has been remarkable, and it is widely used for evaluation and examination in various fields. Effective educational programs can be expected by introducing these methodologies and technologies into engineering field, which requires practice, and by developing and utilizing appropriate teaching materials and contents. In this study, from the viewpoint of utilization in engineering education, 3D models of machine tools and mechanics, 3D images as real experiences, and a completely virtual space for experiencing microstructures are examined. Details of content development and its implementation are presented for three types of trials: creation and arrangement of a virtual space serves as an environment for experiencing 3D viewing, VR experience content for practical class, and proposals for effective utilization of 3D view.
  • 笹谷 康之, 菱川 貞義, 杉原 穂紀, 幅 彩水, 廣本 翔太, 由井 綾音, 西田 隆人, 根岸 健太
    2023 年 71 巻 4 号 p. 4_86-4_93
    発行日: 2023年
    公開日: 2023/07/20
    ジャーナル 認証あり
    This pragmatic research project aims to employ a PBL that utilizes a 4D diorama to develop a game for community development. A distinguishing characteristic of this educational undertaking is the identification of four visions and three stages of missions, with teams comprising an educator, students, and practitioners collaborating with the study area residents and civic tech participants. The area was surveyed and documented through fieldwork, maps, and photographs, and a digital diorama was created using QGIS to depict the past, present, and ideal future of the area. The diorama was then used in a combination of online and offline rogaining activities. The outcomes of the project included the formulation of a diorama creation strategy for local education, and the conceptual design of the community development game.
  • 工藤 知草, 中村 晃
    2023 年 71 巻 4 号 p. 4_94-4_99
    発行日: 2023年
    公開日: 2023/07/20
    ジャーナル 認証あり
    Through the analysis of artificial neural networks and t-tests, we identified linear independence and linear dependence as the points at which students stumble in linear algebra. Furthermore, we developed mathematics websites in the fields of calculus, linear algebra and probability statistics that allow high school and university students to form concepts interactively, regardless of time and place. The websites were designed so that visitors can complement their knowledge with hyperlinks, regardless of their learning history. Teachers can also use the website to easily implement Peer Instruction in their classes. The website provides a useful structure for both students and teachers and is in line with the aims of the Digital Transformation in Education.
  • 福田 龍樹
    2023 年 71 巻 4 号 p. 4_100-4_105
    発行日: 2023年
    公開日: 2023/07/20
    ジャーナル 認証あり
    In the National Institute of Technology, Kitakyushu College, the students in the third grade choose one specific engineering course from five specialized ones. The scores in the first and second grade are used to determine where students are assigned, so the fairness of scores in the lower grades is required. On the other hand, many teaching methods using online tools are now in practice after the COVID-19 craze. Therefore, we used the streaming tool for multiple face-to-face classes of the same subject at the same time. This attempt of teaching was found to be highly beneficial in that it enabled effective use of limited human resources, and student questionnaires showed favorable opinions about the fairness of the teaching method.
  • 髙木 勝規, 木村 寛路, 奥 猛文, 新家 寿健, 藤田 紀勝
    2023 年 71 巻 4 号 p. 4_106-4_111
    発行日: 2023年
    公開日: 2023/07/20
    ジャーナル 認証あり
    Plane finishing work using metal files requires mastery of subtle force sensations. The subtle force sensations cannot be learned only with a video training material using VR or AR. In this paper, we describe a support system for mastering a flat metal filing operation using VR, AR, and a tool dynamometer. In addition to the conventional training, the system has added practice of model work with VR goggles, grasping the instincts and tricks of work with AR smart glasses, and grasping force sensations with a tool dynamometer. The trial of this system confirmed a significant improvement in trainees’skill proficiency (effect size 1.73) compared to conventional training. Furthermore, it was confirmed a reduction in the variability in trainee mastery that depended on the instructor’s skill instruction method.
  • 鈴木 摩耶, 緑川 猛彦
    2023 年 71 巻 4 号 p. 4_112-4_117
    発行日: 2023年
    公開日: 2023/07/20
    ジャーナル 認証あり
    In order to nurture young engineers, it is essential to pass on technical skills gained through experience. However, this usually requires a lot of time and a large number of skilled engineers. There is a growing need to develop educational materials for technical college students and young engineers that are comparable to face-to-face education. To solve these problems, we developed 360-degree video teaching materials using VR technology. Our goal was to provide learning materials that can be studied at any time, any place, and any learning speed. We made sure that the materials provide visual learning, repetitive memorization, and a sense of craftsmanship without making students feel that they are studying. We then conducted a VR demo experience and performed a survey to compare the demo to an actual face-to-face class.
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