-10. During this timeof undergraduate research experiences, there has been a push from using inquiry into authentic science andauthenticity for classroom learning11-13.Some researchers stress the use tools such as the microscope or telescope, or activities like bioinformaticsand biodiesel production, or community collaborations and summer camps as the focus for authenticscience14-23. Tomas and Ritchie claim that integrating authentic science activities into classrooms assiststudents in learning how practicing scientists conduct research24. These types of authentic scienceexperiences can motivate students25.Interestingly, sometimes the terms are combined, such as the “reflection on authentic science inquiry26” and“authentic science inquiry27
feedback control. Prof. West is the recipient of the NSF CAREER award and is a University of Illinois Distinguished Teacher-Scholar and College of Engineering Education Innovation Fellow.Prof. Craig Zilles, University of Illinois at Urbana - Champaign Craig Zilles is an Associate Professor in the Computer Science department at the University of Illinois at Urbana-Champaign. His research focuses on computer science education and computer architecture. His research has been recognized by two best paper awards from ASPLOS (2010 and 2013) and by se- lection for inclusion in the IEEE Micro Top Picks from the 2007 Computer Architecture Conferences. He received the IEEE Education Society’s Mac Van Valkenburg Early Career Teaching
years. c American Society for Engineering Education, 2020Exploring the Future of Engineering Education: Perspectives from a Workshop onArtificial Intelligence and the Future of STEM and SocietiesAbstractThe objective of this NSF funded workshop was to explore ways that artificial intelligence (AI)is transforming the jobs landscape and in turn, the knowledge portfolio and skills that educatorsshould be imparting on their students prior to graduation. To best address these issues,engineering researchers, policy advocates, and industry leaders were convened to discuss thefuture of STEM and societies in the age of AI. From an engineering education domain, workshopparticipants were made aware of fundamental
Educational Research Journal, 52(5), 925–955. doi:10.3102/00028312155846216. Fischer, G. (2014). Beyond hype and underestimation: identifying research challenges for the future of MOOCs, Distance Education, 35(2), 149–158. doi:10.1080/01587919.2014.9207527. Smith, P. L., & Ragan, T. J. (1999). Instructional design. New York, NY: Wiley.8. Kizilcec, R. F., & Schneider, E. (2015). Motivation as a lens to understand online learners. Transactions on Computer-Human Interaction, 22(2), 1–24. doi:10.1145/26997359. Breslow, L., Pritchard, D. E., DeBoer, J., Stump, G. S., Ho, A. D., & Seaton, D. T. (2013). Studying learning in the worldwide classroom: Research into edX’s first MOOC. Research & Practice in Assessment, 8(1
used for profiling. Studentswere provided with resources [17, 18] before the discussion, which was used by students, so theycan conduct a meaningful discussion based on the frameworks identified for ethical computingand computing for social good.4. Ethical Considerations in Mobile App Design and ImplementationBelow we summarize some key topics which were identified as being useful to practice mobileapplication development for social good-• Individual and professional responsibility: It is very crucial for students to examine their ideas regarding individual and professional responsibility, especially in the context of the development of a technology that can have a direct impact on user lives. Individual
their final product design. Final marked-up CAD Vision panelsare then sent back to the reviewed team and to the instructor.3.2 Assessment Data – Mechanical Engineering ApplicationTo study the impact of the new Tablet PC technology on learning in undergraduate engineeringcourses, a questionnaire was developed in collaboration with experts in education research tomeasure changes in the learning strategies of the students in ME 2024. The pilot study not onlyallowed for implementation of new technology but also it allowed for a field test of the measurewith pilot study participants (69 students total) to ensure validity. A section of the assessmentincluded questions mirroring the ECAR Research Study 67 that examined student skill level
Paper ID #19090The Case for Epistemologically-Conscious Computer-Based Learning Envi-ronmentsMr. Petr Johanes, Stanford University Petr Johanes is currently a PhD candidate in Learning Sciences and Technology Design (LSTD) at the Stanford University Graduate School of Education. He holds a B.S. and M.S. from the Department of Materials Science at Stanford University and has experience teaching engineering courses as well as researching engineering education, especially in the context of online learning. Currently, Petr is building data-driven digital environments to investigate the role of epistemic cognition in learning
has a Ph. D. in Materials Engineering (1998) and Graduate Diploma in Computer Science (1999) from Uni- versity of Wollongong, Australia and holds Bachelor of Engineering (Metallurgical Engineering) degree from Pune University, India (1985). He has worked as a post-doctoral fellow at Carnegie Mellon Uni- versity, Pittsburgh (2001 – 2003) and BHP Institute for Steel Processing and Products, Australia (1998 – 2001). Dr. Manohar held the position of Chief Materials Scientist at Modern Industries, Pittsburgh (2003 – 2004) and Assistant Manager (Metallurgy Group), Engineering Research Center, Telco, India (1985 – 1993). He has published over 55 papers in peer-reviewed journals and conferences including a 2007 Best
CenturyFor the U.S., broad-based discussions in the 1990s about engineering graduates’ capabilities andchanging realities in the workplace lead to major restructurings of accreditation criteria.5-7.Recently published engineering career profiles call for enhancements in technical proficiencies,contextual awareness (teamwork and globalism), and personal attributes. For example, theprofile for quality performance from a practicing engineer developed by Davis, Beyerlein, andDavis illustrates the broadening of engineering education to include a range of interpersonal andprofessional skills or behaviors.8We frame our discussion of PRISM by focusing on a less well-publicized change in demands forpractitioners – the impact of advanced, computer-based
reduction controls.Finally, the Tributary Strategy scenario is an estimate of nutrient loads based on fullimplementation of the seven management jurisdictions’ 2004-2005 tributary strategies, includingstated best management practices, as well as 2010 land use, population, permitted point-sourceloads, and updated State laws and policies10.These scenarios were selected to use as the input configurations for the CMVT for severalreasons. First, they are thorough and well-documented scenarios. Created by the Chesapeake BayProgram, they represent extensive study and scholarship and include detailed explanations of thescientific reasoning that was used to set each variable. Second, they represent a wide variety ofconditions in the Chesapeake Bay watershed
available through the university and customized using Google Script. The tool’sfeatures were incorporated to address the key barriers to remote collaboration and aligns withbest practices in virtual teams.17 Two prior empirical studies support the effectiveness of theintervention (scaffolds) by empirically showing that a combination of the collaboration tool andembedded scaffolds have significant impact on teamwork skill development for engineeringstudents.18 We extend this study by exploring qualitatively how the scaffolds supportedcollaborative work and what elements of the intervention made an impact to the differentprocesses that teams go through when working in projects. Figure 1: Example of a Team Site with Embedded
established two research laboratories. He serves as the founding Direc- tor of the Evaluation and Proficiency Center (EPC) in CECS, and is an iSTEM Fellow. He received the Joseph M. Bidenbach Outstanding Engineering Educator Award from IEEE in 2008.Dr. Baiyun Chen, University of Central Florida Dr. Baiyun Chen is an Instructional Designer at the Center for Distributed Learning at the University of Central Florida. She designs and delivers faculty professional development programs and teaches graduate courses on Instructional Systems Design. Her research interests focus on using instructional strategies in online and blended teaching and learning, professional development for teaching online, and application of emerging
education is selected as one of the key areas. This is relevant to the increased demands ina shorter and faster paced research and development in electronics systems design. In order tomeet the functional requirements for the electronics systems, one of the typical choices is to usea general-purpose microcontroller, sensors, and communication modules. In embedded systemeducation, the topics related to these components can be covered. The Engineering Technologyprogram at Texas A&M University has been educating students through embedded Cprogramming, microcontroller architecture, and embedded system software courses. Theprogram also offers a technical elective on an embedded real time software development courseand a graduate level intelligent
, Sharplesidentified the lack of a ready-made theory of personal learning to use to inform design oftechnology to support learning in multiple contexts over long periods of time.8 Milrad raisedquestions concerning how learning activities using mobile technologies can be designed tosupport innovative education practices.22 Sharples also wrote on this theme by questioning howthe use of mobile devices can be integrated within broader educational scenarios.23 Taylorexpressed concerns for a lack of development of appropriate methods for evaluating learning inmobile environments.18 Tension between informal networked learning interactions and schooleducation regulated by a set curriculum provides further challenges. Sharples wrote that mostschools and colleges do
]. The camouflage is not just a turn of phrase because the kinds of harmful algorithms she discusses are “by design, inscrutable black boxes” [33:28]. She devotes a whole chapter to the impact of the U.S. News college ranking system and how its use of known proxies creates a system prone to gaming. This possibility for gaming then lay the foundation for a consulting industry that further privileges students with a high socioeconomic status (usually white, urban, upper-class families). Therefore, even if the model itself might not be the main discriminatory tool, it can set clear conditions for discriminatory practices. This is a salient point because, as O’Neil illustrates, one of the reasons we wish to create models is so that
CNC machine without the need to be in a physical lab. Users operatein the virtual environment using an immersive virtual reality headset (i.e. Oculus Rift) and standard inputdevices (i.e. mouse and keyboard), both of which combined make for easy movement and realisticvisuals. On-screen tutorials allow users to learn about what they need to do to operate the machinewithout the need for outside instruction. While designing and perfecting this environment has been theprimary focus of this project thus far, the research goal is to test the ease of use and the pedagogicaleffectiveness of the immersive technology as it relates to education in STEM fields.Initial usability studies for this environment featured students from the graduate level CAD
solve Page 14.1333.10additional problems related to the topics by using the computer algebra system (Figure 2).The advantage of this approach is to allow students to concentrate on the physicalmeaning of the abstract concepts, hence, to get an in-depth understanding of the theory.Applications can be used as a vehicle to explain fundamental concepts. The utility ofnumerical and symbolic calculations for analyzing complex problems shows the students,at an early stage of their studies, the role of basic theory in practice. Students tend tobecome best motivated to learn something when they can see its reliance [1].Figure 3: Electrostatic field potential
education at NC State, ASEE Southeast Section Conference.3. Peercy, P. S. and Cramer, S. M. (2011). Redefining quality in engineering education through hybrid instruction, Journal of Engineering Education, 100(4), pp. 625–629.4. National Academy of Engineering (2012). Infusing real world experiences into engineering education, The National Academies Press, Washington, DC, www.nap.edu.5. ASEE (2012). Innovation with impact: creating a culture for scholarly and systematic innovation in engineering education, http://www.asee.org/about-us/the-organization/advisory-committees/Innovation-with-Impact.6. ASEE (2012), Going the distance: best practices and strategies for retaining engineering, engineering technology and
develop a series of practical, handson laboratory exercises to educate students on the fundamentals of PLC application design andimplementation. In conjunction with development of laboratory courseware, an IndustrialControl Laboratory was developed and equipped with state-of-the-art PLC and controlinstrumentation and test equipment. This paper discusses the development and content of the laboratory exercises andphysical laboratory. We have now taught this course twice and have gathered studentperceptions on the quality and utility of the Industrial Control course. Students have requestedadditional emphasis in this area. We conclude the paper with plans for future courseenhancements.Overview The Electrical and Computer Engineering
Paper ID #18394Peer-based Gamification Products Critiquing: Two Case studies in Engineer-ing EducationJingwen(Jess) Li, PSU Jingwen Li is a current PhD candidate in Human Factors at IE department, Penn State University. She graduated from Beihang University, Beijing, with her thesis working on upper limb dynamic modeling applied in extravehicular activities considering spacesuit effects. Her research focus now includes model- ing cognitive aspects of human in a dynamic information system, maintaining vigilance through physical activity in during monitoring task, and applying gamification to enhance engineering education.Mr
understanding. However, those limitations may be resolvedwith improvements in the design of the software. Specifically, the design of 2D and 3Denvironments will need to reduce the level of support provided to participants. For example, the3D breadboard software can progressively decrease the feedback provided to learners so thatthey have the help they need early in practice but are not hindered as they prepare for thetransition. Both the 2D simulation and the 3D breadboard software can also facilitate thetransition by requiring similar procedures to what is necessary in the physical environment. Forexample, allowing participants to choose the correct resistor by reading a resistance sheet is amore difficult task then allowing them to type in the
TechnologyTECH 12000 – “Design Thinking in Technology”, is a freshman level survey course designed todevelop a students’ perspective and enhance their skills in living and working in a technologicalsociety while introducing them to Purdue Polytechnic. Two sections of TECH 12000 wereutilized by the researchers to recruit volunteers for this study.Originally, the instructors, who are also the authors of this paper, planned to introduce the topicof VR to the class by digital presentation (e.g. PowerPoint). However, from experience anddiscussions they decided that for someone to fully understand and appreciate what currentimmersive VR is, they must experience it first-hand. This idea and the need to assistadministration with classroom technology procurement
process, starting with simulationand then after the project had been successfully designed and tested, moving on to a specifichardware implementation. Perhaps a comparison of processors and FPGAs could beimplemented by having parts of the class use different implementation platforms, or evenpartition the design between the two. Unfortunately, such a complete version of the material hasnot yet been offered, and may not be practical in a ten week term.Conceptual Learning ExperimentIn the process of developing this course, the question was posed, “how will it affect studentunderstanding of fundamental concepts?” The question of how this hands-on course wouldcompare with a more theoretical course was also raised. Fortunately, a tool exists for
basic premisebehind this project area is that students will quickly forget long tedious lists of boring lab safetyrules, however anyone who has ever experienced a real laboratory accident will remember thatexperience ( and hopefully learn from it ) for a much longer time. Simulated accidents areobviously not as memorable as true experiences, however they should still be more memorableand have a more long-lasting impact than simple written rules.Part of the research goal for this project area was to experiment with different developmentplatforms, in order to determine how to best implement educational virtual reality. It was alsodesired to address lab safety issues that were common across a broad spectrum of laboratoryenvironments, and not
describe the course content with little attention paid to the process ofdeveloping such courses. While these are no doubt helpful for others trying to develop similarcourses, what we report here comes from systematically collected data that included informationabout how a faculty member incorporated advice about developing courses, selected labs for thecourse, and got those labs ready for student use, a research approach we hope to see more often.Course development funding arrived in early 2007. Because this left too little time to workthrough bureaucratic approvals for an undergraduate course before fall, a special-topics,graduate-level course could be offered in the spring-summer session (lasting seven weeks fromroughly early May through late
into the students learning experiences.This leads to the question, “Given the increasing levels of integration of technology into modernsociety, how can this technology best be harnessed to educated people at various academic levelsabout water sustainability issues?”The present research, developed by an interdisciplinary team of faculty and graduate studentsfrom Virginia Tech (VT) and two community colleges in Virginia (i.e., Virginia WesternCommunity College (VWCC) and John Tyler Community College (JTCC)), examines thepotential of a Platform-Independent Remote Monitoring System (PIRMS) in water sustainabilityeducation for students pursuing various academic pathways within engineering.13 The PIRMSuses real-time (delivering data to end users
several graduate courses in engineering education pertinent to this research. He is the key developer of the OWLS and leads the LEWAS lab development and implementation work. He has mentored two NSF/REU Site students in the LEWAS lab. He assisted in the development and implementation of curricula for introducing the LEWAS at VWCC including the development of pre-test and post-test assessment questions. Additionally, he has a background in remote sensing, data analysis and signal processing from the University of New Hampshire.Dr. Vinod K Lohani, Virginia Tech Dr. Vinod K. Lohani is a Professor of Engineering Education and an adjunct faculty in Civil & Environ- mental Engineering at Virginia Tech (VT), Blacksburg
indicated that students had gained competencies with social media for connectingwith friends and family, but needed more practice with IT tools that they will use in the rapidlyevolving work environment. Students indicated that they have continued to use onlinecollaboration tools and skills learned through the VPTs when they returned to their homeuniversities after completion of the summer REU program. While further development of theVPT concept is warranted to address specific student learning outcomes, results imply thatstudents’ experiences had a positive impact on their use of these tools and their confidence to usethem in future professional interactions involving virtual collaboration.Virtual TeamsEngineering graduates entering today’s
projects related to sustainability research by giving them the opportunity to presenttheir results to the public. OPLChem starts with best practice examples introduced by studentsfrom former semesters (as part of their presentation) motivating the new students’ researchquestions followed by the investigation period for studying existing literature and collectinginformation and the conception period combining ideas to an experimental concept, definingmethods and considering the setup. Then the students conduct their research in the laboratoryduring the experimental period in groups of 2-4 participants. At the end of the course thestudents have to present a written protocol and produce either a video or a blog where theconducted experiment and the
- ests include Model-Eliciting Activities, online learning, and the development of software tools to facilitate student learning. Page 24.1338.1 c American Society for Engineering Education, 2014 Using Natural Language Processing Tools to Classify Student Responses to Open-Ended Engineering Problems in Large ClassesPeer review can be a beneficial pedagogical tool for providing students both feedback and variedperspectives. Despite being a valuable tool, the best mechanism for assigning reviewers toreviewees is still often blind random assignment. This research represents