Paper ID #18885Mechanical Vibrations Modal Analysis Project with ArduinosDr. Joseph Michael Mahoney, Penn State Berks Dr. Joseph Mahoney is an Assistant Professor of Mechanical Engineering at Penn State Berks. He re- ceived both his BS (with Honors) and MS in Mechanical Engineering from Penn State. He received his Ph.D. in Engineering Science and Mechanics also from Penn State. His research is broadly in the area of Biomechanics. His teaching is in Statics, System Dynamics, Vibrations and Video Game Design. He is a member of ASB has reviewed for International Journal of Industrial Ergonomics, Ergonomics, and Safety and
Paper ID #19308Using IR Cameras beyond outreach: motivational projects for engineeringstudentsDr. Cameron H. G. Wright P.E., University of Wyoming Cameron H. G. Wright, Ph.D., P.E., is a Professor with the Department of Electrical and Computer En- gineering at the University of Wyoming, Laramie, WY. He was previously Professor and Deputy De- partment Head in the Department of Electrical Engineering at the United States Air Force Academy, and served as an R&D engineering officer in the U.S. Air Force for over 20 years. He received the B.S.E.E. (summa cum laude) from Louisiana Tech University in 1983, the M.S.E.E. from
Paper ID #19418Examining Software Design Projects in a First-Year Engineering Course:How Assigning an Open-Ended Game Project Impacts Student ExperienceDr. Krista M Kecskemety, Ohio State University Krista Kecskemety is a Senior Lecturer in the Department of Engineering Education at The Ohio State University. Krista received her B.S. in Aerospace Engineering at The Ohio State University in 2006 and received her M.S. from Ohio State in 2007. In 2012, Krista completed her Ph.D. in Aerospace Engineering at Ohio State. Her engineering education research interests include investigating first-year engineering student experiences
and Astronautical Engineering (1991) all from The Ohio State University. c American Society for Engineering Education, 2017 Modular System of Networked Embedded Components for a First-Year Engineering Cornerstone Design ProjectAbstractIn Engineering cornerstone design projects, creating automated evaluation methods for thoseprojects that attempt to mirror the complexity and variability of the real world is a challengingtask. Furthermore, achieving such variability while maintaining accuracy often comes with acost. To address this, an adaptable system of networked devices was developed with acombination of PCs, in-house boards, and hobbyist boards, such as Raspberry Pis and Arduinos.The
Paper ID #18283Empowering Students with Self-Regulation in a Project-Based EmbeddedSystems CourseDr. Jiawen Wang, University of Detroit Mercy Dr. Jiawen Wang holds a doctoral degree in Educational Psychology and Educational Technology from Michigan State University. All his interests lie in research of how to make learning happen. His interest in recent years is more related to engineering education.Prof. Chaomin Luo, University of Detroit Mercy Dr. Chaomin Luo received his Ph.D. in Department of Electrical and Computer Engineering at University of Waterloo, Canada in 2008, where he was awarded Postgraduate Scholarship
impact scientific research results. Dr. Jariwala has participated and led several research projects from funded by NSF, the State of Georgia and Industry sponsors. At Georgia Tech, he is responsible for enhancing corporate support for design courses, managing design and fabrication/prototyping facilities, coordinating the design competitions/expo and teaching design courses, with a strong focus on creating and enabling multidisciplinary educational experiences. c American Society for Engineering Education, 2017 Web-based Tools For Supporting Student-driven Capstone Design Team Formation Varun Agrawal
University Institute of Technology I am a student at West Virginia University Institute of Technology working towards a bachelor’s degree in Computer Science. I worked with Middle and High School teachers in developing curriculum and implementing Computer Science concepts. c American Society for Engineering Education, 2017 Applying Scratch programming to Facilitate Teaching in K-12 classrooms (Research-to-Practice, Strand: Other)IntroductionThis paper presents a project to apply Scratch programming in K-12 classroom. Scratch is a freeeducational programming language developed by Lifelong Kindergarten at MassachusettsInstitute of Technology, oriented toward kids with age from 8
paper, we describe an intervention to address the low retention rates in the course. Ourfocus is to engage students with a project that connects the students’ interests with the conceptsof the course. The goal of the intervention is to increase student retention. To that end, we seekto answer the following research questions: (1) How can we engage students in the first course in programming? (2) What process or processes can be followed to engage students in the first course in programming?The intervention is a context based approach to a semester long project in the course. Themotivation of the intervention is to connect the students with the concepts throughout thesemester and to engage students to attend the class. We call the
towards STEAM and STEM fields by showcasing how those skills impact the current project in real-world ways that people can understand and be involved in. As part of a university that is focused on supporting the 21st century student demographic he continues to innovate and research on how we can design new methods of learning to educate both our students and communities on how STEM and STEAM make up a large part of that vision and our future.Mrs. Herminia Hemmitt, University of Texas, El Paso Mrs. Herminia Hemmitt is part of the Learning Environments team in Academic Technologies at The University of Texas at El Paso. She is responsible for coordinating classroom technology upgrades and implementations to ensure
Scholar and is the current endowed chair for innovation in science, engineering and mathematics education at Rose-Hulman Institute of Technology. c American Society for Engineering Education, 2017 A Multidisciplinary Pilot Course on the Internet of Things: Curriculum Development Using Lean Startup PrinciplesAbstractThis paper will summarize the development and teaching of a multidisciplinary, project-based,pilot course on the Internet of Things using strategies inspired by the Lean Startup movement.The course was taught at Rose-Hulman Institute of Technology, a small teaching institution inthe Midwest with an emphasis on engineering education. Eight students from four differentmajors
forward, we will refer to the Sidekick basic kit for TILaunchPad™ as The System.Almost one hundred 5th grade science students used the system over the course of this pastacademic year. The goal of using the system was to allow the students to develop the skillsetnecessary to create a series of projects that utilized light emitting diodes (LEDs) and a moisturesensor. These projects fit well within the existing 5th grade science curriculum.Once the students understood how The System functioned, they developed and began testing aseries of systems to measure the moisture content of the air at a number of different locationsaround their school. These systems recorded moisture data for subsequent analysis. This was allfacilitated by using the system to
platformfor courses on computer science and engineering. Appropriate guidance from theplatform regarding the different objectives of five project stages enabled groupmembers to communicate, exchange, and interact, and the students graduallydeveloped their thinking from divergent to convergent. Through deep analysis of thestudents’ learning portfolios, the effects of cognitive concepts, personal motivations,and personal characteristics on creativity were investigated. Moreover, this studyfurther explored three issues regarding the differences between highly and lowlycreative students so that teachers could employ appropriate teaching resources orassistance. The findings of this study can help teachers provide timely guidance andresponses to students
statistical signal processing for wireless sensor network applications and secure communications in wireless networks.Prof. Todd D. Morton, Western Washington University Todd Morton has been teaching the upper level embedded systems and senior project courses for Western Washington University’s Electronics Engineering Technology(EET) program for 25 years. He has been the EET program coordinator since 2005 and also served as department chair from 2008-2012. He is the author of the text ’Embedded Microcontrollers’, which covers assembly and C programming in small real-time embedded systems and has worked as a design engineer at Physio Control Corporation and at NASA’s Jet Propulsion Laboratory as an ASEE-NASA Summer Faculty
Psychology from the University of Texas at Austin, and an M.S. in Computer Science from FIU.Mr. Raymond Chang Lau, Florida International University I am a software engineer with over 3 years experience in the development of web/mobile applications and services. Graduated Florida International University with a B.S. and M.S. in computer science.Dr. Yujian Fu P.E., Alabama A&M University Dr. Yujian Fu is an associate professor of computer science department at Alabama A&M University. Her research interests fall in formal verification of cyber physical systems, behavioral analysis of mobile security, software architecture and design analysis of safety-critical and mission-critical systems. Her projects are supported
Paper ID #18583Designing for assets of diverse students enrolled in a freshman-level computerscience for all courseDr. Vanessa Svihla, University of New Mexico Dr. Vanessa Svihla is a learning scientist and assistant professor at the University of New Mexico in the Organization, Information & Learning Sciences program, and in the Chemical & Biological Engineering Department. She served as Co-PI on an NSF RET Grant and a USDA NIFA grant, and is currently co-PI on three NSF-funded projects in engineering and computer science education, including a Revolutioniz- ing Engineering Departments project. She was selected
, 3. In particular, Computer Science Principles (CSP) isemerging as a new standard for Advanced Placement (AP) and other high school ComputerScience (CS) courses. CSP takes a broader view of computing literacy, focusing not only onalgorithms, data structures, and programming, but also on the social, cultural, and technologicalimpacts of computing. The course has already had success at motivating and engaging studentsin pilot deployments nationwide4-6. Our project, EarSketch, uses a STEAM approach (science,technology, engineering, arts, and mathematics) to lower the barriers to entry and increaseengagement in computer science through music7. In EarSketch, students write computer code toremix sound samples into original music compositions
Acquisition to Programming Language Study in a Blended Learning EnvironmentAbstractThis paper describes a design and implementation of a Second Language Acquisition in aBlended Learning (SLA-aBLe) project that aims to examine the efficacy of SLA approaches forteaching programming language. The project, which has been running for three semesters,modifies specific learning modules in a programming language class using a series of shortervideos with subtitles, online quizzes with tiered questions and comments, and a topic specifieddiscussion board with Q&A sections. The SLA aspect of the SLA-aBLe study is emphasizedthrough the use of strategies defined as best-practice SLA techniques, such as the inclusion ofself-testing tired
technologies to support the 21st century classroom (online and face to face). He also has assisted both the campus as well as the local community in developing technology programs that highlight student skills development in ways that engage and attract individuals towards STEAM and STEM fields by showcasing how those skills impact the current project in real-world ways that people can understand and be involved in. As part of a university that is focused on supporting the 21st century student demographic he continues to innovate and research on how we can design new methods of learning to educate both our students and communities on how STEM and STEAM make up a large part of that vision and our future.Dr. Oscar Antonio
with other students on team projects, and challenges in engagement and in theeffective presentation and sharing of team projects. Research has shown that active learningexperiences, student-to-student and student-to-instructor communication, student collaboration,group work, community, and assessment are important components to successful online courses(Considine, 2014; Kinney, 2012; Owalabi, 2016; Sarder, 2014).This study evaluated the use of Immersive Terf® (3Dicc)i virtual world technology to supportstudent collaboration and engagement in an online, undergraduate, sophomore-level computerengineering course in digital design, offered through the Penn State Abington campus. Virtualworld technology provides a persistent 3D immersive
programming aredifferent for CS majors compared to non-majors3,4 posing unique challenges for general first-yearengineering programs that include prospective CS majors. It is this general first-year environmentthat is of interest to us and that inspired this study.Our experiences with undergraduate general engineering education led us to identify computerprogramming tasks as a crucial component in one’s identity as an engineer and in deciding how toparticipate in group projects. Anecdotaly we have observed that students who do not believe theyhave strong programming skills do not believe they can contribute to programming aspects of aproject. As a result, the programming falls on the group member who identifies as a strongprogrammer. This is despite
project manager. He joined Ohio University in 2002 as a research engineer working for the Ohio University Avionics Engineering Cen- ter. He has worked on projects covering a wide variety of avionics and navigation systems such as, the Instrument Landing System (ILS), Microwave Landing System (MLS), Distance Measuring Equipment (DME), LAAS, WAAS, and GPS. His recent work has included research with the Air Force Research Laboratory in Dayton, Ohio, aimed at understanding and correcting image geo-registration errors from a number of airborne platforms.Ms. Audra Lynn Hilterbran, Ohio University Audra Hilterbran is an instructional technologist in the Russ College of Engineering and Technology at Ohio University, Athens
Paper ID #20390Transformation of an Introduction to Microcontroller CourseProf. Jeffrey J Richardson, Purdue University, West Lafayette (College of Engineering) At Purdue, Professor Richardson teaches courses in electric vehicle technology, prototype construction / project development and management, and courses in embedded microcontroller sequence. In addition to his teaching responsibilities, Professor Richardson routinely mentors undergraduate students through his various applied research projects across the university campus. Current research projects include the creation of systems to support autonomous electric
complete complex designs within a standard academic semesterwithout unduly overworking the students. The lab project (Bruce, Harden, and Reese 2004;Bruce 2004; Bruce and Goulder 2005) would be difficult to complete in a normal academicsemester if students were expected to design, write, and test all hardware and softwarecomponents of the project themselves. Furthermore, an industrial project of this magnitudewould likely rely on existing designs or software libraries. To this end, the authors wrote asimple real-time multitasking operating system named the Embedded Systems Operating System(ESOS) based on the very clever protothreads library (Dunkels 2017) by Adam Dunkels. Protothreads provide a nearly zero-overhead (and stack-free
current research interests are in software engineering, internet computing, and geographic information systems.Dr. Bruce R Maxim, University of Michigan, Dearborn Bruce R. Maxim has worked as a software engineer, project manager, professor, author, and consultant for more than thirty years. His research interests include software engineering, human computer interaction, game design, social media, artificial intelligence, and computer science education. Dr. Maxim is associate professor of computer and information science at the University of Michigan—Dearborn. He established the GAME Lab in the College of Engineering and Computer Science. He has published a number of papers on computer algorithm animation, game
Paper ID #19820Using Torch in Exploratory Signal ProcessingDr. Krista M Hill, University of Hartford Dr. Krista M. Hill is an associate professor in Electrical and Computer Engineering at the University of Hartford in Connecticut. PhD and MSEE from Worcester Polytechnic Inst. in Worcester, Mass., and pre- viously a project engineer at Digital Equipment Corp. She instructs graduate and undergraduate computer engineering computer courses, directs undergraduate and graduate research. Her current projects involve small system design, signal processing, and intelligent instrumentation. c American
, verilogTown, as an aid to students learning Verilog. The reason for such a game comes from our experiences teaching digital system design where we observed a challenge for second year students learning to design with the Verilog hardware description language (HDL). In this work, we speculate why it is hard to learn an HDL, claiming that like learning all languages, the students do not play/use the language enough to develop an understanding of them (including Verilog). A student’s typical process of learning Verilog includes class examples and assignments, labs, and a project, but like learning more traditional programming languages, until a learner spends significant time using a language to build something
course at UNC Charlotte. Nan Earned her BS and Master Degrees in Electrical Engineering (1982, 1986) from North Carolina Agricultural &Technical State University. She mentored Departmental sponsored projects such as UNCC Parking team, IEEE Hardware competition teams, industry sponsored projects from Microsoft and EPRI, NASA teams and special Innovation and Entrepreneurship teams. She published and presented papers in ASEE conferences in June 2009, 2010, 2011, 2014 and 2015. She pub- lished papers in IEEE conference 2013, 2014 and 2015. Prior to her current position at UNC- Charlotte, she worked for IBM (15 years) and Solectron (8 years) in the area of test development and management.Dr. James M. Conrad, University of
Structural Engineering in the Department of Civil Engineer- ing at Auburn University, AL, USA in 2007. He obtained his master’s degree in Structural Engineering from Korea University, South Korea, in 2000 and his Bachelor’s degree was in Civil and Environmental Engineering from Korea University, South Korea, in 1998. Prior to entering PhD study, Dr. Kang worked as a Senior Civil Engineer in Hong Kong site and Seoul Headquarter of Hyundai Engineering and Con- struction Co., Ltd. during 2000- 2002. After his PhD study, he had taken many projects supported by ALDOT and Air Force Research Laboratory as a research associate at Auburn University during 2007 – 2011. Dr. Kang had been an assistant professor in the Department of
project that the students may be involved with in theirfuture careers. Capstone team projects which have become a standard part of (nearly) every en-gineering and computing program have been especially successful in helping to achieve this goal.The second intended goal of such activities is to help students learn the technical, conceptual mate-rial by engaging in suitable activities with their fellow-students rather than just listening passivelyto lectures. At the same time, many engineering and computing faculty have serious concernsabout introducing such activities to any serious extent in their courses; primary among these con-cerns is the potential negative impact of such activities on topic coverage. Trying to arrange suchactivities outside
following questions are left unaddressed: how toevaluate the effectiveness of a gamification product in education? What would students learn ifthey create and criticize gamification products? To answer the above research questions, thispaper proposes a peer-based gamification critiquing process based on peer-developedgamification products. Both the development and critique processes were applied throughCapstone projects. Capstone projects in the United States have become increasingly popularamong many engineering education programs under ABET requirements since the 20th century[19-21]. Capstone projects are different from traditional engineering courses in terms ofproviding senior-standing engineering students with experience solving “real world