Alamos where he worked on modeling the transient dynamic attributes of Kinetic Energy munitions during initial launch. Afterwards he was selected for the exchange scientist program and spent a summer working for DASA Aerospace in Wedel, Germany 1993. His initial research also made a major contribution to the M1A1 barrel reshape initiative that began in 1995. Shortly afterwards he was selected for a 1 year appointment to the United States Military Academy West Point where he taught Mathematics. Following these accomplishments he worked on the SADARM fire and forget projectile that was finally used in the second gulf war. Since that time, circa 2002, his studies have focused on unmanned systems both air and ground
Virtual Reality (HMD VR) ConditionIntroduction HMD VR has gained increased attention in last two years. Especially in the engineeringeducation field, it enables users to be fully immersed in a 3D simulated engineering workplaceovercoming the time and place limitation [1]. This characteristic is welcomed by engineeringfaculties, who have used various HMD VR applications to facilitate their class instruction.However, inequitable phenomenon may exist when students participate in learning activitiesunder HMD VR environment [2]. A typical case is reported by Kolomaznik, Sullivan, andVyvyan [3]. In a first-year science communication class, students were self-organized into smallgroups of four to six people to play a maze game. The role settings
socioeconomicallychallenged, area marked by low educational attainment. According to U.S. Census data, less than75% of the residents in Kern County, the largest county in the service region, hold a high schooldegree (or equivalent) and less than 16% hold a bachelor’s degree or higher [1]. In comparison,nationwide more than 85% of Americans hold a high school degree and more than 30% ofAmericans hold a bachelor’s degree or higher [2].CSUB is designated as both a Hispanic-Serving Institution (HSI) and Minority-ServingInstitution (MSI). As of Fall 2016, there are over 9300 students at CSUB, and nearly 2800 arewithin the School of Natural Sciences, Mathematics, and Engineering (NSME). Approximately60% of the students are female, although this drops to approximately 48
in a Cyber Learning Environment during Introductory Computer Programming Courses-- An Empirical investigation1. Introduction:Introductory programming courses are known for their complexity and difficulty. They aregenerally accepted as a difficult courses to teach effectively and are similarly regarded asdifficult for students, who struggle to learn all the required competencies and skills [1].Achieving proficiency in programming related capabilities often requires improving aptitude inareas where students are unlikely to possess strong skills. These areas include critical thinkingtechniques, design strategies, and programming methodologies [2]. Because of this, students mayregard programming courses as onerous or as possessing unmanageable
. Finally, we will discuss whatour future work will be as we continue this research.Research OverviewEngineering students are expected to have additional set of skills outside of the technicalengineering skills they learn in the classroom [1]. Professional skills are increasingly becomingessential skills that engineering students should possess. Professional skills have been recognizedby organizations such as the ABET as critical skills that students need to learn [2]. Because ofthat, many institutions are now putting more focus on professional development skills andexposing students to these skills. However, are there better ways to teach these skills to ourstudents? Perhaps we can take advantage of new technology to expose our students to
-Progress: Constructing a prediction model of creativity and cognitive concept connections based on learning portfolioAbstractThe skills required of new employees by industry are increasingly interdisciplinaryand creativity-related because of a paradigm shift in target markets. Engineeringeducation should therefore focus on helping students develop their creativity andcritical thinking skills. A student’s level of creativity is usually evaluated byexamining his or her final projects. However, the language that students use indiscussions and interactions can be analyzed to determine their cognitive processesand thus their creativity. This study collected 1 year of records of discussions andinteractions on a Moodle learning platform among students
-based Learning ApproachAbstract: This work in progress describes the design of a project-based, STEM +C(Computing) curriculum for 4th to 6th grade students in an afterschool setting, which ispart of a large NSF-funded STEM+C project. The paper reports the preliminary outcomeof the implementation of the first two STEM+C projects that focuses on student attitudestoward STEM and the computational thinking revealed during students’ scientific inquiryand problem solving processes.BackgroundComputational thinking (CT) is a fundamental skill that is equivalent to reading, writingand arithmetic skills [1]. CT involves problem solving, systems design, and“understanding human behaviors” [2]. CT is also a metacognitive process that consists ofsub-skills
and overestimation of the processing time of thesubmitted jobs in the system.1. IntroductionHigh performance computing offers an excellent vehicle to accelerate computational needs ofscientific and engineering applications. This platform currently can easily be configured withclusters of PCs connected through a high-speed switch on a high-speed network. Such a toolprovides exceptional opportunities to explore numerous projects for educational as well asresearch purposes. We have installed a Beowulf Cluster1 with 16 compute-nodes in ourcomputing lab, and have engaged our students with exciting projects in courses such asOperating Systems, Communication Networks, Parallel Programming, Distributed Simulation,Algorithms, Data Base Management, and
) techniques.In order to use the InkSurvey tool, Tablet PCs must have internet connectivity and have theFirefox browser installed. There is no additional software required and there is no cost to otherinstitutions for the use of this tool.IntroductionThe past three or four decades have seen unparalleled advances in our understanding of the mindand learning.1 These new theoretical insights are now guiding significant changes in the wayteachers teach, at engineering institutions as well as elsewhere. Many contemporary efforts toenhance learning are based on the constructivist theory of knowledge, that one builds newknowledge and understanding based on previously learned concepts and facts, within the contextof social interaction and agreement.At this same
, students learn that their basic knowledge can be carried over to other devices andsystems. This paper describes a second semester sophomore laboratory project todesign and build an autonomous robot vehicle capable of navigating an outsidearea the size of a small parking lot by guidance from a GPS sensor. The roboticvehicles normally use the frame of remote controlled cars. The students aredivided into teams of 3 to 4 members. The teams compete at the end of thesemester. The winner is the vehicle and completes the parking lot drive in theshortest time.II. Project Laboratories The laboratory structure in the ECE department at Texas Tech University issomewhat different than most university laboratories.1-8 There are five, three hour
AC 2007-2711: TEACHING HARDWARE DESIGN OF FIXED-POINT DIGITALSIGNAL PROCESSING SYSTEMSDavid Anderson, Georgia Institute of TechnologyTyson Hall, Southern Adventist University Page 12.1360.1© American Society for Engineering Education, 2007 Session: 2711 Teaching Hardware Design of Fixed-Point Digital Signal Processing Systems David V. Anderson1 and Tyson S. Hall2 1 Georgia Institute of Technology, Atlanta, GA 30332–0250, dva@ece.gatech.edu2 Southern Adventist University, Collegedale, TN 37315–0370, tyson@southern.edu
, interviews, and project assessment. In the paperwe report the results of this experiment and, based on those results, propose recommendationsfor fostering self-efficacy in robotics education.IntroductionRecent research has emphasized the role of affect in constructivist learning and revised thetraditional tendency to explore cognitive processes of science and engineering education inisolation from affective functions. Picard et al. [1] call for "redressing the imbalance betweenaffect and cognition" and "constructing a science of affective learning". This study focuses ondeveloping learning technologies, systems, and environments that incorporate affect.DeBellis and Goldin [2] in their study of affect in problem-based mathematical learning
Assistant Professor ofEnvironmental Engineering and a Course Developer from the Distributed Education andMultimedia Department at our institution, worked closely to implement web-based tools andintegrate aspects of social responsibility into an introductory course in Air Quality. For a year,we worked together to transform notes and resources into digital format and tested a number oftools within the available course management system (WebCT) at our institution.The conversion of class notes to digital PowerPoint (PPT) format was undertaken to support adeliberate process-oriented pedagogy that required or strongly encouraged in-class note-taking (amode of cognition or content interaction)1. Students only had pre-class access topartial/incomplete
. Much of the success in student learning is attributed to the interactions between theinstructor and students.1,2 It has been shown that when students are actively interacting with theinstructor, they are more engaged in learning.2 These interactions facilitate student participation,attentiveness, motivation and an overall desire to learn3. These are all reasons why interactivity issuch a critical component in student learning.1,4 In typical classrooms, however, interactions areoften one-way and lack feedback to an instructor – an instructor provides a lecture and students arerestricted to only listen. Small interactions are common but still very limited for the followingreasons: 1) limited class time is available for interaction; 2) oral
principles of mechanical engineeringAbstractThe paper describes how a video game is used to teach numerical methods to mechanical engi-neering undergraduates. The video game provides an authentic and engaging context in which tolearn computational techniques and concepts that are often dry and uninspiring. After outlining astudy demonstrating that students in the video game-based course learn more deeply than studentsin more traditional textbook-based courses, we describe how learning outcomes are integrated intothe game-play. We contrast the game-based assignments to typical textbook problems.1 IntroductionFor the past two years, we have been experimenting with a new way of teaching a numericalmethods course to our
andimplementation challenges will be discussed for future improvement.IntroductionThe ability to design a system or a component to meet practical requirements is one of theessential skills that students should acquire through engineering education 1-2. To enhance thestudents’ design skills, many engineering educators have proposed various approaches, one ofwhich is Project Based Learning (PBL) 3. PBL has been recognized as an effective way toreinforce course theory and to improve students’ hands-on skills. However, how to incorporatePBL into the curriculum remains an open question. This is particularly challenging on acommuter campus with a 10-week quarter and no teaching assistants, where students are oftennot on campus outside of class hours, there are
. Specifically, we explore the pedagogic implications ofcreating two types of portals: (1) Course Management System (CMS) for course materials in anongoing semester and (2) Project Archival Tool (PAT) for completed project materials.We apply our proposed methods in a first-year engineering design course taught toapproximately 180 students per semester. The course is project-based and focuses on teachingstudents basic engineering design principles and professional skills. Coupled with these lecturesare additional laboratory components in which students learn to use MathWorks Matlab, acomputational tool, and Alias Wavefront Maya, a 3D design package. The final team-basedproject encompasses skills learned in class applied to a design problem proposed by
AC 2007-1697: TECHNOLOGIES TO INTRODUCE EMBEDDED DESIGN EARLYIN ENGINEERINGShekhar Sharad, National Instruments Page 12.1376.1© American Society for Engineering Education, 2007 Technologies to Introduce Embedded Design Early in Engineering Shekhar Sharad Academic Product Manager National Instruments shekhar.sharad@ni.com1. IntroductionWith decreasing cost of silicon and increasing demand on features, almost every device aroundus is becoming “embedded”[1] – from cell phones to irons, from cars to GPS units. Embeddeddevices are
to improve student proficiencywith these CAD/E tools.Background The original objective of our current research was to develop a set of tools we couldapply to help students learn the software program Active-HDL and the programming languageVHDL. Our intent was to develop these tools within the digital logic thread of our ElectricalEngineering program, and then apply these tools to other software applications and programminglanguages within other threads of our EE program. We believed that we could developinnovative techniques to facilitate improved learning. In our Master Teacher Program, instructors learn about student learning techniques,course analysis and course design.1 One of the requirements is to complete a
. These schools also offer a variety of gaming classes.3. Pedagogy and course sequenceThe catalog descriptions for the games courses are given in Figure 1. Each course is three credithours and runs for an entire semester. The first course, Comp 441, is to be taken in the firstsemester, junior year; the second course, Comp 446, is taken second semester, junior year; andthe final course, Comp 447, is to be taken first term, senior year. While we do not have a formalcourse, we are expecting our students to participate in a research project in the second term,senior year, concerning multiplayer gaming or mobile gaming.The courses are all in a lecture format, with some design work done in class. GCC has acomprehensive Tablet PC program, where all
critical to thesuccess of engineering curriculums—was developed as a new educational model. CBVCemploys computer animation and other virtual visual tools that cannot be employed in traditionalclassroom settings. In CBVC, interactive questions are integrated within lectures—a model thatreinforces the assimilation of fundamental topics. Surveys conducted on the efficacy of CBVCshow that 80% of students questioned benefit from using CBVC, and 20% believe CBVC mayreplace conventional classrooms.1. IntroductionAt present, many engineering courses mandate the use of computers1.. Computers areincreasingly playing a major role in the learning process, and the number of college students whoown a computer is on the rise. The OpenCourseWare (OCW) Program at
classroom,or if they have missed a lecture altogether. From the instructor’s perspective, it was a greatexperience with better than expected student acceptance and classroom interaction.1. IntroductionInstructional methods have evolved over the ages from traditional writing on blackboard to theuse of cellulose transparencies and overhead projectors to notebook computers and dataprojectors. The latest trend in instructional technology is the use of Tablet PCs and iPods in theclassroom. In recent years, Tablet PCs are making its headway into classroom instruction atevery level, from K-12 to colleges, as well as in business meetings of corporate America. Infact, Georgia Tech has recently announced that all engineering students must use a Tablet PC
shown in Figure 1, and the program and tutorial are available for download athttp://academics.vmi.edu/ee_js/Research/Fourier_Synthesis/Fourier_Synthesis.htm.The application was programmed entirely in C# and consists of a single executable file; it doesnot require an installation program to simplify use and encourage student participation in thetesting procedures. Different versions of the application were designed, each identical except forthe delay. Figure 1. The Fourier Synthesis application program. This program appears to teach how arbitrary periodic functions can be synthesized from sums of sinusoids, but actually tests how learning and enjoyment is affected by delays between user interaction with controls and screen update
the pump capacity.The development of computational projects and research positively affect undergraduate andgraduate education in this small mechanical engineering program. The use of commercial CFDsoftware enhances students’ learning and understanding of complex flow phenomena. Theexperience obtained through this analysis will be incorporated by expanding the computer use inundergraduate design courses and graduate courses.1. IntroductionDevelopment of a productive research program through a strategic focus on technologydevelopment in emerging areas such as controls and computing has been one of the primarygoals of the mechanical engineering program at this University. In order to accomplish this goaland expedite the development, the program
internalize, but demonstrations and laboratory experiences are quite helpful. This paper describes how we teach the concept of frequency shift keying by using a highly successful combination of theory, demonstrations, lab exercises, and real-time DSP experiences that incorporate M ATLAB and the Texas Instruments C67x digital signal processing starter kit.1 IntroductionWhile many communication concepts are difficult for undergraduate students to fully understand,the use of demonstrations and laboratory experiences have been shown to greatly facilitate thelearning process.1–7 This paper describes how to teach the digital communication modulation tech-nique of frequency shift keying (FSK) using a highly successful combination of
classsize. The student group projects are listed below and are shown in figures that then follow.Automatic Cabling Design project assignment is shown in figure 1-A. The actual student groupwork is shown in figure 1-B. This project determines the actual cable size that will meet thegiven parameters.DC Motor System Load project assignment is shown in figure 2-A. The actual student groupwork is shown in figure 2-B. This project determines which motors are required to “run” to meetthe given load.Automatic Power Factor Correction project assignment is shown in figure 3-A. The actualstudent group work is shown in figure 3-B. This project automatically determines the capacitor
Laboratories in Dayton, OH. His research interests are in cooperative control; distributed spacecraft formation control; linear/nonlinear control with applications to robust control, saturation control, and time-delay systems; closed-loop input shaping; spacecraft attitude control; mechatronics; and DSP/PC/microcontroller-based real-time control. He received Polytechnic’s 2002 Jacob’s Excellence in Education Award and 2003 Distinguished Teacher Award. In 2004, he was selected for a three-year term as a Senior Faculty Fellow of Polytechnic University’s Othmer Institute for Interdisciplinary Studies. He has edited one book and published four chapters in edited books, 1 book review, 39 journal
configured: student groups and projects. Toconfigure student groups open the “students” table in the database file as shown in figure 1. Figure 1 – Students TableIn the students table you provide the following information for each student: - SID – This is the authentication mechanism the student must enter to log into the system. In a larger system students would log in via pre-existing accounts, but in this small implementation their student ID number will suffice. - GroupNumber – The number of the student’s group - FirstName – The student’s first name - LastName – The student’s last name - GradeID – This is the key for the table and will automatically be entered when you add
paradigmsfor effective student instruction into a unique classroom structure where the instructor andstudents may not be present in the same physical learning environment. Despite the technologythat is available to deliver video and audio streams to remote classrooms, DL environments arestill challenged in the area of promoting active learning and meaningful instructor-student andstudent-student interactions during a class session. Traditional DL classrooms suffer fromseveral challenges in creating effective learning environments, and most of them center on twomain issues: 1) poor delivery of lecture material and 2) constraints on creating in-class materialfor participant interaction and student assessment.The delivery of lecture content is largely
Internet is used as a mediumto allow users access remote laboratory hardware or software resources. RVLs are broadlyclassified under two categories: remote laboratories and virtual laboratories. Remote laboratoriesare systems whereby users are given access to real hardware backends located at a remote site.Virtual laboratories are RVL systems whose backend systems under test are implemented insoftware.Various implementations of RVL have been described 1-9 and advantages ascribed to them haveincluded ease of use, reduced safety concerns, scalability, availability, and minimal staffingrequirement9. The various reported implementations have also demonstrated that RVLs canachieve, to a large extent, the thirteen objectives of experimentation in