科技與工程學院
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沿革
科技與工程學院(原名為科技學院)於87學年度成立,其目標除致力於科技與工程教育師資培育外,亦積極培育與科技產業有關之工程及管理專業人才。學院成立之初在原有之工業教育學系、工業科技教育學系、圖文傳播學系等三系下,自91學年度增設「機電科技研究所」,該所於93學年度起設立學士班並更名為「機電科技學系」。本學院於93學年度亦增設「應用電子科技研究所」,並於96學年度合併工教系電機電子組成立「應用電子科技學系」。此外,「工業科技教育學系」於98學年度更名為「科技應用與人力資源發展學系」朝向培育科技產業之人力資源專才。之後,本院為配合本校轉型之規劃,增加學生於科技與工程產業職場的競爭,本院之「機電科技學系」與「應用電子科技學系」逐漸朝工程技術發展,兩系並於103學年度起分別更名為「機電工程學系」及「電機工程學系」。同年,本學院名稱亦由原「科技學院」更名為「科技與工程學院」。至此,本院發展之重點涵蓋教育(技職教育/科技教育/工程教育)、科技及工程等三大領域,並定位為以技術為本位之應用型學院。
107學年度,為配合本校轉型規劃,「光電科技研究所」由原隸屬於理學院改為隸屬本(科技與工程)學院,另增設2學程,分別為「車輛與能源工程學士學位學程」及「光電工程學士學位學程」。
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Item Promoting educational games in elementary schools(2008-03-29) Hong, J. C; Aye, C. H; Hwang, M. Y.Item How to shape the innovative culture in your organization(Shipley Print Company, 2004-01-01) Hong, J. C.; Hwang, M. Y.; Lin, C. L.Creativity thrives on diversity and a plurality of views. Yet, ironically, the most readily available literature on creativity reflects a creativity monoculture, as if there were only one standpoint from which to explore and develop creativity. This is illogical. The explosion in global communications might suggest an increase in the exchange of views and information about creativity. So far, this doesn't seem to have happened. The aim of this internationally authored book is to begin to correct this imbalance. Some if its authors focus solely on creativity in their own country; some demonstrate the influence of different cultural perspectives on how they approach creativity. Others explicitly highlight the differences between Eastern and Western or African and European viewpoints on creativity.Item Chi and Organizational creativity: A case study of three Taiwanese computer firms(2003-11-01) Hong, J. C.; Hwang, M. Y.; Lin, C. L.The mechanisms of knowledge management include knowledge sharing, knowledge transformation and knowledge accumulation. In the corporate context, knowledge creation is of utmost importance for the promotion of competition within an organization. Knowledge creation in business corporations is most frequently done through sharing knowledge between members of a team. Therefore, how to promote the flow of ‘Chi’ in an organization to ensure the effectiveness of knowledge sharing becomes the key to successful knowledge creation. Moreover, to create and maintain ‘Chi’, a holonic working environment has to be created so that the result of knowledge sharing can be enhanced. This paper illustrates the effectiveness of the knowledge-sharing practices of three computer-manufacturing companies from the perspective of working environment design and knowledge-sharing mechanism. Through comparison, this paper will identify some good practices for the enhancement of organizational creativityItem Perceived competency disparities between pre-service training and job demands of primary school administrators(2009-01-01) Hong, J. C.; Hwang, M. Y.; Sheu, L. C.; Lee, C. K.The aim of this study is to explore whether school administrators’ training has provided necessary knowledge and competency for school management, which allows school administrators to cope with current demands in their profession. This study also examines competency disparities based on a survey. The 44-item, 6-category survey was then distributed to a sample of 1,872 elementary school administrators. These subjects consisted of nationwide elementary school principals, managers and team leaders. A return rate of 43.59% was achieved and 816 valid samples were collected and analyzed. The results indicated a common trend in all 44 items. The findings suggested that: perceptions of competency disparity in the six categories drawn from primary school administrators ranged from the low to the intermediate level. Among the six categories of elementary school administrators’ competencies in school innovative management, “mental capability” was most significantly perceived and “professional capability” was least mentioned.Item Applying the technology acceptance model in a study of the factors affecting usage of the Taiwan digital archives system(2011-01-01) Hong, J. C.; Hwang, M. Y.; Hsu, H. F.; Wong, W. T.; Chen, M. Y.The rapid development of information and communication technology and the popularization of the Internet have given a boost to digitization technologies. Since 2001, The National Science Council (NSC) of Taiwan has invested a large amount of funding in the National Digital Archives Program (NDAP) to develop digital content. Some studies have indicated that most respondents had no confidence in particular digital archive websites. Thus, with the Technology Acceptance Model (TAM) as a theoretical basis, the focus of the present study was to identify the factors influencing usage. Extension of the roles of perceived playfulness and interface design was also explored to identify the reasons that digital archives might not be accepted by some users. The present study used a random sampling method to distribute questionnaires to digital archive users via e-mail. The Structural Equation Modeling (SEM) method was used to verify the appropriateness of the study model and whether the hypotheses were confirmed. Study results indicated that the “interface design” is an important factor that influences people to use the digital archives, and that it is separate from the “human factor” and the “human–computer interface” (HCI). Moreover, the results showed that HCI had a significant impact on the “perceived ease of use” and on “usage intentions.” However, the human factor interface showed a significant impact only on “perceived ease of use.” With respect to the hypotheses regarding “usage intentions,” the “perceived usefulness,” “perceived ease of use,” “attitude,” and “perceived playfulness” were not related to “usage intentions.” Therefore, it is necessary to consider the quality of interface design in the development of digital archives in order to promote usage.Item 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.Item Effect of self-worth and parenting style on the planned behavior in an ethic game(2011-01-01) Hong, J. C.; Hwang, M. Y.; Wang, C. K.; Hsu, T. F.; Chen. Y. J.This idea of integrating moral education to digital gaming platform had been discussed since digital and online approaches were used in teaching. Online interactive instruction was one of moral teaching forms to assist moral instruction. However, most moral-related interactive online games lacked functions for players to explore themselves while game playing, that resulted in less participation in deeper learning and decrease understanding of moral values. Therefore, we, digital game-based learning lab of National Taiwan Normal University, developed the interactive moral online game, named "To do or not to do", to help students explore and establish appropriate moral values. Results of Partial Least Squares (PLS) analyses indicated that behavioral intention was significantly influences by behavioral control, self-worth, attitude toward the game, subjective norm and parenting style.Item Gender differences in social cognitive learning at a technological project design(2011-01-01) Hong, J. C.; Hwang, M. Y.; Wan-Tzu Wong, W. T.; Lin, H. C.; Yau, C. M.This study aims to investigate the differences between male and female students in technology project design. The major gender differences discussed in this study include the problem discovering and solving abilities, maneuverability, and inquiry attitude among middle grade students. In the project design, students were required to design and complete a wooden robot with limited materials in a restricted timeframe. Data was collected through field study during the project making. The results of this study indicated that some differences existed between male and female students. For example, power tool manupulation was more appealing to boys than girls. On the other hand, girls were better at resource management than boys. Through social learning, female students have an overtime improvement. Pedagogical considerations are suggested to strengthen gender-specific problem solving skills, so that all students can realize their design potential.