than traditional lecture12. Active learning methods help placegreater emphasis on conceptual understanding. We consider this type of app development a keytechnology-based enabler for active engagement and learning.The Student App Design ProcessDevelop a Function List for Each ScreenThe AIChE Concept Warehouse Student App is designed to have the same functionality as thestudent version of the web interface. Thus, the app has to be capable of presenting the studentwith assigned question sets, allowing the student to select an answer, provide a writtenexplanation and confidence follow-up if prompted, and then submit the answer to recordparticipation. Figure 1 is a graphical representation of the relationship between features for thestudent app
results.IntroductionEffectively using technology in the classroom has been a concern in education for many years.1, 2While there are a variety of technologies that are used to support education (e.g., computers3,clickers4, cell phones5, etc.), we have chosen to focus our work on electronic notebooks (i.e.,website development for project documentation). We not only explain and explore the use ofthis technology in our courses, we assess its impacts comparing sections without the newtechnology to sections with the implementation.There is a body of work in education that evaluates and discusses the impacts of electronicportfolios (EPs) which in many ways are similar to electronic notebooks. EPs are digitalcollections of artifacts that provide authentic, valid, and reliable
support and procedural differences in the circuit constructionprocess in the 2D and 3D environments that contributed to deviations in performance.Additionally, the study found differences in the affect of the students learning in the computerenvironments that impacted performance. The findings of this study provide valuable insightsabout how the physical fidelity impacted participant’s performance. These results can be used tobetter design and integrate computer mediated environments in technical education.IntroductionWhen evaluating disparities in the performance of individuals using various types of technology,research studies have typically attributed statistically significant differences in performance tothe technology.1, 2 However, these
incorporatingtechnology into the education and work life of engineer 1, 2. College graduates should expect towork in culturally diverse workplaces, work across national borders and understand globalchallenges.According to published reports 1,2,3, looking at particular skills and successful attributes of theEngineer of 2020, top priorities are: strong analytical skills; exhibit practical ingenuity andpossess creativity; good communication skills; business and management skills; lifelonglearners; ability to frame problems and put them in a socio-technical and operational contest.Creativity (invention, innovation, “thinking outside the box”) is an indispensable quality forengineers, and given the growing scope of the challenges ahead and the complexity and
faculty-to-student ratio and the faculty members teach all of the courses including labs.The ratio is typically 12-to-1 and the typical size of this course is 30 students. The faculty arerequired to actively engage with the students and have multiple office hours during the week.This paper will present a literature review of similar engineering courses offered online at otheruniversities and compare and contrast the implementation with the one described here. Inaddition, the methods will be described with respect to the objectives, outcomes, format, andassignments. The qualitative and quantitative results of student performance as measured by theassignments and end of course surveys will be compared to the on-campus format. The authorhas also
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
software. Atregular intervals throughout the course, theory-based instruction is followed by exploration ofthe same concepts in the context of commercial simulation software.The topics covered in each segment are summarized in Table 1. They are grouped into roughly1/3 increments, each of which is followed by a written exam that tests theoretical topics with “byhand” problems that are straightforward enough to be solved with a scientific calculator. Table 1 – Content Summary of Existing FEA Course Theory Based Instruction Commercial Software AugmentSpring elements, direct stiffness method, truss Analysis of trusses including: Initial set-up,elements, coordinate transformations, stress in
Communities ofPractice (CoPs) to provide mutual support and training, and to encourage and facilitate theorganic dissemination of best practices across courses among the members of the community ofpractice. In particular, mentorship relationships within the community have provided readyavenues for the translation of best practices. In this paper, we describe and analyze the redesignof one such course in the WIDER community, highlighting how the redesign of this course wasinformed by its involvement within this larger community of practice.1. Introduction Since the 1980s the Computer Science (CS) department at The University of Illinois(UIUC) has offered a service course, “Introduction to Computing”, that was designed to servenon-CS and non
integratedsystem (Figure 1), SiLaRR allows a user without programming skills can install a robotics orelectronic laboratory by pressing several "Ok" buttons and connecting hardware used an ArduinoUNO Figure 1. The architecture of SiLaRR system covers all the steps needed to deploy a laboratory easily and quickly. Page 26.1771.5 - Guided installation mechanism: The system has integrated an Installation Wizard will act as a path, asking you different questions and showing you screens that allow you to configure items such as database or access to laboratory. This mechanism installed on the PC
-depth understanding of users, stakeholders, and their goals. This understanding is oftensummarized in a user profile or persona and leads to deriving specific designrequirements for the new product. Another core characteristic is the iterative integrationof user feedback throughout various stages of development, beginning with the earlyconceptual stages. In this paper, we explain how we adapted techniques from user-centered design to create a learner-centered curriculum.Step 1: Understanding Clients, Stakeholders, and the ProblemThe first step in the user-centered design process requires that we understand theproblem, the client, the stakeholders, and the users13. In this particular situation, we canthink of the higher administrative bodies
currently no easy methods tosynthesize research results, share research data, and indeed validate research studies effectively.In general, topics related to data and data sharing are largely treated as taboos in the engineeringeducation research space. Data sharing mechanisms to enable fundamental research inengineering education that has the potential to address systemic problems have not yet beenclarified. The research goal of this paper is to identify and understand patterns for data sharingmechanisms in order to inform design requirements for data sharing practices and infrastructurein engineering education.1. IntroductionThe scientific community is increasingly recognizing the necessity for sharing scientific databeyond the initial purposes
designsoftware that seamlessly transitioned between them as well.Background and IntroductionFor the last twenty-one years in each spring term, The Ohio State University FEH Program hasincorporated an autonomous robot design project in which college freshman honors engineeringstudents design, build, and program autonomous vehicles to perform certain well-defined taskswithin a two-minute time limit1. The tasks the robots must complete revolve around a centraltheme developed each year by the teaching assistants and faculty of the Honors engineeringclasses. The theme for spring 2015 was “Arctic Storm”, and the robot competition course isshown as a CAD model in Figure 1. Figure 1. Diagram of 2015 Robot Competition CourseThe project uses
peers andgained the knowledge and skills to be applied in future Challenge-It sessions. Learning Blockswere broken down into sections with specific expectations as shown in Figure 1.Figure 1: Learning blocks used to guide camp activitiesThe learning blocks were divided into different categories, subjects and sections. Learn-Itsections were 10-minutes in duration and consisted of brief explanations of the theory,introduction and purpose of the activity, and expectations with facilitators providing fun andengaging presentations using videos and live examples. The emphasis here was to provide asummary of the key terms, topics and strategies without elaborating in regards to specificsolutions or challenges. This gave campers a basis for
tool, seeFigure 2 (b). They will verify that their virtual arm resembles their actual arm in terms of theway it can move. If the virtual arm does not move the way their real one moves then they did notmeasure the D-H parameters correctly. In the camp the students were not able to grasp theprocess of measuring these parameters and relied on the student helpers. Software has since beenadded to the tool to support this actively. Once the parameters are measured correctly thestudents will enter them into the tool and verify their correctness. a b Figure 1: (a) the students build the arm, (b) the student measure the D-H parameter.Next the students will program their virtual
for both instructors and students,alike. On the contrary, a classroom that has intimidating technology, a non-intuitive setup andinadequate furniture will also not meet the basic teaching needs of instructors and learning needsof students. Rather than trying to foretell what a classroom should look like in a few years, onecan design a modern instructional classroom that 1) has the ability to support multiple learningactivities not only from class to class, but also within the same class period, and 2) includestechnology that is not a feature in the room but rather is seamlessly integrated into theclassroom1. One cannot assume that because a new or renovated classroom has been built, thatfaculty will automatically come flocking to make use of
technology components regarding the operating system aswell as supplementary software such as browsers, flash, java, etc. The online profiles, accountsand privacy module will focus on information security and some best practices to protect theironline accounts and identities. The campus computing modules will cover items related to beinga J.B. Speed School of Engineering student, some example modules would be on Blackboard,email, Office 365, etc. The last module would be related to ethics related to using technology asa user and as a student.This Work-in-Progress is the documentation of the early creation of this technology commonknowledge as well as the history and motivations behind each of the modules.1. IntroductionThe J.B. Speed School of
so, they must alter properties and observe how the simulated systemchanges. For example, we model a spectrophotometer in one simulation, depicted in Figure 1,where students are able to alter the chemical species, concentration, light intensity, wavelength,and so on. Students are tasked with determining unknown reaction rate constants; in order to doso, they must calibrate the spectrophotometer, set reasonable starting concentrations, run thesimulation for sufficient time, and then use the resulting data to determine the reaction rateconstant. However, the steps required to successfully solve for an unknown property can often beaccomplished in a variety of ways, similar to laboratory experimentation; the simulations areopen-ended, allowing
and students expressed concerningstudents’ multimodal mobile use as support for school assignments?The results show that students and teachers have many different experiences of students’multimodal mobile use related to school assignments. However, the use is limited in severalways. To a large extent teachers and students have expressed that multimodal mobileresources can be used advantageously by students to support school assignments for severalpurposes. Among disadvantages identified mobile device multimodality in some respects canbe disruptive. The result also indicates that different multimodal mobile media have specificpossibilities for supporting students’ learning as it is related to school assignments.1. IntroductionIt has become
that fewer than 200 undergraduate working hours were spent indeveloping and testing the computer tools, leading to a labor cost of less than $1500.Developed Computer ToolsThe seven existing computer tools are all employed in the grading and analysis of a singleassignment. Figure 1 shows the workflow that would be used in the grading and analysis of asingle class assignment, illustrating the relationship between the seven tools and theirinputs/outputs. Four of these seven tools (1.1, 2.1, 3.1, 4.1) mostly duplicate features that wouldcommonly be available for in-LMS grading workflows (such as automatically generating gradingrubrics with each student's name, or returning graded work to students) but were created tosupport and streamline the
students' development strategies throughcode snapshots and event logs. Blikstein and coworkers3, 8 have also used machine learningtechniques to understand student pathways to completing a program.Our work adds the elements of requesting live student feedback regarding their level offrustration during the development process, and an ability to play student work back in time-lapse form, keystroke by keystroke, at any point in the development process.MethodsMethods: LearningIDE ToolWe studied student programming assignments conducted using LearningIDE(www.LearningIDE.com), a web-based integrated development environment (IDE). This IDE,whose user interface is shown in figure 1, provides typical facilities for editing a set of sourcecode files
). As such, lectures tend to focus on terms and definitions, and quizzes and exams emphasize memorization of such items. The result is a dry course, with little retention of concepts afterwards, little improvement in a student's insight, and little change in a student's interaction with computing technology. 1 Thus, in 2015 we invested extensive effort on creating new interactive webbased content for introducing computing technology. We focus on having students learn the fundamental concepts in computing technology, and avoid attempting to simultaneously be a