withconcept mapping”, Science, Vol. 331, No. 6018 pp. 772-775 , Feb. 20113. D.R. Woods, “An evidence-based strategy for problem solving,” Journal of Engineering Education, Washington,vol. 89, no. 4, pp. 443–460, 2000.4. K. VanLehn, S. Siler, C. Murray, T. Yamauchi and W. B. Baggett, “Why Do Only Some Events Cause LearningDuring Human Tutoring?”, Cognition and Instruction, Vol. 21, No. 3, pp. 209-249, 20035. T. P. Novikoff, J. M. Kleinberg and S. H. Strogatz, “Education of a Model Student,” Proc. Natl. Acad. Science,23 Jan. 2012.6. F. N. Dempster, "Spacing Effects and Their Implications for Theory and Practice", Educational PsychologyReview, 1989 Vol 1, Issue 4, pg. 3097. Bloom, B. S. (1984), 'The 2 Sigma Problem: The Search for Methods of Group
Downstream impacted High School 60. [G-SRT.9] Derive the formula for the area of a triangle by drawing an auxiliary line from a vertex perpendicular to the opposite side. Downstream impacted High School 61. [S-ID.1] Represent data with plots on the real number line (dot plots, histograms, and box plots). Downstream impacted High School 62. [S-ID.2] Use statistics appropriate to the shape of the data distribution to compare center and spread of two or more different data sets. Downstream impacted High School 63. [S-ID.3] Interpret differences in shape, center, and spread in the context of the data sets, accounting for possible effects of extreme data
curriculum.IntroductionSince 2006 the popularity of computational thinking (CT) - skills for solving problems byadopting the theoretical concepts of computer science - has been increasing substantially,leading to an increase in the amount of research and experiments on the CT method. Yet,there are limited numbers of inquiry investigate approaches to incorporated CT into acurriculum. Betül Czerkawski researched ways to integrate CT across all curriculum, throughsurveying instructional CT designers. She constructed the survey using the ADDIEinstructional design model. One of her findings showed that the Mind Map(s) (MM) strategycan establish a better connection between CT and instructional design [1]; however, verylittle research existed to investigate the correlation
job.However, the risk adverse individuals may conclude that the worst and most likely cases arebelow their current salary and decide to accept the new offer. Table 2: Example of level 2 task solutionCo m m ission % 2%Cu rre nt S a la ry $5,000Ba se S a la ry $3,000Bre a kEve n (L S L ) $2,000 M o st Like ly Ca se Be st Ca se W o rst Ca seRe ve n ueRental F ee per Unit $2,100 $2,500 $2,000Units under Leas e 85 100
multiple and innovative approaches.AcknowledgmentsThis material is based upon work supported by the National Science Foundation underGrant No 0717624 and 0836981, and the Research for Undergraduates Program in theUSF College of Engineering. Any opinions, findings, and conclusions orrecommendations expressed in this material are those of the author(s) and do notnecessarily reflect the views of the National Science Foundation. We want to thank Dr.James Eison of the USF College of Education who helped in designing the assessmentinstrument for external evaluation.References 1. Maple 12, Advancing mathematics. http://www.maplesoft.com/, accessed January 2009. 2. MATHCAD 13, The industry solution for applying mathematics. , accessed
all’curriculum, in Improving science education: The contribution of research, J. Millar, Editor. 2000, McGraw-Hill Education: UK. p. 147-164.4. Varma, R., Making computer science minority-friendly. Communications of the ACM, 2006. 49(2): p. 129-134.5. Sjøberg, S., Investing all children in 'science for all', in Improving science education: The contribution of research, J. Millar, Editor. 2000, McGraw-Hill Education: UK. p. 165-186.6. Jenkins, E., 'Science for all’: Time for a paradigm shift, in Improving Science Education: The Contribution of Research, J. Millar, Editor. 2000, McGraw-Hill Education: UK. p. 207-226.7. Duschl, R., Making the nature of science explicit, in Improving science education: The
data such as parent educationlevel and ethnicity.5. AcknowledgmentsThe authors would like to thank the Cal State University Course Redesign with Technologyprogram for providing funding for this redesign effort. The authors also would like to thankundergraduate student assistants Chantel Ylaya and Sekani Robinson for assisting with the datacollection and analysis.6. References[1] Felder, R. M. and Brent, R. (2009). Active learning: An introduction. ASQ Higher Education Brief, 2 (4).[2] Freeman, S., Eddy, S. L., McDonough, M., Smith, M. K., Okoroafor, N., Jordt, H., and Wenderoth, M. P.(2014). Active learning increases student performance in science, engineering, and mathematics. Proceedings of theNational Academy of Sciences, 111, 8410-8415.[3
do not necessarily reflect the views of the National Science Foundation. Page 26.737.13References1. Palaigeorgiou, G. and Despotakis, T., 2010, ―Known and Unknown Weaknesses in Software Animated Demonstrations (Screencasts): A Study in Self-Paced Learning Settings,‖ Journal of Information Technology Education: Research, 9(1), pp. 81-98.2. Lloyd, S. and Robertson, C. L., 2012, ―Screencast Tutorials Enhance Student Learning of Statistics‖, Teaching of Psychology, 39(1), pp.67-71.3. De Grazia, J. L., Falconer, J. L., Nicodemus, G., and Medline, W., 2012, ―Incorporating Screencasts into Chemical Engineering Courses
to achieve isinstead intended to be achieved, typically, via on-line video lectures which the students are respon-sible for viewing before attending the in-person class meeting. The in-person meeting is devotedto answering questions (that students may have based on their viewing of the corresponding videolecture(s)), joint problem solving activities, as well as other active learning tasks that provide in-dividual and group practice. The expectation is that, given the ability of active learning tasks toengage students in learning, the approach will help students better achieve the intended learningoutcomes of the course; and, as an added bonus, students’ abilities with respect to such importantprofessional skills as team work and
moving from the simulations and virtual environments to the real-worldenvironment. Future work should examine the affect of students learning a skill in a computerenvironment and how their emotions evolve as they attempt to transfer skills learned in computerenvironments to real world applications. Future research should also examine whether thefindings from this study are consistent across different tasks and different 2D and 3Dimplementations.AcknowledgementsThis work was supported by the National Science Foundation under Grant No. DUE-1104181. Anyopinions, findings, and conclusions or recommendations expressed in this material are those of theauthor(s) and do not necessarily reflect the views of the National Science Foundation. This work was
curriculum. Overallthe work adds to knowledge of how best to train and teach PM, informs the debate on the bestpedagogical approaches, identifies modelling issues about how and where to start on themodelling journey, about how best to develop 3D modelling capabilities in users.Bibliography1. Bhavnani, S. K., John, B. E. & Fleming, U. (1999) The Strategic Use of CAD: An Empirically Inspired, Theory-Based Course. Proceedings of CHI 1999, May 15-20.2. Bhavnani, S. K. & John, B. E. (1996) Exploring the Unrealised Potential of Computer-Aided Drafting.3. Bhavnani, S. K. (2000) Designs Conducive to the Use of Efficient Strategies. Symposium on Designing Interactive Systems 2000.4. Hartman, N. W. (2004) Defining Expertise in the Use
is an Assistant Professor of Computer Graphics Technology and Computer and Information Technology. Dr. Whittinghill’ s research focuses on simulation, gaming and computer pro- gramming and how these technologies can more effectively address outstanding issues in health, educa- tion, and society in general. Dr. Whittinghill leads projects in pediatric physical therapy, sustainable energy simulation, phobia treat- ment, cancer care simulation, and games as a tool for improving educational outcomes. Dr. Whittinghill is the director of GamesTherapy.org. Prior to joining Purdue he was a senior software engineer in the research industry focused upon the fields of visualization, games, agent-based modeling, digital
the end of their second semester, could be a reason for thisdifference.Table 1. Student survey responses regarding note taking.Questions (15 Respondents) N R S QO VOI take notes in DyKnow by writing with the stylus. 4 9 1 1 0I take notes on my computer by writing with the stylus in a 7 2 2 1 3program other than DyKnow (e.g., One Note).I take notes in DyKnow by typing. 2 4 6 1 2I take notes on my computer by typing in a program other 4 3 6 1 1than DyKnow (e.g., Microsoft Word).I take notes with pen and paper. 6 0 1 4 4N = Never, R = Rarely
original ideas, including those on cognitive conflict triggering learning in children werefurther elaborated and expanded by various learning scientists and applied to K–12 as well as col-lege education. For instance, Doise and Mugny 4 conducted various studies about how cognitiveconflict impacts learning. Their work showed that the other learner(s) who held the conflictingviews did not need to be physically present, as long as the learners in question saw the conflictingviews as being those of peers. While triggering cognitive conflict is possible even without en-gaging with peers (e.g., via refutation text 5 instead), combining it with peer-interaction has majoradvantages. First, interaction with peers encourages the student to verbalize the
: Page 25.641.7 cp d& d& ≥ 0 Fnormal = A kp d + A (21) & d& < 0 s p cp d d& = vn i ni (22) Contact surface r Contact n point
. During the six weekly in-classsessions, a total of 85,058 telemetry events were recorded. Telemetry data contain timestampswith events, which are listed together with their associated parameters in Table 1.Table 1. Subset of telemetry events as captured in the research version of codeSpark Academywith their visualization. The column “Visualization Markers” contains markers that will be usedin our visualizations, which will be discussed in the Methods section. Telemetry Event Marker PuzzleStart: Sent at the beginning of every puzzle level s PuzzleResult: Sent at the end of every puzzle level *,2*,3* CommandAdded: A
research of affective learning in engineeringeducation.References[1] R. Picard, S. Papert, W. Bender, B. Blumberg, C. Breazeal, D. Cavallo, T. Machover, M. Resnick, D. Roy, and C. Strohecker (2004): Affective Learning – A Manifesto. BT Technology Journal, 22(4), 253-269.[2] V. DeBellis, and G. Goldin (2006): Affect and Meta-Affect in Mathematical Problem Solving: A Representational Perspective. Educational Studies in Mathematics, 63(2), 131-147.[3] Hofer, B. K., & Pintrich, P. R. (Eds.). (2002). Personal epistemology. The psychology of beliefs about knowledge and knowing. Mahwah, NJ: Laurence Erlbaum Associates.[4] Bandura, A. Self-efficacy. In V. S. Ramachaudran (Ed.), Encyclopedia of Human Behavior Vol. 4, pp. 71-81, 1994. New
AC 2007-1483: THE USE OF A COURSE MANAGEMENT SYSTEM INENVIRONMENTAL ENGINEERING FOR THE EDUCATION OF THE GLOBALCITIZENLupita Montoya, Rensselaer Polytechnic Institute Lupita D. Montoya is Assistant Professor of Environmental Engineering in the Civil and Environmental Engineering Department at Rensselaer Polytechnic Institute. She earned her BS degree in Engineering from California State University, Northridge, her MS in Mechanical Engineering and her PhD in Environmental Engineering from Stanford University.Chris Moore, Rensselaer Polytechnic Institute Chris S. Moore is a Course Developer in the Distributed Education and Multimedia Department at Rensselaer Polytechnic Institute. He has served as
self-efficacy in engineering education, Journal of Engineering Education, 90(2), 247-251.[9] D. J. Ahlgren and I. M. Verner (2007). Building Self-Efficacy in Robotics Education. Proc. of 2007 ASEEAnnual Conference, Honolulu.[10] S. Bhandari, P. Gautam, D. Ahlgren. “Implementation of RF communication with TDMA algorithm in swarmrobots”. Proc. IEEE International Conference on Technologies for Practical Robot Applications, 2008, pp. 68-73[11] K. Nepal, A. Fine, N. Imam, D. Pietrocola, N. Robertson, D. Ahlgren. “Combining a Modified Vector FieldHistogram Algorithm and Real-time Image Processing for Unknown Environment Navigation”. Proc. IS&T/SPIE21st Annual Symposium, San Jose, January 2009
) to students and teachers whowish to master basic skills so as to enable focus on higher-level thought in math and computing.II. BackgroundGaming has become one of the most popular pastimes in world. In 2016, the EntertainmentSoftware Association surveyed over 4,000 U.S. households and found that 63% of householdshave at least one person who plays video games for at least 3 hours a week [5]. This amount is anincrease from the same study done in 2015 which found 42% of households had a gamer [7].Furthermore, Granic found that 97% of American children and adolescents play games for atleast one hour per day in the United States [9]. Since the first video games were released in the1950’s [10], games have improved on the visuals, storyline, and
educators to developadditional resources for MATLAB and ROS programming of low-cost robot manipulators thatare effective in the classroom and laboratory. These results also have significance to theintroduction of modern robotics concepts, including industrial robots and intelligentmanufacturing, into lower division engineering courses, K-12 and STEM activities.7.0 References[1] https://www.ros.org/ [Accessed April 26, 2020][2] S. A. Wilkerson, J. Forsyth, C. Sperbeck, M. Jones, and P. D. Lynn, “A Student Project using RoboticOperating System (ROS) for Undergraduate Research,” 2017 ASEE Annual Conference & Exposition,Columbus, Ohio, June 2017. Available: https://peer.asee.org/27515 [Accessed April 26, 2020][3] A. Yousuf, W. Lehman, M. A. Mustafa
Paper ID #30621Effectiveness of Using Guided Peer Code Review to Support Learning ofProgramming Concepts in CS2 Course: A Pilot StudyDr. Tamaike Brown, State University of New York at Oswego Assistant Professor of Computer Science, Department of Computer Science, State University of New York at OswegoDr. Gursimran Singh Walia, Georgia Southern University Gursimran S. Walia is Professor of Computer Science at Georgia Southern University. His main research interests include empirical software engineering, software engineering education, human factors in soft- ware engineering, and software quality. He is a member of the IEEE
] C.Watson, and F. W. Li. 2014. Failure rates in introductory programming revisited. In Proceedings of the 2014 conference on Innovation & technology in computer science education, 39-44.[2] R. Hoda and P. Andreae. 2014. It’s not them, it’s us! Why computer science fails to impress many first years. In Proceedings of the 16th Australasian Computing Education Conference, 158-162.[3] S. Bergin, R. Reilly and D. Traynor. 2005. Examining the role of self-regulated learning on introductory programming performance. In Proceedings of the First International Workshop on Computing Education Research, 81-86.[4] J. Emig. 1977. Writing as a mode of learning. College Composition and Communication, 28, 122-128.[5] E. Crowley. 2004
. Authentic inquiry focuses on student-centeredinvestigations/research/projects based on contextually-grounded real-world problems. The authors werespecifically interested in the types of projects students select, the number of students working in each typeof project, and the alignment of self-identified project types with project deliverables.Problem, Purpose, and Research QuestionIn STEM education there has been a push, starting within K12 in the 1990’s, from lecture, to hands-on, toinquiry, to authentic science learning (see literature review). While this pedagogical shift, based on priorresearch, is currently accepted at the K12 level, faculty at the university level still generally rely ontraditional lecture formats. The problem at the
Engineering Education AnnualConference & Exposition, Honolulu, Hawaii, USA, June 24-27, 2007.[9] S. Zappe, R. Leicht, J. Messner, T. Litzinger, and H. Lee, “ ‘Flipping’ the classroom to explore active learning ina large undergraduate course,” in Proceedings of the 2009 American Society of Engineering Education AnnualConference & Exposition, Austin, TX, USA, June 14-17, 2009.[10] D. Bolliger, S. Supanakorn, and C. Boggs, “Impact of podcasting on student motivation in the online learningenvironment.” Computers & Education, vol. 55, 714-722, 2010.[11] P. Johanes and L. Lagerstrom, “Online Videos: What every instructor should know,” in Proceedings of the2016 American Society of Engineering Education Annual Conference & Exposition, New
.References [1] J. R. Anderson. Learning and memory: An integrated approach. John Wiley and Sons, second edition, 2000. [2] A. D. Baddeley. Human Memory: Theory and Practice. Psychology Press, second edition, 1997. [3] F. B. Baker and S.-H. Kim. Item Response Theory: Parameter estimation techniques. Marcel Dekker, second edition, 2004. [4] L. Crowley and G. L. Herman. Using faculty communities to drive sustainable reform: Learning from the Strategic Instructional Initiatives Program. In ASEE 2014: Proceedings of the American Society for Engineering Education 121st Annual Conference and Exposition, 2014. Paper ID #9052. [5] J. L. Davis and T. McDonald. Online homework: Does it help or hurt in the long run? In ASEE 2014: Proceedings
redesigned advising process based on such feedback; we focused on ourEngineering Leadership program. The criteria for this selection was: 1) the cohorts within theprogram were well identified and documented, 2) the program was smaller (80 students) and newermaking it more flexible to adapt 3) the advisor(s)/faculty wanted to move to a three-pillar modelwhich focused on a) advising, b) mentoring, and c) professional development.A team involving four students from varying classifications, along with a student from a differentdepartment/college, was brought in to conduct focus groups around the challenges of the currentadvising process. Based on such, the team was re-aligned with the goal of conducting addition focusgroups of students about what type
homeworksystem and an invaluable teaching and learning tool.References1 Bugbee, A. C. (1996). The Equivalence of Paper-and-Pencil and Computer-Based Testing. Journal of Research onComputing in Education, 28(3), 282-299, 1996.2 Bonham, S., Beichner, R., Titus, A., and Martin, L. (2000). Education research using web-based assessmentsystems. Journal of Research on Computing in Education, 33, 28-45.3 Tang, G. and Titus, A., (2002). Increasing Students’ Time on Task in Calculus and Physics Courses throughWebAssign. Proceedings of the 2002 ASEE Conference.4 Thoennessen, M and Harrison, M. J. (1996) “Computer-Assisted Assignments in a Large Physics Class.”Computers and Education, 27,141 1996.5 Hall, M, Parker, J, Minaei-Gigdoli, B., Albertelli, G., Kortemeyer
different recipe creations and Figures 4 and 5 depict two landscapes. As the reader can see,students chose their own recipe to customize and chose their own landscape to depict. Page 12.608.10Ingredients for 4.0 servings of Scrunchy Sweet and Sour Chicken:4.0 egg yolksSalt and Ground Black Pepper4.0 skinless, boneless chicken breast halves, cubedVegetable oilThe following is for the Sweet and sour sauce to top the chicken; it is tailored to the 4.0servings you requested1.0 Onion(s), sliced1.0 Small Red Pepper(s), cut into one inch pieces1.0 Small Orange Pepper(s), cut into one inch pieces1.0lb of Pacific Friend Pineapple cubes in natural juice1.0tbsp