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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    The Learning Effectiveness of a Blended and Embodied Interactive Video Game for Kindergarten Students
    (2010-01-01) Hong, J. C.; Tsai, C. M.; Ho, Y. C.; Hwang, M. Y.; Wu, C. C.
    We developed an embodied interactive video game (EIVG) that is both educational and entertaining in the hope of using such system to explore the differences that exist in learning effectiveness between blended and pure digital learning. Apart from conducting experiments by having the children learned using the EIVG, we also involved teachers as part of the study helping us observe the emotional aspect of the children. The results of the study can be summarized into the following: 1 The effectiveness of blended learning is much better comparing to that of pure digital learning. 2 The effectiveness of EIVG learning of boys is better than girls. However there is no significant difference between them. 3 The EIVG is highly entertaining which results in learning objects remain highly interested and focused throughout the study. Both types of learning can effectively improve the learning outcomes of the objects.