innovation, creativity, design, and entrepreneurship.The UW Libraries have graciously provided 2500 square feet of space to develop a prototypeLibrary Innovation Center (LIC) during the Fall 2016 semester. Lessons learned and equipmentpurchased will form the basis of the Student Innovation Center (SIC) planned for the EERB.Groundbreaking for the EERB was October 7, 2016 with a scheduled completion of Spring 2019.The purpose of the LIC/SIC is to provide experiential learning space for STEAM (science,technology, engineering, arts, and math) students. The LIC/SIC provides a location for studentsto explore ideas, complete class projects, or pursue an entrepreneurial innovation. Also, thespace is available to conduct classes and workshops. The space is
behaviors on a mobile robot, • describing the difference between artificial intelligence and engineering approaches to robotics, • functioning on a multidisciplinary team to complete mobile robotics projects on a hardware platform, • comparing and contrasting the various robot paradigms including hierarchical, reactive, deliberative, hybrid, and behavior-based, • analyzing and implementing metric and topological path planning on a mobile robot, • analyzing and implementing subsumption architecture and potential field summation to implement obstacle avoidance on a mobile robot, • describing the methods for localization and implementing the Kalman filter algorithm on a mobile robot, and
classroom as a blendedlearning model; where videos are viewed outside of scheduled class time and face-to-facemeetings are used for alternative strategies (e.g., instructor guided active learning, cooperativelearning, peer led team learning, etc.) to promote deeper learning. A 2015 survey of highereducation faculty indicates that 69.5% of respondents have flipped an activity, class, period, orcourse, and plan to implement the model again (Magna 2015).Video Creation by InstructorsFor instructor survey Q1, making of a video to support a course taught by the instructor, 43responses were received. Of the 43, 18 (42%) instructors indicated “yes” to having created avideo, while 25 (58%) indicated “no”.Use of Online Engineering Education VideosQ2 on the
forward until obstacle is detected Lab #5: Avoid obstacle using lidar (introduce path planning) Lab #6: Turtlebot mapping and localization (team projects exploring obstacle avoidance using vector field histograms and other advanced algorithms)An example of MATLAB code to move the Turtlebot forward for 10 seconds is shown in figure2. This is considerable less code and less steep learning curve than would be necessary inPython or C++ in a Linux environment. ipaddress = '192.168.1.1‘ % IP of Turtlebot (will depend on your setup) rosinit(ipaddress) % start ROS robot = rospublisher('/mobile_base/commands/velocity'); % publish velocity topic velmsg = rosmessage(robot); % get message format for velocity tic
]. Spohrer [3] analyzed programming errors using a cognitive sciencemodel. Spohrer used a Goal And Plan tree to trace the root causes of errors, which defined plans(steps/procedures) as the techniques to solve the problem, and the goals as the desired result toachieve or accomplish. Spohrer found that once there is a mismatch between a plan and a goal,an error occurs. Yarmish used a similar approach but added more components to a plan [4].Other work suggests that errors occur due to inaccurate mental models about program state[3][4][7][13][14]. Horstmann [5] presents a list of common errors when introducing C++programming concepts and constructs. Horstmann presents common errors in each chapter,which may help students avoid such errors. Oualline [6
and technology and that try to foster the interest of the younger generation in STEM fields.Ms. Jennifer Arreola, University of Texas, El Paso Jennifer Arreola is pursuing a Bachelors in Engineering Leadership with a concentration in Environmental Engineering. She plans on working for the protection of human health and ecosystem. She believes that as an engineer the ability to understand not only the problem but other issues such as political, business and social are necessary to approach this new generation.Ms. Andrea Annette Duenez Andrea A. Duenez is a senior at the University of Texas at El Paso majoring in Engineering Leadership with a focus in Electrical Engineering. Andrea plans to graduate in December of
object-orientedprogramming practices. The students enrolled in these courses are primarily computerengineering and computer science majors.The second set of participants are the project clients. Over the four years covered by this study,four different sets of clients were used. In 2014, the clients were engineering education studentsdeveloping materials in support of educational outreach activities. The software applicationswere designed to augment lesson plans developed as part of a series of teacher workshops thatthe students helped to deliver in the Dominican Republic. Due to the departure of the instructorleading the then-annual trips, in 2015 the focus shifted to having ASEE student chapter membersserve as clients in support of their
comment classifications and student performance in the studiedintroductory course and plan to track student success through subsequent programming coursesas well. As we begin to look at student performance, we are utilizing McGill and Volet’sconceptual framework for analyzing student programs and diagnosing deficiencies [20]. Thisframework links three types of programming knowledge (syntactic, conceptual, and strategic)with the view of knowledge from cognitive psychology (declarative, procedural, andconditional). We believe using this framework to link our qualitative codebook withprogramming knowledge will allow us to further evaluate students’ thinking processes and thechanges in programming knowledge over time. Furthermore, in addition to
analysis and Exploring data to find patterns, causes, trends, or results to facilitate therepresentation knowledge construction and problem solving. [14], [16]Simulation and Manipulating data or concepts through controlled programs or exercisesModeling or creating such programs for data manipulations. [14]Communication Written and oral descriptions supported by graphs, visualizations, and computational analysis. [17]For K-12 students, an example of CT revealed in their STEM inquiry could be workingtogether to gather data about different types of earthquakes (i.e., data collection). Anotherexample could be working out a plan to build a robot for detecting life on Mars (e.g.,design, sketch, build
to solveauthentic problems with an inquiry approach. We wanted the students to develop problem solvingand self-directed learning abilities while they also remain motivated to learn increasinglychallenging topics. To incorporate experiential learning in our curriculum, each module beginsfrom concrete experience to reflective observation, then to abstract conceptualization to activeexperimentation. In other words, the first stage is where the learner actively experiences anactivity. The second stage is when the learner consciously reflects back on that experience. Thethird stage is where the learner attempts to conceptualize a theory or a model of what is observed.The fourth stage is where the learner is trying to plan how to test a model or
was spring break) to completetheir projects. These five specific deliverables enabled assessment of both technical and soft-skills inalignment with ABET accreditation criteria. For example, the preliminary proposal required: self-organization into groups, description of problem context, a proposed approach (plan), the definition of done/ measures of success, and relevant prior-work and references. The midterm report and final report bothclosely followed a typical conference paper outline – instructions for the presentation of these results wasintentionally limited, though the instructor provided a LaTX template. Some of the sections containedwithin the template included: an executive summary, an introduction with relevant references, a
showed higher increase in the post-test score for thecontrol group (that did not have the team collaboration) as compared to the experiment group(that included team collaboration). The result from paired t-test showed that the increase wasstatistically significant (at p < 0.001) for both groups.We had expected that ability to collaborate and earn extra virtual points when working withpeers would motivate students to perform better, however the results seem to indicate otherwise.Based on the feedback from instructors, it was found that teams were formed randomly (size of3 students) which limited the engagement and that could have resulted with less team-basedcollaboration within SEP-CyLE. In future work, we plan to evaluate the impact of
describe the CONSIDER system; as we noted, the systemevolved through a series of versions and we describe some of these steps as well. In Section 4,we present our research questions, the research design, and the results obtained. In Section 5, weconsider the lessons learned thus far and our plans for further revision and refinement of the systembased on these results.2 Theoretical FrameworkSocio-cognitive conflict, a key concept underlying the CONSIDER system, originates in Piaget’sclassic work [19] on children’s learning. The idea is that socio-cognitive conflict, i.e., disagree-ments with other learners’ conception of the same problem or topic and interaction with peers toresolve the disagreements is fundamental to the learner’s grasp of new
discuss preliminary results fromstudents using the virtual reality system and the activities we have developed.IntroductionThis paper will discuss a current work in progress of implementing a learning module that usesvirtual reality and a game environment to teach students professional development skills. We willuse Game Based Learning (GBL) as our framework for this research and as a base for ourapproach in teaching these skills to our students. We will begin by doing an overview of ourresearch including our motivation for this research, our theoretical framework and the use ofvirtual reality as a teaching tool. We will then discuss our current progress in developing both thelesson plan, hardware and software used for this learning module
environment, develop appropriate behavioral approaches,help students make interdisciplinary connections, and improve learning outcomes.Learning System Figure 1. Interface of Moodle learning systemThis study built upon past research and used action research methods to identifyappropriate adjustments to activity planning and guidance methods, with the objectiveof developing cooperative interaction and creative thinking abilities in students overone academic year [12]. The Moodle learning platform was employed to enablestudents to interact regarding class projects. A modular structure, divided into a coremodule and a plug-in module, was adopted to establish the platform. The plug-inmodule was interfaced with the core module to add or
accounting for the fluid effects.ConclusionIn summary, the objective of developing a smaller, affordable, and more accurate viscometerapparatus was successful. Due to the significance of viscosity and helping students understand thegoverning principles and concepts, it’s important the design be reliable, accurate, and assists in theunderstanding of viscosity. The design is compact, enabling placement on a laboratory tables andin storage cabinets. The built-in electronics and LCD screen output the time without the need fora computer or software application. Component and material selection insured the prototypeprovides accurate and precise results.With the completion of the testing apparatus, the plan moving forward is to implement the newermodel
efficacy of the educationalgame.Future work includes exploration of ways to increase engagement further by incorporatingadditional diegetic elements. For example, in the Element Roll game, the equation generatedcould not only be related to the molecules pictured, but also to the current state of the playerelement. In the Cargo Loading game, steps could be taken to make the flags on the missile morerealistic by having them curved or waving. Special care would have to be taken to ensure that thegraphs were still easy to view. Additionally, we plan to pursue further development of additionalgames for additional topics. It would also be very informative to conduct an efficacy study tocompare the quality of learning outcomes with the level of
student expressed “The projectswe receive are always fun and interesting that really tests what we learned in class; a veryenjoyable class; a decent teaching plan throughout the semester”. One student expressed “classwent at a good speed and gave enough time for projects to allow them to be completelyunderstood before moving on”. One student commented “discussing problems outside of classtime can be extremely helpful”.For question 8 in the fall 2017 survey, one student expressed “sometimes I didn't understandfully what some of the code did and labs were not interesting”, which we interpreted it as arequest for providing more detailed descriptions on what the code does in our lab exercises; onestudent expressed “one problem was that most coding
tominimize these behaviors and design an equal learning environment for students in a computer-supported, especially HMD VR-supported, class. This proposed study is expected to fill the gap. Being motivated from the activitydescribed in [3], I will conduct a research to explore whether the dominating behaviors can beeased when more HMD headsets are available for a team in a collaborative learning activity andwhat are the design principles of an equal learning environment for collaborative learning underHMD VR environment. The research question that leads the study is: How to design an equal engineering class environment for students’ collaborativelearning with HMDs? To answer the research questions, I plan to conduct an experiment
students’ interest in this course, which also improved their performance.1. IntroductionRobotics is becoming one of the most attractive majors in the Colleges of Technology because ofthe advantages in respect of applications, jobs, and prospects. Therefore, more and more Collegesof Technology have or are planning to create robotics program. Usually, as an interdisciplinaryfield, the robotics programs are provided by either Computer Engineering Technology or MET.However, students of Engineering Technology, especially MET, are facing two dilemmas whenproviding robotics courses:(1) Technology programs mainly focus on hands-on skills and there are fewer fundamentalrobotics-related courses in the MET curriculum than in electrical engineering
economic decisions, cost is a factor in college selection. In fact, the cost of a particularcollege has been shown to be a rising concern for first-year students.27 As a result, morefirst-year students are attending colleges near their homes and almost one-fifth of incomingfirst-year students plan to live with relatives during the first year of college. The impact of coston college decision is especially important for first-generation college students. Despite the factthat these students are accepted to their first choice institutions at similar rates as their peers, firstgeneration students are less likely to attend a first choice institution.27 In addition to financialpressures, first generation college students have been found to have more
feedback to correct mistakes.If CS 1 only has MSPs, when will students learn to write larger programs? Our thoughts: ● Majors will learn to write larger programs in CS 2. ● Non-majors, if they need to program in their careers, are more likely to have to write programs similar to the MSPs, like writing a small add-on function for a statistical analysis tool, for google docs, for a database query, etc. If they need to write more substantial programs, they will probably take a CS 2 class (or more). ● With the above said, we note that we intentionally ran the experiment in a more “extreme” manner, to see what effect would occur. Going forward, our instructors plan to give one large assignment mid-quarter and one
compatible – we need to expand this app on other mobile platforms (iOS, WindowsMobile) to cater iPhone and Windows phone users , (ii) conducting a survey to evaluate theusability of this mobile app (planned for Spring 2018), and lastly (iii) comparing the study resultsfrom mobile app with the results from other VR platforms that we have studied such as theCAVE and the 3D TV.8 References[1] T. Abdel-Salam, P. J. Kauffman, and G. Crossman, "Does the lack of hands-on experience in a remotely delivered laboratory course affect student learning?," European Journal of Engineering Education, vol. 31, no. 6, pp. 747-756, 2006/12/01 2006.[2] B. Jackson. (2015). What is Virtual Reality? Definition and Examples. Available: http
dimensionality ofthe survey data input increases 𝑛𝑛-TARP should continue to be effective. We intend to expand thedimensionality of the data by including all the questions from the pre-survey instead of the eightquestion subset we used in this study. This goal of including additional questions poses somechallenges since not all questions have a Likert scale, nor are they all ordinal. Further, in this studywe considered pre-course survey responses from only four courses; moving forward we plan toincrease this analysis to over 200 courses.6. CONCLUSIONSIn summary, we proposed a new data analysis approach for survey data using 𝑛𝑛-TARP. We generateda distribution of clusters based on student responses to MOOC pre-course survey questions. Ourapproach
VirtualReality/computer based games will be collected as control variables. In addition to experiments,cross-sectional and longitudinal studies are planned to be conducted that investigate therelationships between the game and various learning and behavioral outcomes, academicperformance, environmental activism/advocacy, etc. among campus students. By observingsustainability outcomes of the Attack of the Recyclops (as well as any curricular or extra-curricular activities that incorporate the game) in more natural educational settings, thesecorrelational studies will allow the research team to observe the longer-term effects, identifymore potential facilitators or inhibitors, and conduct additional experiments in the future.6. Conclusions and Expected