工業教育學系

Permanent URI for this communityhttp://rportal.lib.ntnu.edu.tw/handle/20.500.12235/81

系所簡介

  

中華民國政府遷台後,鑑於當時尚無正式之工業職業師資培育機構,乃在美國國際合作總署之資助下,於民國42年由當時的台灣省立師範學院(國立台灣師範大學前身)設立工業教育學系,從事培育工業職業學校師資及中等學校工藝教師之工作,為台灣第一所正式之技職教育師資培育機構。

  

民國65年8月,本系成立研究所碩士班;民國81年8月,成立博士班,為我國第一所成立之工業教育博士班,不僅為本系發展之重要里程碑,亦是我國工業教育發展之大事紀。

  

本系培育多元工業教育師資,為求學術專業發展與研究精進,本系各組陸續獨立發展成專業系所。工技組於民國71年獨立成立工藝學系,民國85年圖文傳播組成立圖文傳播學系。民國91年本系機械組機械、鑄造、製圖、板金等四個專長轉型成立機電科技研究所,並於93年更名為機電科技學系。民國93年電機電子組成立應用電子科技研究所,並於96年成立應用電子科技學系。

  

本系目前設有學士班,培育技術型高中之動力機械群與電機與電子群師資;碩士班設有技職教育、能源應用、車輛技術及科技應用管理四個教學分組;博士班以提供技職教育組課程為主;在職專班著重於培養技職教育行政及科技管理應用專才。

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    A toy clinic shop: Innovation management in a Shin-Tai elementary school
    (2008-01-01) Hong, J. C.; Hwang, M.Y.; Liang, H.W.; Chang, H.W.
    In Taiwan there is a declining birth rate and a dramatic increase in the elderly population. There is also the trend of using school space that would otherwise be left unused. The experimental project “Toy Clinic Shop in Elementary School” offers an innovative management model for elementary schools to address these developments. The following are included in the project goals: lifelong learning, service learning, and intergenerational interaction. The Toy Clinic Shop is not only a place offering the opportunity for intergenerational contact, but also for sharing and learning from each other. When the elderly contribute to the shop, they enjoy being with children, and they can experience the so called Ta Tung world of utopia where they enjoy being with young people. Furthermore, schools can benefit from the project because it promotes a school's many functions, collects more resources, creates social value among retired people, and develops the human resource of the elderly.
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    Playfulness-based design in educational games: A perspective on an evolutionary contest game
    (2009-01-01) Hong, J. C.; Hwang, M.Y.; Lu, C.H.; Cheng, C.L.; Lee, Y.C.; Lin, C.L.
    Playfulness steering is an emerging approach in educational game design and play. The integration of arithmetic computation, game strategy, and teamwork into one game allows players to interactively “steer” the playfulness and enhance learning. In this paper, an evolutionary contest game was designed and implemented to examine the influencing factors. Through action research, focus groups and hermeneutic methods, the results of this study suggest that the playfulness design of an evolutionary game is influenced by the degree of uncertainty, flexibility in decision making, the level of challenge, equal conditions for fair play, opportunities to compete/cooperate, and the level of interactivity.
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    Assessing the educational values of digital games
    (2009-01-01) Hong, J. C.; Hwang, M.Y.; Cheng, C. L.; Lee, C. K.; Chang, S. Y.
    In recent years, digital games have assumed an important place in the lives of children and adolescents. Effective content design is crucial to the success of digital game-based learning. Therefore, the tool for assessing the effectiveness of game design is accordingly very important for parents and teachers, so that they may encourage or discourage students to play. The purpose of this study is to develop an assessment tool to examine the educational values of digital games. In the first phase of this research, the research team developed the indices for assessing the educational values of digital games. An expert panel consisting of game scholars and professional game designers was established to construct the indices for evaluating digital games in three focus group discussions. Seventy-four game evaluation indices were sorted into seven categories: mentality change, emotional fulfilment, knowledge enhancement, thinking skill development, interpersonal skill development, spatial ability development and bodily coordination. In the second phase of the research, the game designers were asked to assess certain games by using the 74 indices. Meanwhile, the game scholars were also asked to evaluate the same pool of games by the same indices. The assessments by both the scholars and designers were then compared and the similarities were found. This research provided a preliminary framework for future game designers, parents and teachers in assessing educational values of digital games.