explored on a 2D display or via a VR headset (if available); b. Processes in the virtual (simulation) environment that include multiple stations, and com- prise technical as well as organizational aspects; c. A set of products or entities that flow throughout the virtual environment and are processed (e.g., manufactured, assembled, stored, transported); d. A didactical concept that comprises formal and informal learning, enabled by own actions of the learners during and after virtual site visits/field trips based on remote active-learning instead of on-site learning. These represent problems/projects inspired by real-world situa- tions that the learner may face at future workplace.Since I-SBL essentially involves PBL
-2014, and the Herbert F. Alter Chair of Engineering (Ohio Northern University) in 2010. His research interests include success in first-year engineering, engineering in K-12, introducing entrepreneurship into engi- neering, and international service and engineering. He has written texts in design, general engineering and digital electronics, including the text used by Project Lead the Way.Max Mikel-Stites, Virginia Tech Max Mikel-Stites is pursuing master’s degrees in engineering mechanics and mathematics at Virginia Tech. He studies the biomechanics of hearing in parasitoid flies and is passionate about the physics of Marvel superheroes and scientific communication. His general research interests include biological
decision support in healthcare, and engineering educa- tion research. He teaches courses in the areas of systems modeling and performance analysis, information systems design, production planning, facilities design, and systems simulation. He is also the co-author of the Design of Industrial Information Systems textbook which was awarded the 2007 IIE/Joint Publishers Book-of-the-Year Award.Dr. Gwen Lee-Thomas, Old Dominion University and Quality Measures, LLC Gwen Lee-Thomas, Ph.D., is currently serving as the Assistant to the President and Provost for Special Projects at Old Dominion University and CEO of Quality Measures, LLC. Lee-Thomas has been an ex- ternal consultant for more than 13 years, serving businesses as
. Page 14.528.8≠ Demonstrate hands-on test bench skills and the ability to communicate appropriately via a lab notebook while functioning as part of an engineering lab team.C.2.4 Design activities: Students in EE 2390 encounter a variety of open-ended problems inwhich they must design some circuit or system to achieve the solution. The most obviousexample is the final project in the laboratory portion of the course, in which they are given onlythe system requirements. They design a solution, build and test it using programmable logic(typically a CPLD) and some supporting peripheral devices, and must demonstrate it working totheir TA. Other design activities take place in the lecture portion of the course, with a particularexample being the
laboratory, hands-on project, use of software or simulation Question 2 Self-directed learning is as effective as in-class or on-job training (internships/co-op) Question 3 I consider myself as a technology-forward person Question 4 I prefer when professors adopt simulations to support the lecture materialBelow, the outcome analysis for each of the four survey questions listed in Table 2 are providedin detail. • Question 1: I feel more engaged in courses that have interactive components such as laboratory, hands-on project, use of software or simulation 80 % of the students in the course stated that they prefer to have interactive components as a part
classroomassessment research project. As we looked at course assessment in our digital logic and Page 12.169.2computer architecture courses, we identified issues with students spending an inordinate amountof time learning the software and not using the CAD/E tools to reinforce the principles orpurpose of the assignments. We have used and are continuing to use multiple assessment toolsto evaluate the student’s knowledge and performance and will address some of the techniqueswithin this paper. We can apply the lessons learned from various assessment techniques to improve bothformal and informal instruction. We refer to formal instruction as dedicated
laboratory settings,as well as in independent projects. The toolkit is being used with students during the spring 2008semester. Preliminary results will be available for the 2008 ASEE convention and alldocumentation for the toolkit is freely available on the project website1.IntroductionOptical fiber technology provides very high quality data communications over great distances.With the growing and now common use of optical fiber in industry and high-end consumerelectronics, the use of optical fiber should be more widely taught. For this purpose we aredeveloping an educational optical fiber data communications toolkit that provides students withthe means to investigate the physical layer in such a network. We first used the toolkit duringthe spring
tools, course materials and otherresources in order to achieve successful curriculum integration. WReSTT - Cyber-LearningEnvironment is a research project whose goals include providing this support. Web-BasedRepository of Software Testing Tutorials (WReSTT 1) is web-based repository of learning objectsand video tutorials for helping students learn about software testing techniques and tools. It includessupport for team collaboration and some simple forms of gamification to improve student learning.A learning object is a self-contained collection of materials like text, video, and examples and somerelated assessments, e.g., quizzes, with the goal of achieving some students learning outcome.Learning objects can be used as a standard format to
category.7 game papers did not fit into these categories. This paper introduces the Skill Building category.A. Game DevelopmentOne way that games are incorporated in education is by having students develop gamesthemselves. This method is primarily seen in computer science education. Game developmentaims to provide students with a deeper understanding and appreciation for programming via amotivating application. Game development is also used in many camps [12], workshops [13], oroutreach programs [14][15] for younger students. Using game development in education canhave many purposes. One purpose is to motivate or engage students. Cliburn and Miller [11]show this when they allowed their students to choose a final project (a game, a “choose your
Programs of the Department of Mechanical Engineering at Stevens Institute of Technology. He received a Diploma in Applied Mechanics in 1989 from Chemnitz University of Technology, Germany, and was awarded M.S. and Ph.D. degrees from the Department of Mechanical Engineering at The Ohio State University in 1994 and 1997, respectively. He teaches both undergraduate and graduate courses related to mechanisms and machine dynamics, integrated product development, solid mechanics and plasticity theory, structural design and analysis, engineering analysis and finite element methods and has interests in remote laboratories, project-based learning and student learning assessment. His research is in the areas of remote sensing and
a usefuldesign skill set, the FEA course provides insight to the nature of modeling and analysis. As statis-tician George Box famously quipped, “Essentially, all models are wrong, but some are useful.”?This is an unsettling concept for undergraduates, who are most often encouraged to seek a sin-gle ‘right’ answer (i.e. the one found in the back of textbooks). However, students of the finiteelement method have no choice but to consider the impacts of their modeling choices includingboundary conditions, element type, mesh size, etc. A semester project was assigned to get studentsto consider these effects.The semester project required students to develop a set of models for an engineered system oftheir choice. One model had to be a coarse
learning 4.Our plan was to introduce STARS Computer Clubs into all Auburn City Schools. In the first fiveyears of the project, we focused our activities on Auburn Elementary and Middle Schools and inthe upcoming year plan to incorporate Auburn Junior High and High School to provideenrichment activities to get students excited about education. Auburn University’s department ofComputer Science and Software Engineering started computer clubs in the elementary schools atthe 3rd, 4th and 5th grade levels. We studied students in their usage of computing technologyand found that these experiences have a positive effect of getting students excited about learningto utilize new technology, and excited about demonstrating their understanding of
by Dr. Crown and delivered to students in a measurements andinstrumentation lab. Students responded positively to the platform however the time investmentrequired for the instructor to create content for an entire course was determined to be prohibitive.In the process, however, it was observed that the development of the content was veryinstructional. In the following summer a group of high school students were employed to teachthe chat-bot basic algebra to study the possibility of using students in the process of training the Page 15.181.3chat-bot. The students enjoyed working on the project, gained a better understanding of algebra,and
, but requires a proprietary softwareenvironment (ScorBase) to control the robot.This paper describes the development and use of a MATLAB Toolbox for the Intelitek Scorbot(MTIS). This Toolbox provides a series of seamless, high level MATLAB functions that can beused to control the Scorbot-ER 4u directly.The remainder of the paper is organized as follows. Section 2 details our detective work forreverse engineering the required DLL files. Section 3 provides an over view of the MATLABfunctions in the toolbox. Section 4 provides example code and projects from our undergraduaterobotics laboratory at the U.S. Naval Academy. Section 5 presents some benchmark tests, toconfirm the performance superiority of the USB interface to our previous RS232
interests include computer science education, software testing, software engineering, and programming languages. He is the project lead for Web-CAT, the most widely used open-source automated grading system in the world. Web-CAT is known for al- lowing instructors to grade students based on how well they test their own code. In addition, his research group has produced a number of other open-source tools used in classrooms at many other institutions. Currently, he is researching innovative for giving feedback to students as they work on assignments to provide a more welcoming experience for students, recognizing the effort they put in and the accomplish- ments they make as they work on solutions, rather than simply
settings to introduce students to the fundamentals of engineering. In some cases,students are provided with a kit that allows them to experience the process of building the robotas well as the design and programming aspects.Our project uses the advantages of both approaches to target multiple audiences. Each of thefollowing groups will benefit from the various types of interaction that are possible, rangingfrom graduate students participating in design and prototyping to high school students observinga control system demonstration. The toolkit is ideal for addressing different levels of interest andinvolvement. The possible audiences include: 1. High school students interested in engineering 2. University or community college technology
concepts. http://www.design-simulation.com/IP. AgentSheets: investigate biology concepts via games & simulations. http://www.agentsheets.com. Geometer’s Sketchpad (GSP): model geometrical concepts. http://www.dynamicgeometry.com. Stella: investigate chemistry concepts via modeling of rate of change. https://www.iseesystems.com Project Interactivate: online courseware for exploring STEM concepts. http://www.shodor.org. Excel: constructs hands-on modeling & simulations using rate of change (new = old + change). Scratch: a menu-driven language for creating games and simulations. http://scratch.mit.edu. Python: An object-oriented language with simple and easy to use syntax. http://www.python.org/.Assuming a positive relationship between
AC 2008-547: IMPLEMENTATION OF TABLET PC TECHNOLOGY IN ME 2024 -ENGINEERING DESIGN AND ECONOMICS AT VIRGINIA TECHDewey Spangler, Virginia Western Community College Dewey Spangler is an instructor in the department of Mechanical Engineering at Virginia Tech. Mr. Spangler holds an M.S. in Civil Engineering and a P.E. license in the Commonwealth of Virginia. He has served as faculty advisor to over two hundred mechanical engineering sophomores in the area of product design and has taught over the last nine years in the areas of physics, engineering mechanics, object oriented programming, geographical information systems, engineering economics, project management, product design, and contract law. His
AC 2011-1025: INTEGRATING COMPUTING INTO THERMODYNAM-ICS: LESSONS LEARNEDMelissa A. Pasquinelli, North Carolina State University Dr. Melissa A. Pasquinelli is an Assistant Professor in Textile Engineering at North Carolina State Univer- sity. Her research expertise is in the design and application of computational approaches that predict and modulate the properties of systems at the nanoscale, including polymers, proteins, and fibers. (More infor- mation about her team and their research projects can be found at http://www.te.ncsu.edu/mpasquinelli.) She also teaches a variety of courses each year at the undergraduate and graduate levels on topics such as computer modeling, engineering thermodynamics, sustainability
AC 2011-702: INTEGRATING GALLERY WALKS AND WIKIS IN A SYN-ERGIC INSTRUCTIONAL ACTIVITY: AN EXPLORATORY STUDY OFSTUDENTS’ PERCEPTIONSJohn Patrick Hogan, Missouri S&T Dr. John P. Hogan is an associate professor of Geology in the Department of Geological Sciences and Engineering at the Missouri University of Science and Technology. He received his Ph.D. and MS degrees in Geology in 1990 and 1984 from Virginia Tech. He also holds a BS in Geology from the University of New Hampshire. His research interests include igneous petrology, structural geology, and tectonics. He has active projects in Maine, Oklahoma, Missouri, Egypt and southern Africa. He is also interested in enhancing student learning through integration
. Obviously, young adults’ concept of Internetprivacy is quite different from that of the older adults who make important decisionsabout college students’ futures. An important part of social media literacy is to raisecollege students’ awareness about online contexts and audiences, and about howinformation they post online for peers may be misinterpreted by a different, unintendedaudience.However, lack of knowledge and awareness about managing one’s online informationdoes not translate into lack of concern. Young adults are just as likely as older adults tobe concerned about online privacy, and take some steps to manage their onlinereputation. A Pew Internet and American Life Project survey found that 44% of youngadults have taken steps to limit
“Laboratory Preparation” class’s primary purpose is to introduce the materials in the course,such as Arduino and circuitry components. However, this class also allows students to explorethe purpose of these components through circuit construction. In this class, students build fourpushbutton circuits with light-emitting diodes (LEDs) as given in an Arduino Projects book [4].These circuits are shown in Figure 4. Figure 4: Pushbutton/LED circuits for "Laboratory Preparation" class.The “Introduction to Circuitry” class has students constructing two basic circuits: a resistorcircuit and a LED circuit (see Figure 5). Once built, students use a multimeter to discerncommon circuit principles through Ohm’s Law. Figure 5: Basic
devices are wrapped by EiAinterpreters, one software interface is enough to control them all.RFID Laboratory DevelopmentUntil at least a small portion of EiA is implemented and tested, it stays only a theory. We thuslydecide to test our concept in an application that is useful to the engineering world because we aremore likely to obtain support. In fact, we found interested students who want to work with us aswell as obtained funding from the NSF CCLI program. Our chosen project is developing alaboratory learning environment and the selected technology is RFID. RFID TechnologyRadio Frequency Identification (RFID) is a data collection technology that utilizes a wireless
2006-814: VIRTUAL TOOLKIT FOR COMMUNICATION SYSTEMS AS A TOOLFOR INNOVATIONMurat Tanyel, Geneva College Murat Tanyel is a professor of engineering at Geneva College. He teaches upper level electrical engineering courses. Prior to Geneva College, Dr. Tanyel taught at Dordt College, Sioux Center, IA from Aug. 1995 to Aug. 2003. Prior to 1995, he was at Drexel University, Philadelphia, PA where he worked for the Enhanced Educational Experience for Engineering Students (E4) project, setting up and teaching laboratory and hands-on computer experiments for engineering freshmen and sophomores. For one semester, he was also a visiting professor at the United Arab Emirates University in Al-Ain, UAE
Results Cafazzo et al. (2012) Positive Rose et al. (2013) Positive Stinson et al. (2013) PositiveCrowdsourcing: The word crowdsourcing is the combination of two words crowd andoutsourcing which means outsourcing to the crowd (Schenk et al., 2011). According to Howe(2006), “Crowdsourcing is the act of taking a job traditionally performed by a designated agent(usually an employee) and outsourcing it to an undefined, generally large group of people in theform of an open call.” Therefore, motivational factors have a great influence on participants totake part in crowdsourcing projects, namely, gamification
design tools in order to prepare them for future employment in engineering. Prior to his time at NC A&T, Dr. Limbrick held a postdoctoral appointment at the Georgia Institute of Technology and received his graduate degrees (M.S. 2009, Ph. D. 2012) in Electrical Engineering at Vanderbilt University. c American Society for Engineering Education, 2016 Work-In-Progress: Teaching Broadly-Applicable STEM Skills to High School Sophomores Using Linux and SmartphonesIntroduction The projected workforce demand in science, technology, engineering, and math (STEM) fieldsin the United States is currently greater than the projected supply of STEM workers. Additionally,African-Americans
students’ learning experiences in the next section.2.2 Engineering Students’ Learning ExperiencesOne of the major research projects regarding engineering students’ experiences is the AcademicPathways Study (APS) conducted by the Center for the Advancement of Engineering Education(CAEE). APS consists a series of longitudinal and multi-institutional studies on undergraduateengineering students’ learning experiences and their transition to work. It involved over 5,400students across the country. The research team included over 130 faculty, research scientists,graduate and undergraduate research assistants, and staff representing 12 universities and sixnational organizations. They used various research methods including surveys, structuredinterviews
Paper ID #10955Improving the Affective Element in Introductory Programming Courseworkfor the ”Non Programmer” StudentDr. David M Whittinghill, Purdue University, West Lafayette Dr. David Whittinghill 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
categories: (1) service consumers, (2) serviceproducers, and (2) service managers. Service consumers utilize the services offered by theCBDM. Service consumers include, for example, students participating in distributed design andmanufacturing projects, researchers/engineers investigating a new design prototypes, orcompanies with geographically distributed manufacturing shops that need to manufacture thecomponents of a new product. Service producers provide human resources in term of intellectualcapital and labor that result in provisioning of useful services. For example, a laboratory assistantor production manager could be a service producer who installs a new set of devices andequipment into the CBDM and integrates these components to form a new
university “ASU ID”) is customizable andincludes apps that we developed at our university from the ground up for STEM education. Wenote that previous attempts to create customized portals for universities have also been attemptedby mobile communications service providers to expand their student customer base on collegecampuses (example shown in Figure 1).The difference in our effort is that we include and customize not only the usualsports/entertainment and university service/access apps but we focus specifically on includingSTEM oriented apps (see Figure 2), some of which were created as part of an NSF project. Forexample we created an Android app for performing mathematical and signal analysis simulationson Android smart phones and tablets. We