Pedagogy, Gravity Model, Learning Outcomes1. IntroductionMore and more educators agree that games can be used as effective tools for their educationpractice. Until now, most game-involved education practices are for K-12 group [1, 2]. At thesame time, it’s rare to find games being used for higher education. This phenomenon existsbecause the target knowledge for K-12 group can be more easily delivered through existinggames, when compared to the target knowledge in higher education.The nature of transportation education requires students to observe, design, and interact with thetransportation system. Unlike chemical engineering, transportation experiments require largescale field experimentation and have human factor impacts, so lab-work-based
Paper ID #18630Using MyEngineeringLab for Learning Reinforcement in a Mechanics 1: Stat-ics CourseDr. James E. Lewis, University of Louisville James E. Lewis, Ph.D. is an Assistant Professor in the Department of Engineering Fundamentals in the J. B. Speed School of Engineering at the University of Louisville. His research interests include paral- lel and distributed computer systems, cryptography, engineering education, undergraduate retention and technology (Tablet PCs) used in the classroom.Dr. Thomas D. Rockaway, University of Louisville Thomas D. Rockaway, Ph.D., P.E., is an Associate Professor in the Civil and
engineering education, retention of underrepresented students, measurement, and assessment. She is currently a Research Associate on the Sustainable Bridges NSF IUSE project (Amy Freeman, PI). Previously, she was the project coordinator the the Toys’n MORE NSF STEP project (Renata Engel, PI). c American Society for Engineering Education, 2017Sustainable bridges from campus to campus: Preliminary results from Cohort 1 (NSF IUSE #1525367) 04/04/2017 Sustainable bridges from campus to campus: Preliminary results from Cohort 1 AbstractThe impetus for the Sustainable Bridges from Campus to
Behavior • Activity Diagrams • Block Definition Diagrams Structure • Internal Block Diagrams •Requirements Matrices Requirements •Requirements TablesFigure 1
) is used to measure perceived stress in the mentorship program and identify students in astate of high stress who may require intervention. Data collected from intake and exit surveys,Cohen’s PSS and personal interviews is presented and discussed.INTRODUCTIONIn 2007, approximately 75,000 service members were serving at nine military installations acrossthe state of Georgia. Given its long history as a regional comprehensive university, GeorgiaSouthern has received a small but consistent stream of military service members, veterans anddependents using GI Bill benefits to pursue higher education goals. Since 2001, military veteranshave constituted, on average, less than 1% of each entering class or roughly 15-20 students.The College of
interaction between students and the instructor.This pedagogy is particularly useful for addressing the outcomes required by the AccreditationBoard for Engineering and Technology (ABET) as it is difficult to address some of the criteria ina traditional setting, such as the ability to identify, formulate, and solve engineering problems andeffectively communicate [1]. Although the number of flipped, engineering classrooms is growing across the country,there is limited research on the impact of flipped classrooms in terms of student achievement andmotivation in engineering at the university level [2]. However, there are studies that have shownthat video lectures outperform in-person lectures, specifically those that are interactive and
concepts. Specifically, this research addresses thequestions, (1) “can student-developed games demonstrate mastery of student learning?” and (2)“does student performance improve when engaged in game design as compared to a morepassive assignment?” This paper describes the development of three game design approaches andtheir effectiveness as assessment methods. Each game design approach utilizes active andexperiential learning; students apply the concepts learned throughout the semester in the designof a board game that their peers will play at the end of the class. Student-developed games enablethe instructor to assess student mastery of course content through games designed entirely bystudents. The balance of this paper presents game design
project. This paper presents the redesigned labs and courseproject.Laboratory exercisesFive laboratory exercises were completed before the students attempted the course project. Mostof these laboratory exercises create the building blocks for the course project.Lab 1: Basic LabVIEW trainingIn this lab, students first follow the self-paced training material posted on the NI website11 to gothrough eight of the nine modules of Learn LabVIEW: LabVIEW Environment, Loops andExecution Structures, Data Types and Structures, Graphical Programming, Programming Tools,Debugging and Handling Errors, MathScript and Text-Based Programming, and Help WithinLabVIEW. Module 8 (Signal Processing) was skipped since this lab was the first lab of thesemester and
variable consisting of twogroups, while the engineering concept knowledge of Statics, along with the subjective cognitiveload scores will serve as the dependent variables to be measured using multivariate analysis ofvariance (MANOVA).Pre-testStudents will first complete a pre-test to identify their baseline Statics knowledge regarding trussanalysis and the method of sections. Figure 1 shows an example of a sample pre-test questionwhere students will be asked to solve for internal forces of truss members using the method ofsections.Figure 1. Pre-test sample question.1 Reprinted from Vector Mechanics for Engineers: Statics & Dynamics, (p.320), F., Beer et al, 2016, McGraw-Hill Education.Group 1: Partially
basicfriction problems. Figure 1 shows an example of a sample pre-test question where students willbe asked to solve for unknown external forces acting on an object involving friction.Figure 1. Pre-test sample question.1 Reprinted from Vector Mechanics for Engineers: Statics & Dynamics, (p.442), F., Beer et al, 2016, McGraw-Hill Education.Group 1: Embedded-Formatting ExamplesFollowing traditional instruction students in this group will be given a worked example that issetup using embedded-formatting, which will be used as reference material to solve a similar in-class problem. At the end of class students will be given a homework assignment, where theywill be provided another worked example utilizing embedded
, electronics, and electromagnetics. These three two-course sequences are alsopart of the focus of an effort funded by the National Science Foundation whose overall goal is torevolutionize engineering education5. A team of educators has broken each of the courses into aset of five learning studio modules (LSMs). After LSMs 1-2, 3-4, and 5, respectively, in each ofthe core competency areas, a knowledge integration (KI) module is conducted to illustrate howLSM concepts from signals/systems, electronics, and electromagnetics can be applied together tosolve real-world engineering problems.This paper presents and discusses innovations in teaching and learning electromagnetics LSMsaimed at increasing the student engagement, especially as related to class pre
improvement in engineering education, conceptual change and development in engineering students, and change in fac- ulty beliefs about teaching and learning. He serves as the Publications Chair for the ASEE Educational Research and Methods Division. c American Society for Engineering Education, 2017 Students’ Conception and Application of Mechanical Equilibrium Through Their Sketches1. Introduction and Relevant LiteratureSketching is central to engineering practice, especially design[1]–[4]. When constructingsketches, a student/engineer must synthesize various pieces of knowledge and reasoning into anideally self-consistent graph or set of graphs. University educators have
college students work 20 to 30 hours perweek with only 1 of the students not having any part-time position. Seven of these students saidthat they had participated or were participating in a flipped course. All of the students were partof a flipped coursed that was implemented similar to the course of reference.15The first analysis was with respect to the flipped courses. All survey questions can be seen inAppendix A and the students were instructed to mark all of the answers that apply. Thequestions asked were, when do you typically view the online flipped notes and when do you readthe textbook for the flipped course? The available survey response answers were: never, beforethe assigned class, after the assigned class, before starting homework
to render abstract concepts in graphical representations and extractcorrect spatial information from the structures’ drawings. Spatial ability is defined as theprocesses of constructing, maintaining, and manipulating three-dimensional (3D) objects inone’s mind [1, 2, 3] and considered to have multiple subfactors [4, 5] such as spatialvisualization, spatial orientation, and speed rotation [6]. Research studies that discussed theroles of spatial ability in engineering education have primarily focused on the spatialvisualization, which is the main factor of spatial ability [7]. Some widely used spatialvisualization tests in engineering education [8, 9, 10] include the Purdue Spatial VisualizationTest: Rotations (PSVT: R) [11], the Vandenberg
recommendations to update the textbook everysemester. Now in its 11th edition,1 the textbook is significantly easier to read, has far fewertypographical errors, and includes new material the students requested. This paper discusses theprocess of continual improvement and the effects the textbook has had on student success overthe 5 years of its use.IntroductionWithin the last half century, Continual Improvement Processes (CIP) have become part of theculture in manufacturing and service industries. A key part of Kaizen and other CIP methods isto solicit and implement ideas from the employees, rather than from costly outside consultants.2Involving and empowering employees can reinforce a sense of teamwork and improve employeemorale, leading to higher
andconversion, antenna analysis and design with the concepts of bandwidth of digital signals, analog todigital conversion, multiplexing of digital signals, coding, digital modulation, and multiple-accesscommunication techniques.The proposed course emphasizes on design and simulation of digital transmitter and receiver en-gines, which is shown in Figure 1. This approach is very different than the two papers in referencesection[1][2][5][6]. The course brings on the modern digital techniques of packet communication, theover-the-Internet communication and Internet of Things (IoT). The course culminates with a termproject wherein the students select their own topics to build which exposes them to componentavailability and new techniques beyond the
survey, student’s feedback at the end of the class,and instructor’s self-assessment.I. INTRODUCTIONTo control a system in order to get a desired performance has been the longest desire of engineersand planners. The control requirements may be of different kinds: a) to stabilize an unstable system,b) to change the state of a system from one to another, C) to track the output of a system to a knownvariable, and d) to regulate the performance of a system in the face of variable inputs, loading ofoutput, disturbances and external noise. The list is endless depending on the type of application.Learning to control a system requires learning and developing a repertoire of tools for 1. Modeling of systems, 2. Actuation, sensing and transducing 3
assignmentassigned for that week. These problem sets were comprised of problems from the class textbook9or modeling problems created by the professor and executed in Microsoft Excel or MatLab. Thesampling of what was recorded was determined by the problems the students decided to work ontogether in the group. Some recorded sessions begin with students having started the problems inthe problem set while others work on all four problems from start to finish together. While this isnot ideal for research purposes, it captures the authentic ways in which students work and doesnot require them to do anything out of the ordinary as a participant in this study.Table 1: Overview of Data Corpus Group Assignments
transmitterand receiver may be placed on push carts, while for higher mobility they may be placed onuniversity owned golf carts moving at faster speeds on the designated campus routes.Furthermore, mobile transmitters and receivers may also be placed in cars driving on the campusstreets and through the university parking lots/garages to enable experiments simulating vehicle-to-vehicle (V2V) and vehicle-to-infrastructure (V2I) communications.2. IntroductionOver the past 20 years software defined radio (SDR) platforms have become increasinglyconsidered by researchers and educators alike due to their flexibility, reusable hardware forvarious set-ups, open source software, short design cycle and accessibility 1. Hardware prices arewithin the budget of any
research 1. Its questions are tailored to identify students’ implicit assumptions in aspecific field and may be applied both pre- and post-instruction. There is no currently existing CIfor networking and telecommunications. Our initial results seem to suggest that the developmentof a CI for this field would be very useful. However, we would like this CI to be applicable to adiverse set of students, with respect to both their culture and their educational level(undergraduate and graduate). At the moment, the development of such a CI is still in an earlystage.In summary, this study expands the breadth of knowledge on student preconceptions in STEMby including the subject of QoS in telecommunications, identifying some of thepreconception(s
order to stimulate and motivate students to master thematerial, which proved to be very successful. It has been observed that new approach improvedthe final scores in the course as well as student satisfaction with this approach of presentingmaterial as well as testing their understanding of the required material. The paper presentsresults from two years of teaching the course with the current approach, along with lessonslearned from this experience.IntroductionTeaching/learning process is an age long human activity of passing knowledge from person toperson [1]. The process has experienced progressive transformation over time as people wereobtaining deeper understanding of the cognitive science [2] and were provided with diverse toolsto perform
process, and initial assessment instruments.Keywords: assessment; learning outcomes; engineering education; capstone; industry;motivationIntroductionAccording to voices from industry, Transforming Undergraduate Engineering Education (TUEE)Phase 1 report and The Engineer of 2020 [1,2], engineering graduates are not alwaysdemonstrating those learning outcomes needed to be successful in the workforce. The authorsbelieve that to improve student learning outcomes requires curriculum change. But change mustbe directed by effective outcome assessments. As part of a National Science Foundation (NSF)funded project (DUE 1504728), the authors identified the top unmet outcomes sought byindustry and created assessment instruments to support student learning
simple 3D graphical userinterface for drawing buildings, and evaluating their performance using cost and energy (solarand heat) simulations (see Figure 1).Figure 1. (Left) Energy3D solar simulator, heat maps, and example building. (Right) Energy3D performance calculations (e.g., energy, cost).Design projects at all three schools involved using Energy 3D to design single-family homes thatattempted to balance energy consumption, construction cost, livability, and aesthetics, but thethree schools differed significantly in the scale of their implementation. One 8th grade in anurban setting allocated two weeks to design three unique solutions for almost 100 students. Oneof the two 7th grades in a suburban setting provided a
included, an engineering student can (1) examine eachdesign attribute from the point of view of a stakeholder from that source area, thereby allowingfor a greater perspective on how such attributes can constrain the design, and (2) gain anappreciation for the general education courses that provide these perspectives. This paper seeksto explore the early stages of this development effort. Specifically, it introduces the approachitself, discusses an initial classroom application, and examines preliminary data regardinginstructor consistency in assessment of the tool. Preliminary analysis is also reported regarding acomparison of response data from novice, advanced beginner, and expert users.ABET and Realistic ConstraintsUnder the proposed changes to
are troublingas recent evidence shows that embedding engineering challenges into curriculum can improvecontent knowledge and increase student motivation (Carr, 2011; Malone, Schuchardt, & Schunn,2015; Potter, 2014; Schuchardt & Schunn, 2015). Our research study targets in-serviceengineering professional development for secondary level biology teachers through design.Key QuestionsThe objective of this study is to determine the effects of video based professional developmenton in-service teachers’ ability to create high quality bioengineering design challenges in ashortened time frame (e.g., a workshop). Specifically, this work aims to answer the followingquestions: 1) Can teachers produce a high quality bioengineering design
the contrary, a classroom that hasintimidating technology, a non-intuitive setup and inadequate furniture will also not meet thebasic teaching needs of instructors and learning needs of students. In fact, technology in theclassroom can be distracting [1], especially if not implemented well. Rather than trying toforetell what a classroom should look like in a few years, one can design a modern instructionalclassroom that 1) has the ability to support multiple learning activities not only from class toclass, but also within the same class period, and 2) includes technology that is not a feature in theroom but rather is seamlessly integrated into the classroom [2]. One cannot assume that becausea new or renovated classroom has been built, that
attempts to incorporate different technologies inthe classroom [1] appealing to different learning styles. When compared, some of these technologieshave seen more success than others [2]. Some of the most commonly used classroom technologiesare: PowerPoint software [3], computers, chalkboards, web posting of materials, paper handouts,transparencies, laptops, overhead projectors, classroom computers, online course managementsystems, whiteboards, online discussion groups, document cameras, tablet PCs, streaming videos,clickers, VCRs, Acrobat Connect software, and smartphones [4]. However, the impact and effects inthe classroom of one of the newest technologies available to the consumer and educational markets,the 3D printer, has not been extensively
via different metrics, andproposes reasons for some of the successes and failures.CurriculumThe “Modeling and Simulation in Materials Science” sequence of courses included three labsadministered in the 4th, 6th, and 7th semesters of a “standard” 8-semester undergraduatecurriculum in MSE. While there are always deviations from a standard course map forindividual students, the course offerings at OSU are such that most students did take thissequence of courses in that order (which is required) and in those particular semesters. Thegeneral outline and descriptions of the courses are outlined in Table 1. Table 1: Overview of Curriculum for 3 the 3-Semester Sequence of Computational MSE Labs Lab 1 (Semester 4
online learning environment. We present a method forapplying the K-means algorithm for learner type identification within the more constrainedcontext of a highly technical and advanced MOOC on nanotechnology. We investigate differenttypes of learner behavior that emerge from the above-mentioned clustering and the ways inwhich each group of learners is distinct. Finally, we assign labels to each user group per theirdominant behavioral characteristics and use hypothesis testing to show that the difference inlearner behavior across groups is statistically significant.Literature Review:Learning platforms such as MOOCs provide the means for knowledge dissemination withoutregard to geographic, social and financial barriers [1] and hold the potential
to university education.The following three research questions are analyzed in this work that were also used in [Ref 10].Q1) If you are required to draw the graph of a given function by using technology, what kind oftechnology would you use? Please either choose one of the following or write your own answerand explain why. 1. Calculator 6. Fortran 2. Excel 7. Matlab 3. C 8. LabVIEW 4. C++ 9.Other______________ 5. C#Q2) If there is a definite integral given, which one of the following would you prefer to use tocalculate the given