Paper ID #22640Work in Progress: Integrating Computational Thinking in STEM Educationthrough a Project-based Learning ApproachDr. Dazhi Yang, Boise State University Dazhi Yang is an Associate Professor at Boise State University. Her research lies at the intersection of STEM education and technology-supported learning. Her current research focuses on integrating compu- tational thinking in STEM education, instructional strategies and online course design for STEM; instruc- tional strategies for teaching difficult and complex science and engineering concepts.Steve R SwasnonProf. Bhaskar B. C. Chittoori, Boise State University
Wireless Sensor and Control Network into a Robotics Course for Senior Students of Mechanical Engineering Technology Zhang, Z., Zhang, A., Zhang, M., Esche, S. K.AbstractModern robotics is a field that integrates mechanical, electrical, computer and informationsystems. However, students of Engineering Technology, especially Mechanical EngineeringTechnology (MET), are facing two dilemmas when taking robotics courses because technologyprograms mainly focus on hands-on skills and there are fewer fundamental robotics-relatedcourses in the MET curriculum than in electrical engineering technology.In order to improve the performance of the student in robotics program of MET, an educationalframework
: Integrating Robotics in School Curriculum. 2012.7. Grandgenett, Neal, et al. “Robotics and Problem-Based Learning in STEM Formal Educational Environments.” Robots in K-12 Education: A New Technology for Learning: A New Technology for Learning 94 (2012).8. George, Sébastien, and Pascal Leroux. “Project-based learning as a basis for a CSCL environment: An example in educational robotics.” First European Conference on Computer-Supported Collaborative Learning (Euro-CSCL 2001). 2001.9. Ramos, Fernando, and Enrique Espinosa. “A self-learning environment based on the PBL approach: an application to the learning process in the field of robotics and manufacturing systems.” International Journal of Engineering Education 19.5 (2003): 754-758.10
Student Chapter at UTEP.Mrs. Helen Elizabeth Geller, University of Texas, El Paso Helen Geller is the Program Manager for the STEMGROW grant, funded by the Department of Education at the University of Texas at El Paso.Luis Carlos Jimenez, University of Texas, El Paso Luis C. Jimenez is an undergraduate student majoring in Computer Science at The University of Texas at El Paso with interest in Cyber Security. He is currently working with the Center for Research in Engineer- ing and Technology Education as a Research and Development Specialist with an emphasis in technology implementation in the STEAM curriculum. Luis has been an active volunteer with organizations that try to help the community through engineering
. Kölling, "Teaching Java with BlueJ – A Sequence of Assignments." University of Southern Denmark Technical Report No 1, September 2002, ISSN No. 1601-4219.[6] Q.H. Mahmoud, "Integrating Mobile Devices into the Computer Science Curriculum." Proceedings of the Frontiers in Education Conference (FIE 2008), Saratoga Springs, NY, USA, pp. S3E-17- S3E-22.[7] A. Vihavainen, J. Airaksinen, C.Watson, “A systematic review of approaches for teaching introductory programming and their influence on success”, Proceedings of the tenth annual conference on International computing education research, August 11-13, 2014, Glasgow, Scotland, United Kingdom.[8] T. Beaubouef, and J. Mason, 2005. “Why the high attrition rate for
trying an hour of programming by using their one-hourtutorials. Many projects target middle school including CS Unplugged [24] and some projects arefocused on a specific discipline like integrating math with computing at the K-12 level [26].In [15], a summer camp curriculum was presented where the students were taught appdevelopment using App Inventor and later introduced to Java. However, this camp’s focus was toteach app development (not programming only) in a particular platform to high school studentsonly. Even though they have found the camp to be successful in using APP Inventor andtransitioning to Java, their curriculum followed traditional learning techniques and most of theirstudents already had prior Java experience which played a
) non-diegetic, (b) moderately diegetic, and (c) completelydiegetic ways to present a player with educational elements in a game.Discussion of these levels leads to two approaches for incorporating diegesis in educationalgames. The first is to have goals of gameplay that are inseparable from the goals of the learningtask. In this scenario, the player completes the learning task as they play the game. This iscompletely diegetic and the most immersive and engaging. However, especially whendeveloping STEM educational games, there are a variety of problems that may not have goalsthat are easy to integrate with gameplay goals. In this case, it is necessary to combine diegeticelements with non-diegetic element to create an engaging experience. There
(such as branch statements and functions) will beintroduced in similarly slow and step-by-step fashion, and early on during the curriculum.Students will still learn about binary representations of numbers and characters; but rather thanfront-loading the curriculum with these topics, they will be introduced in places where they canpresent an “aha” moment. For example, once students have experienced the results of integerdivision, the binary representation of integers will be introduced in order to explain theunexpected observed behavior. Once students have seen that counting (integers) up by 1’s willeventually yield a negative number, the binary 2’s complement will be introduced. And oncethey have experienced round-off errors with decimal
must deliver upper-level microcontroller/microprocessor curriculum content have reliedon producing component level skills and aptitudes in the students. It matches well with the subjectmatter and presentation of knowledge in textbooks. Reliance on developing electronics and computercomponent level knowledge to the exclusion of other knowledge has its critics [1].Broadly said, this work addresses, in part, the program's electronics and computing faculty concern thatthe program must make room for "timely content" in our semester lengthmicrocontroller/microprocessor curriculum. It must reach for a theme that could not be reached bysimply gluing component skills together. It must exercise “integrating skills” helpful to success insenior projects
exposure to ROS tostudents who possess the requisite Linux, Python and/or C++ skillset. In order to integrate ROSmore fully into the curriculum, and across engineering disciplines, another approach is needed.In 2015, MATLAB released the Robotics System Toolbox which provides a ROS interface andassociated robotics algorithms and tools. This MATLAB product enables engineering students,especially in an introductory course, to more easily communicate with any ROS-enabled robotsfrom standard Windows OS and/or Mac OS workstations running MATLAB. The advantage ofthis MATLAB solution is to provide students with a more intuitive and interactive programmingenvironment, visualization tools, and easy integration of other MATLAB toolboxes such ascomputer
University for five years. In 2010, she was hired as an external evaluator to conduct research on community/university partnership relations at the University of Cincinnati. She has received several awards including the: 1) UW College of Education outstanding research award (2015); 2) UW College of Education outstanding service award (2016); and 3) Honored College of Education Faculty at Fall Convocation (2017). Her research interests include partnerships within pre-service and in-service teachers in STEM Education with a focus on engineering education and integrated STEM. An active mem- ber of AERA, ASEE, ASTE, NARST, and NSTA, Dr. Burrows has presented at numerous conferences, published in ranked journals (e.g. Journal
thinking because it involves an integration of several engineeringdisciplines. Topics in this course included control, actuation, wireless, signal transmission andanalog to digital conversion. Rahnavard’s robot was different from other educational robots because it was possible toaccess all of the components through the low-level integration, which is different from most robots,which have a high-level integration of components and software control. Students would haveaccess to signals on the robot that could be measured with standard equipment. The robot partsincluded discrete electrical, electronics, and integrated circuit elements. The robot has two analogcommands for velocity and direction, six digital commands, and analog data that can
computerassisted virtual environment (CAVE) EON Icatcher and EON Professional integrated developmentenvironment (IDE) software. Two groups of graduate students enrolled in the course for twoconsecutive years provided feedback through surveys, discussions, and informal interviews.Students gained practical experience with designing VR systems and VR environments,appreciated the labs, and were excited about their VR projects.IntroductionThe demand for new knowledge content is high in engineering education practice at the graduatelevel. It is expected that the graduate courses lead, or at least reflect, the current state oftechnological developments and scientific discoveries. To stay competitive and current,curriculum designers are under constant pressure to
capability to recreate virtual versions of themajority of teaching laboratories in STEM fields, including manipulating objects, interactingwith realistic virtual versions of real equipment, creating visual and audio feedback based on thetheoretical parameters and the student’s inputs as well as generating realistic data from theexperiment. Incorporating VR labs into a traditional lab sequence will allow students to interactwith equipment not available at the institution and allow students to shift into an inquiry-basedinvestigation experimental techniques and practices safely. This first study into the effectivenessof VR experiments as perceived by the participants (students) has shown that utilizing VR labs ina traditional STEM curriculum is
Automated Programming Error Feedback Approaches In Problem SolvingExercises." Journal of Theoretical and Applied Information Technology 70.1 (2014): 121-129.[13] Queirós, Ricardo Alexandre Peixoto, and José Paulo Leal. "PETCHA: a programming exercisesteaching assistant." Proceedings of the 17th ACM annual conference on Innovation and technology incomputer science education. ACM, 2012.[14] Devens, P. E. MATLAB & freshman engineering. In Proceedings of the American Society forEngineering Education Annual Conference & Exposition (ASEE’99), 1999.[15] Tilbury, D. and W. Messner. Development and integration of Web-based software tutorials for anundergraduate curriculum: Control tutorials for MATLAB. Frontiers in Education Conference, 1997
open courses (MOOCs) provide a number of modern offerings; for example, EdXprovides an offering of Valvano’s embedded systems course [7] and Coursera offers an ARMand a TI MSP 430 course [8]. However, both courses offer large, weekly programming projectsrather that small exercises integrated with the instruction. In contrast, the approach introduced inthis paper relies on the use of small, low-stakes assessments and exercises to enable the studentto quickly determine what they don’t yet know, then review the missing information.To fill this gap, the Runestone Interactive platform [3] provides a set of tools for creating interac-tive textbooks, with a focus on in-browser execution of (JavaScript-emulated) Python, a popularprogramming language
is most effective when it reflects an understanding of learning as multidimensional, integrated, and revealed in performance over time. Formative assessment across the software application development process is intentionally integrated into the project. Each learning objective is addressed by at least two means of assessment. 3. Assessment works best when the programs it seeks to improve have clear, explicitly stated purposes. As the first-year students are still developing programmers, opportunities for formative assessment feedback are placed at critical points in the design process. 4. Assessment requires attention to outcomes but also and equally to the experiences that lead to those outcomes. Kolb’s
Paper ID #22662Second Year of Using the Sidekick Basic Kit for TI LaunchPad with Elemen-tary School StudentsMs. Tara N. Kimmey, Colorado STEM Academy 5th/6th grade teacher in Westminster, Colorado. She earned her Bachelor’s of Science in Liberal Studies from Longwood University in 2011 with a concentration in Elementary Education. She then went on to earn her Master’s of Science in Curriculum and Instruction in Special Education K-12 in 2012.Dr. 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
Paper ID #21811Technology Enhanced Pre-Calculus Classrooms (Work in Progress)Dr. Melissa Danforth, California State University, Bakersfield Melissa Danforth is a Professor and the Chair of the Department of Computer and Electrical Engineering and Computer Science at CSUB. Dr. Danforth was the PI for a NSF Federal Cyber Service grant (NSF- DUE1241636) to create models for information assurance education and outreach. Dr. Danforth was the Project Director for a U.S. Department of Education grant (P031S100081) to create engineering pathways for students in the CSUB service area. She is the co-PI for an NSF IUSE grant for STEM
Paper ID #23982A Low-cost Affordable Viscometer Design for Experimental Fluid ViscosityVerification and Drag Coefficient CalculationMr. Joseph Michael Derrick, Indiana University-Purdue University of Indianapolis I am a young professional engineer who has graduated from Purdue University in Indianapolis with a masters in Mechanical Engineering. It should also be noted that I also received my B.S. in Mechanical Engineering from there as well. My graduate studies was focused in thermal/fluid sciences and sys- tems/controls. Currently, my interests lie in aerospace applications with an emphasis in space propulsion and
answers to the questions, togetherwith an evaluation rubric for the open-ended question. This rubric evaluates the quality of thestudents’ answer on a 5-point scale, ranging from unsatisfactory to excellent, with examples foreach level. The last implementation document that was developed by the team is the User Guide.This guide includes user directions for each scene in the game. This will be packaged in theinstallation files of the game for anyone to use. [Insert Table 4]5. Future Study and Research Implementing Attack of the Recyclops and measuring its effects on sustainability learningand behavior with highest possible causal certainty is an integral part of this educational researchproject. Now
program coordinator for the Make to Innovate program at Iowa State University. This program provides our students with an opportunity to do hands-on projects and includes everything from underwater to space projects. In addition to my duties at Iowa State University, I also serve as the president of the Stratospheric Ballooning Association. This organization aims to promote, educate, and encourage collaboration for high-altitude balloon projects.Dr. Benjamin Ahn, Iowa State University c American Society for Engineering Education, 2018 Work-In-Progress: Developing engineering students’ professional development skills through augmented and virtual reality