. Aspart of a European Union funded SOCRATES project, different universities have developed aJoint European Master Program in Remote Engineering (MARE) which includes a course of“Rapid Prototyping of Digital Systems” in its curriculum, designed by the TechnicalUniversity Ilmenau, Germany. Implementing the laboratory part of this course as an OnlineLab turned out to be a good solution to obtain better learning outcomes. The overalldevelopment and evaluation of the online solution was realized at Carinthia University ofApplied Sciences, Villach Austria.IntroductionActive learning or working by means of online laboratories is especially valuable for distanceworking or education. Users in the workplace can access remote laboratories without havingto
our course. Weinclude results and analysis from a student focus group, an anonymous exit survey, and includeour own observations.IntroductionIn the Fall 2011 semester when CPLDs were adopted for our introductory logic circuit course we Page 26.1252.2used an integrated approach, including the use of CAD tools and a hands-on experience with abreadboard. Our students first used discrete logic devices in two laboratory experiments and thena used CPLD module. Based on our research4 we found that in using this module, students caneasily identify the CPLD and with modest wiring they can construct circuits that they feel areboth satisfying and
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
-Southwest Annual Conference, Houston, TX. 367-370.[11] Hsu, T. (1999). Development of an undergraduate curriculum in mechatronics systems engineering. Journal Page 13.1024.10 of Engineering Education, 173-179.[12] Miller, R. L., Olds, B. M. (1994). A model curriculum for a capstone course in multidisciplinary engineering design. Journal of Engineering Education, 1-6.[13] Porter, R. L., Fuller, H. (1998). A new “contact-based” first year engineering course. Journal of Engineering Education, 399-404.[14] Yokomoto, C. F., Rizkalla, M. E., O’Loughlin, C. L., El-Sharkawy, M. A., Lamm, N. P. (1999
AC 2009-1519: AN ON-LINE RFID LABORATORY LEARNING ENVIRONMENTAND THE ASSESSMENT OF ITS USERS’ EDUCATIONNabil Lehlou, University of ArkansasNebil Buyurgan, University of ArkansasJustin Chimka, University of Arkansas Page 14.209.1© American Society for Engineering Education, 2009 An Online RFID Laboratory Learning Environment and the Assessment of its User’s EducationAbstractDue to the increasing demand for RFID expertise and the existence of a knowledge gap betweenindustry and academia in this domain, work has been stimulated to help spread understanding inthis field and bridge the gap between theoretical examinations and industrial practices
AC 2011-2200: COMPUTER INTERFACE INNOVATIONS FOR AN ECEMOBILE ROBOTICS PLATFORM APPLICABLE TO K-12 AND UNIVER-SITY STUDENTSAlisa N. Gilmore, University of Nebraska - Lincoln Alisa N. Gilmore, P.E. is a Senior Lecturer in the Department of Computer and Electronics Engineering at the University of Nebraska - Lincoln. Since 2006, she has served as Senior Staff for administering NSF grants in the ITEST and Discovery K-12 programs associated with using robotics in the K-12 arena to educate teachers and motivate student achievement in STEM. At the University, she has developed and taught courses in robotics, electrical circuits and telecommunications. Prior to coming to UNL, Ms. Gilmore worked in telecommunications and
Paper ID #28920Improving Pass Rates by Switching from a Passive to an Active LearningTextbook in CS0Ms. Dawn McKinney, University of South Alabama Dawn McKinney, a Senior Instructor and Curriculum Coordinator for Computer Science at the University of South Alabama, has been conducting research on Teaching and Learning for over 23 years and has co- authored over 25 papers which have been presented at SISCSE, ASEE, FIE, XP/Agile Universe, Interna- tional Conference on The First-Year Experience, Southeastern Learning Community Consortium, Council on Undergraduate Research National Conference, and the South Alabama Conference
and integral calculus or other mathematics above the level ofalgebra and trigonometry.”Licensing IssuesHow do we currently license BS-level engineering technologists in the U.S.? The issuespertaining to the licensure of engineering technologists as professional engineers in the U.S. is amatter that is not often discussed in the engineering profession. It is actually controversial amongsome professional engineers and engineering technologists.The NCEES Model Law and Model Rules require a BS degree from an EngineeringAccreditation Commission (EAC) of ABET-accredited program or equivalent. There is nomention of ETAC of ABET-accredited programs. The Model Law 3 is silent on this issue. TheNCEES requirements for the equivalency evaluation of non
curriculums,Microsoft Office6 had made keen advances in word processing and presentation software, andthe Acrobat Reader7 made reading documents accessible free-of-charge and on multipleplatforms. All these advances were incorporated in the revised proposal. Again, the proposalwas rejected but mainly for the lack of an assessment expert from the education field.In April 2001, MIT announced 8 its open courseware initiative9 where they would publish onlinecourse materials such as course syllabus, lecture notes, digital audiovisual lectures, assignmentsand examinations. In 2002, they published their first set of 50 courses. More than 2,000 courseshave since been published. Combined with the acceptance of such ideas of open courseware andteaming with the
reporting a more clear idea of what was expected from them and abetter overall team experience. Most students report that the experience of this embeddedsystems course was “realistic” and “help them to know what to expect upon employment”. Manystudents participating the course described here accepted jobs in industry as embedded systemsdesigners. Alumni participants report that the experience was an excellent preparation for theirprofessional responsibilities.References[1] ACM/IEEE, Computer Engineering Curricula 2016: Curriculum Guidelines for Undergraduate Degree Programs in Computer Engineering, Dec. 2016.[2] J.W. Bruce, J.C. Harden, and R.B. Reese, “Cooperative and progressive design experience for embedded systems,” IEEE
technology in engineering education. He has served on the ASEE Pacific Southwest Section Board of Directors since 2014, including as the PSW Section Chair for 2018-2019.Ms. Deanna Miranda BarriosMs. Cecilia Nguyen, California State Polytechnic University, Pomona American c Society for Engineering Education, 2021 Assessing the influence of an online video tutorial library on undergraduate mechanical engineering studentsAbstractSince 2013, the Mechanical Engineering Department at California State Polytechnic University,Pomona (Cal Poly Pomona) has created over 600 videos for its curriculum across 12 courses.These videos are available to the public as an
that they usually perform by means of his/herPLE. Infographics were selected in order for them to make a visual representation that describesgraphically the elements that are part of their PLEs. For the design of the infographics an onlinetool called Easel.ly was utilized. This tool allowed students to realize infographics fromtemplates that they designed and integrate the elements they considered as important to illustratetheir PLEs. To make infographics, an instruction was given to students to identify the threefundamental elements of a PLE: tools, resources, and networks8 so they could determine whichones were used in their learning processes. Twenty-eight metacognitive maps were obtainedfrom Industrial, Chemical, and Logistics Engineering
integration of the fundamentals learned in ENGR 110. Included amongstnumerous skills institutionally-identified as “fundamental” was programming, hence all SSoEengineering students – regardless of discipline – are exposed to edification in the basics ofprogramming.Associated programming curriculum developed for this sequence was heavily influenced by adesire to reflect the varying nature of programming applications throughout industry and theengineering profession. In other words, it is virtually impossible to expose students to all of thepossible programming “styles” and dozens of varying programming languages rampant in themodern work force. Accordingly, pedagogy throughout both ENGR 110 and 111 has beendesigned to expose students to multiple types
basis) from two of her songs: "Set" and"Melanin." The competition initially focused on "Set," with "Melanin" added to the EarSketchlibrary midway through the submission window to boost enthusiasm.Curriculum: While EarSketch has been integrated into many different CS curricular experiences,it was decided to create a 3-module, competition-focused curriculum for this pilot program.While EarSketch has been used in experiences as short as 1-hour, we felt 3 hours (3 classperiods) would be a more realistic length of time for students to accomplish the challenge: tocode an original song remixing Ciara's song "Set” in EarSketch. The curriculum is grounded inProject-based Learning and each module is aligned to elements of the AP/Computer
, we present our experience in designing and delivering a mobile developmentcourse that focuses on developing mobile apps for social good by integrating socially consciouscomputing in the design and development process. We provide an overview of our coursestructure, course modules, learning objectives, and few case studies which stress ethical thinkingthroughout the process of app design and development. Our goal was to expand the currentrepertoire of in situ learning activities that require ethical judgment and to integrate thosepractices into their development process. Even though we have not taken any feedback, mainly,if students perceived the notion of socially conscious computing from the perspective of mobileapp development, we found
. Page 26.1752.1 c American Society for Engineering Education, 2015 Work in Progress: Flatlab–An interactive learning environment for experiential learning, problem-based assessment, and dynamic instruction in engineering Peter Goldsmith peter.goldsmith@ucalgary.ca Dept. Mechanical Engineering University of CalgaryAbstractThe goal of this work in progress is to design a virtual environment that integrates experientiallearning with assessment and teaching. The proposed FLATLAB is a Focused Learning,Assessment, and Teaching Laboratory with a
enjoyment, greater sense of creativity, greater teamwork skill development, greaterpreparation to their future as an engineering, and preparation for the spring semester projectcompared to those who completed the IR project.IntroductionThe use of games as an instrument of educational instruction is not new. Games have often beenused throughout history as a tool to teach students important skills such as reading, logic, andmathematics; therefore, it logically follows that computer games can be utilized as an effectivetool for teaching students programming skills1. There is evidence that programming computergames as a method to teach programming skills has an integral place within the curriculum. Theuse of game development in programming courses in
. 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
traditional clicker system aswell. The pilot study results uncovered a number of supportive elements for usingPollEverywhere which will be investigated further in the next stage of the study.I. IntroductionOver the past several years, there has been a call in higher education to move from traditionallecturing to a more active classroom7-10. However, many faculty members face multiplechallenges when attempting to make a large lecture (over 100 students) an active learningenvironment1. Active learning can be defined as any teaching activity where students engage inthe learning process11. One way researchers have suggested for integrating active learning into alarge lecture classroom is through the use of classroom response systems, typically
handwriting of the user is displayedon the tablet screen. There are two common models of tablet PCs. Slate tablet PCs have nolid or keyboard, which makes them slimmer and lighter in weight than most convertible tabletPCs. By comparison, the convertible model has the combined benefits of both laptop andslate tablet PCs through working in either the laptop mode or tablet mode. Both models allowan instructor to write notes on the screen of the tablet PC. If the Tablet PC is connected to adata projector, the contents written on the screen together with any presentation slide materialis projected at the front of the class. With an integrated pen, touch-screen support, digital-inkinput, handwriting recognition technologies, and innovative hardware, ultra
?!"), and fail to grasp the topic. By providing a live captionhistory on student devices, students can refocus, reconnect, and thus have an opportunity to learnthe current lecture topic being presented.The design of the ClassTranscribe platform is extensible and scalable. We demonstratecaptioning of content by integrating with two websites used to host lecture videos, youtube.comand echo360.com.IntroductionToday, undergraduate and graduate engineering students enroll in courses that employ livelectures, which may or may not include exposition, active learning and student-centeredtechniques (e.g., POGIL [1]), online video content, and a blend of multiple presentation formats.However, student and technology issues such as non-disclosed hearing
Paper ID #12484Using a Computer-Supported Collaborative Learning Environment (CCLE)to Promote Knowledge Building Pedagogy in an Undergraduate Strength ofMaterials CourseProf. Borjana Mikic, Smith College Borjana Mikic is the Rosemary Bradford Hewlett 1940 Professor of Engineering and the Faculty Director of initiatives in Design Thinking and the Liberal Arts at Smith College. She is former Director of the Picker Engineering Program and of Smith’s Sherrerd Center for Teaching and Learning, as well as being a 2007 recipient of the Sherrerd Prize for Excellence in Teaching. Her current areas of research are in the
, and deliveredcontent tailored for specialized fields. Motivated by the aim of improving students’ problem-solving skills, we created an interactive system for use in an undergraduate introductory engi-neering mechanics course required for many engineering disciplines. Our system provides an in-tuitive, visual framework that allows students to rapidly solve problems that require building sys-tems of equations in multiple steps. Built within the OpenDSA eTextbook system, these exer-cises can be served directly through a learning management system such as Canvas, allowing theexercises to be integrated seamlessly with other content. In this paper, we describe the key de-sign choices for our system, present important features and the student
introduction of constructive competition provides an additionalelement of motivation, as it enhances realism and amplifies student ideas.IntroductionThis paper reports initial findings from taking existing video game design techniques and Page 15.229.3processes and integrating them into the wireless communication engineering curriculum. Usinggames to teach and inform has been the subject of many studies, due to the engaging nature andapparent concentration of playing games in order to achieve goals and entertain1. This projectoriginated in the desire to enhance learning in the Wireless Communications Masters (WCM)degree program at National University
the new project-centeredcurriculum.IntroductionIn 1998, the College of Engineering and Science at Louisiana Tech University moved to anintegrated engineering curriculum based on the educational practices of the National ScienceFoundation Educational Coalitions. Our freshman integrated curriculum includes differentialcalculus, chemistry, physics and several non-technical courses. Students take these courses in“blocks” so that classes of 40 students share the same mathematics, chemistry and engineeringcourses. The topics presented in the mathematics and science courses are coordinated to somedegree with the topics presented in the engineering courses to motivate student learning and toprovide some content overlap. The engineering courses are
AC 2009-1016: THE UBIQUITOUS MICROCONTROLLER IN MECHANICALENGINEERINGMichael Holden, California Maritime Academy Michael Holden is an assistant professor at the California Maritime Academy, a specialized campus of the California State University. He teaches instrumentation and controls. Professor Holden also works as an engineer in the autonomous vehicle field. Page 14.1258.1© American Society for Engineering Education, 2009 The Ubiquitous Microcontroller in Mechanical EngineeringIntroductionThis paper will describe a project aimed at integrating the teaching of microcontroller skills inseveral classes
these systems. It has long been a desire of the department to see our students participatein these types of design/build experiences throughout the curriculum. Oregon State University(OSU) has been a pioneer in developing a “Platform for Learning2” using their TekBotsplatform3. The TekBots platform is an electronic robot vehicle that is built by every student inthe electrical engineering program at Oregon State University. The program sponsors state that“using a common platform throughout the curriculum helps to integrate the material fromseemingly disjointed courses4.” While the Oregon State University TekBots program provides amodel of a Platform for Learning, it is not necessarily a perfect platform for other Universities.The sponsors
to enhance their knowledge of both microcontrollers and analog circuits, such as A/DC(analog-to-digital conversion), D/AC and integrated-circuit temperature sensors. The system alsoprovides students real-world examples of microcontrollers application and helps studentsunderstand how a microcontroller, C language programming, and analog circuits work togetherto become an embedded system. In addition, it provides a tool for the students to programhardware specific driver codes and to test the system to meet design requirements. The designinvolves integration of an 8051-based microcontroller, a 12-bit serial A/D converter, an 8-bitD/A converter, an instrumentation operational amplifier, a keypad, and a liquid crystal display.Once the C-language
Up to an Integrated Curriculum to Full Implementation, “ Frontiers inEducation, Puerto Rico, 1999.2. Hall, D.E. and Barker, M., “Living with the Lab – Boosting Experiential Learning and Creativity in 1st YearEngineering Students,” Intelligent Automation and Soft Computing, 13 (1), 2007, 3-18.3. Parallax, Parallax Home Web Site, http://www.parallax.com/.4. Swanbom, M.E., Hall, D.E., and Crittenden, K.B., “Centrifugal Pump Design, Fabrication and Characterization:A Project-Driven Freshman Experience,” American Society for Engineering Education Annual Conference andExposition, June 2008.5. Swanbom, M.E., Harbour, D., Hegab, H., and Eddy, D., “Microprocessor-Based Control System for Integrated
of engineering (forexample, academic research and/or industrial practice); 2) introduce undergraduates at theearliest stages to “real engineering” (again, either within the academic research environment orindustry); 3) develop a methodology and mechanism with which faculty can utilize multimediatechnology to further integrate their research and teaching efforts; and 4) demonstrate amethodology compatible with a growing a sustainable library of authentic engineeringexperiences for incorporation into the undergraduate curriculum. Such an approach could also bereadily adapted to provide virtual exposure of more authentic engineering activities such as co-op experiences and large-scale design projects earlier in the