apost module assessment was administered to gauge student learning. The pre and post moduleassessments were analyzed to develop the learning objectives based on the questionnaire results.The paper concludes with an assessment of the effectiveness and student engagement. Thisinnovative design thinking will create a new mentality in FYE engineering students.IntroductionWith the prerogative that the world is becoming unsustainable because of the technology in use.Engineering education in sustainable development is a topic being into context for the last fewdecades. Because of this interest, now, the most representative engineering associations in theworld [1], [2], [3].[4], concur to the suggestion that engineering education for
meeting times. Before selecting a board, however,the instructor should determine the importance of the (1) size of canvas, (2) collaborationfeatures, (3) file attaching features, (4) presentation options, (5) mobile device accessibility, and(6) asynchronous use, for their instructional needs. Student reaction to the boards should also beconsidered. Since some students’ first reactions are to experiment with the board’s functionality,it may be necessary to select a board that includes locking features. It may also be beneficial todesign an initial activity that encourages investigations of board features. Although the freshmanlevel students most frequently amused themselves with board features, they greatly benefitedfrom the collaboration
Experience (FYE) programming is the First Year Seminarcourse taken for credit in the first year of college. Such courses have been extensively researchedand identified as a high-impact practice [1]. At many institutions, including most Canadianinstitutions, such seminars are not prevalent, so alternative models of delivery are needed.The purpose of this study is to investigate the cost and benefit of maintaining the high-impactnature of such programming while embedding into a curriculum. From the student perspective,the benefit (skills improvement, academic success, and direct academic reward) must bebalanced with the cost (time, effort, and motivation) to ensure sufficient engagement as to havean impact on student outcomes. We will present results
, K-12 students, first-year engineering students, technical writers, mathematicians,statisticians, publishers, and university students. The workshop will be particularly beneficial forall who need to write and publish technical and scientific documents that incorporate tables ofcontent, indices, mathematical text, tables, scientific figures, multi-file projects and references,both on print and pdf files, and researchers who work collaboratively.Overview:LaTeX is a document preparation system based on a typesetting system called TeX, originallyproposed by Donald Knuth in 1979 [1] and recently became extremely popular. A studyconducted by Authorea [2] suggested that 92% of scholarly articles in Mathematics and Statisticsare written in LaTeX, 60
there would be no difference in average load-bearingcapacity between the Control and Test group’s structures.With the COVID-19 global pandemic, we were tasked with providing a virtual design experienceusing Zoom sessions. We will also provide a discussion of the individual design challenges thatinvolved building a bridge from 1/2 sheet of paper that spanned the opening of a ceramic mugand held as much ballast (in the form of coins) as possible without failing.IntroductionBaylor University holds weekend-long Invitation to Excellence (I2E) events to recruit high-achieving high school seniors. Each prospective engineering student attends two engagementsessions: one hosted by the Department of Mechanical Engineering (ME) and the other by
, the self-rated competency was similarly high, but the displayed understandingsignificantly improved. In the application problem, students clearly showed the value ofinvolving the customer multiple times in the EDP, in iterative design-and-improve cycles. Thefurther reflection questions in the survey indicated that the students were able to understand EMconcepts, make actionable and effective plans to apply EM both in their upcoming courses orside projects, and their future career as engineers.IntroductionGamification is an interactive way to promote active learning, especially in an online classroom.It has been tried in a variety of scenarios in engineering education and otherwise [1-3]. Asimulated scenario in a game-based activity provides a
Work in Progress (WIP): Adapting the TI-RSLK Robot to Teach Basic Embedded System and Programming ConceptsIntroductionThe University of Central Florida (UCF) has the nation’s largest on-campus undergraduateenrollment that includes nearly 11,000 engineering students (1,200+ who are freshmen). Fornearly 20 years, UCF’s College of Engineering and Computer Science (CECS) requiredfreshmen engineering students to take ‘Introduction to the Engineering Profession’ (EGS1006C) in the fall. The one (1) credit hour course includes a weekly 50-minute seminar lectureand a weekly 80-minute lab that is taught by a Teaching Assistant (TA) who is also responsiblefor grading student work. The EGS 1006C seminar lecture
effects are unwanted in the academic world.Regardless of the intention, higher education institutions have implemented ethical codes thataddress plagiarism. Those caught are punished based on the established ethical standards to curband eliminate this behavior [1]. Additionally, there has been an array of technological tools thathave been integrated into courses by instructors to detect and address plagiarism. Therefore, wefocus on a tool used to detect plagiarism in a First-year programming course.Typically, plagiarism is considered in writing assignments and research papers, where tools suchas Turnitin are used to highlight plagiarised work. Turnitin is a web-based software that checksand compares submitted work to several online databases and
at the University of Arkansas.Mr. Brandon Crisel, I am an 11 year veteran instructor at the University of Arkansas with a BS and MS in Mathematics with emphasis in Statistics and applied Math as well as a MS in Industrial Engineering. I began working in the Math Department, teaching service courses. While there, I taught College Algebra, Math for Elementary Teachers 1&2, Mathematical Reasoning, and Finite Mathematics. I also helped spearhead our department’s online initiative to both flip classes while simultaneously creating an online program for our service courses. I was also the Testing Coordinator, where I managed the Testing and Tutoring Centers and their staff. I also created, maintained, supported, and
project-based learning, whose learning outcomes focus on improving these technical and durable skills.The first module is a mechanically oriented product design that incorporates physicalprototyping. Students worked in teams to develop a three-dimensional model that can beassembled using parts that were laser-cut from a single 8x10 sheet of wood. The second modulefocuses on performing life cycle assessment to compare the environmental impacts of commonconsumer goods. Student teams picked two common product choices and performed astreamlined analysis to determine which product consumed fewer resources and/or releasedfewer emissions. Prior work by the authors describes these modules in detail [1], [2].At our institution, Introduction to Engineering
criticalthinking.IntroductionRobotics has tremendous use in education and has helped improve daily life operations. Furtheradvancement in miniaturization, automation, lightweight, and artificial intelligence technologies are atthe forefront of current research for long-term usability [1-2]. Manufacturing robots as a pedagogicalpractice supports student learning in different entities of the engineering field. Prior to the COVID-19pandemic, limited studies explored the impact of remotely teaching robotics on pedagogy for replacingor supplementing theoretical courses and traditional hands-on laboratories. Assessment of remoteteaching on student performance has revealed online labs as effective learning environments [3-4]. Thispaper reports a robotic design project framework
pandemic, a Proteus simulator was developed to allow for this project to becompleted remotely. This paper details the pandemic-driven process of developing a tool forremote game creation in C/C++ and assesses the effectiveness of this online delivery.MotivationThe Software Design Project (SDP) assigned at the end of the autumn semester synthesizes thetechnical programming skills that students learned throughout the semester while also providinga teamwork approach to writing code. Kecskemety, et. al, discussed the motivations and formatfor this project more thoroughly in [1]. This project relies on using the in-house Proteusmicrocontroller, which was not possible due to COVID-19. Thus, it was decided that a Proteussimulator should be developed to
engineering course to introduce the idea ofcapacitance and capacitors. The origination of the activity was in the Fall 2019, but it was trialedmore as a prototype activity with significantly less structure. It had been developed as part of anEntrepreneurially Minded (EM) activity, however, this paper is not focused on the EM orientedaspect of the activity [1]. The activity was to be used in Fall 2020, but due to how COVID-19disrupted the classroom experience, it was not provided to students during Fall 2020. Withincreasingly familiarity of how to operate a classroom in-person during COVID-19 in a safemanner and following university guidelines, the activity was revived for Spring 2021 but thistime with input from a senior undergraduate electrical
fully online) it is important to ensure that alternatives existin all methods to accommodate and enhance learning. The recent Pandemic has caused a rapidtransition to online teaching without time to adjust teaching methodologies. This paper compares theuse of face-to-face and online teaching methodologies in some first-year engineering classes.Conclusions are then made on opportunities to improve teaching and learning in an onlineenvironment.IntroductionThere are many theories of learning which include: behaviorism, cognitivism, constructivism, andconnectivism theories. Reviews and discussions of these theories have summarized behaviorism aslearning as a change in behaviour from external processes [1] while cognitivism focuses on
importance of collaboration in the workforce.The format of the workshop will be as follows: short introduction on teaming by the facilitator, followedby small group discussions and then full group sharing. The presenter will close by sharing someresearch on team performance in the workplace, mostly based on research by Google [1]. At the end ofthe seminar participants will have some new tools to help guide their students in running an effectiveteam.[1] Duhigg, C. (2016). What Google learned from its quest to build the perfect team. The New York TimesMagazine, 26(2016), 2016.
system to use depends on thedesigner [1]. Historically, the instructor teaching CE 111 (Civil Engineering Graphics) has usedBentley’s software MicroStation in the course. Upon review of survey data from departmentconstituents, the instructor teaching the CE 111 (Civil Engineering Graphics) course beganimplementing AutoCAD Civil 3D into the course.Software TransitionIn the Fall of 2019, the instructor developed tutorial exercises for the students to help themtransition from MicroStation to AutoCAD Civil 3D. The instructor’s experience has been that itis easier for the students to learn MicroStation at the beginning of the semester and thenintroduce AutoCAD Civil 3D to the students in the latter portion of the semester. During the firsttwo weeks
these strategies were in enhancingthe ability of engineering students to exercise spatial reasoning.The Study: Our study was conducted at Tennessee Tech University, a medium-sized, STEM-focused, level-1 doctoral granting institution located in the suburban southern region of theUnited States. The College of Engineering is the largest college at the university and the numberof undergraduate majors has grown significantly over the past five years. Data were collectedfrom all students present and enrolled in ENGR 1110: Engineering Graphics for Fall 2017. Thisis a large-enrollment, introductory course, required by four majors in the college, and studentsare encouraged to take it in their freshmen year. The pre-test included 112
accessibility. U.S. Bureau of Labor and Statistics data show a rise of 88% in thecost of textbooks from 2006-2016, compared to a rise of 63% in college tuition and fees [1]. Oneimpact of this is that students simply do not buy the textbook, thus missing out on a significantcomponent of their coursework. OERs provide a free and electronically available option in whichinstructors can customize the content to tune it to their course. This paper describes integration ofKhan Academy [2] (Khan) into an Introduction to Engineering course as an OER.Using Khan Academy as an OERThe content of a first-year engineering (intro) course varies widely. Thus finding a textbook withthe exact desired sequence of topics, OER or not, is challenging. The intro class at this
,including (1) binary numbers, (2) ASCII code, (3) Caesar Cipher, (4) looping, (5) algorithmwriting, (6) message transmission, (7) computer networking/topology, and (8) computer security.Learning Objectives for Workshop: By the end of this workshop, attendees should be able to: 1. Explain each activity and present them to students 2. Explain that binary is the language of a computer (i.e., letters, numbers, and symbols have a representation in binary) 3. Explain the purpose of encryption in modern networking to students 4. Explain the basic concept behind Public-Key Encryption to studentsBrief DescriptionChildren use electronic devices daily (especially after online learning during the pandemic) buthave little
from real life cases. Thiscan often put students in the position of searching for the “right ethical response,” rather than applying their personalethic toward reasoning through various contingencies and trade-offs to determine their best path to solution in aparticular moment. Drawing on the contemporary learning theory of situated learning [1][2], playful learning mayenable instructors to create assignments that enable students to break free of the typical student mindset of findingthe “right” answer, and use various game mechanics to induce them to act more as themselves, as they wouldon-the-fly within a real engineering project context, drawing on personal reasoning and justifications, rather thansimply right/wrong answers. Our
. American c Society for Engineering Education, 2021Workshop: Transcending Engineering’s Weed-Out Culture Through Feedback to StudentsWorkshop SummaryIntroductionPolicies and practices informed by research have been put into place to improve engineeringdiversity and inclusion through expanded K12 education, recruitment efforts, and supportprograms. (e.g. [1]–[3]). With that framing, what can be done on an individual instructor levelthat does not align with engineering’s weed-out culture but instead aims to be actively inclusiveand retain more engineering students? Feedback is a critical aspect of student learning throughwhich instructors communicate misconceptions or gaps in knowledge [4]. Feedback’simportance
is primarilyutilized for team projects in the second semester. Access to and inclusion of maker spaces infirst-year programs has been shown to help students develop engineering skills [1-3], and todevelop confidence in their abilities [4].In order to give students more opportunities for creative hands-on work, a self-selected creativedesign project was developed and administered in several first-semester class sections overseveral years. This design project was conducted in several stages: ideation, planning, creation,demonstration, and reflection. Of particular importance was a planning assignment, in whichstudents developed their ability to create plans and estimate project needs, and also estimate timecommitment in order to keep the