developersmust be well-trained in software testing to plan and carry out effective software testing activities.To achieve a better trained workforce in the area of software testing, curricula at academicinstitutions need to be integrated with software validation techniques, including software testing. The problem of integrating software testing concepts and related techniques into programmingand software engineering (SE) courses is still an open research problem. Over the past decade, therehave been many investigations, specifically by members of both academic community and softwareindustry, into ways to integrate software testing into computer science (CS) and SE curricula. Forexample, several approaches attempted to integrate testing concepts into
designseach game for a specific skill deemed important to a topic, such as writing if-else statements incomputer programming. The custom design is needed to make the skill be an essential part of thegameplay. This paper presents several games our team has developed so far, for topics incomputing and math, and describes plans to build more. The games are free and currently athttp://www.cs.ucr.edu/~vahid/seriousGames/. The games are web-based (HTML5) and requireno software installation, being playable on any standard web browser.I. IntroductionLearning some subjects involves developing skills. The prototypical example is the learning ofmultiplication tables; by developing the skill of multiplying single digit numbers in one's headalmost instantly, one
comment classifications and student performance in the studiedintroductory course and plan to track student success through subsequent programming coursesas well. As we begin to look at student performance, we are utilizing McGill and Volet’sconceptual framework for analyzing student programs and diagnosing deficiencies [20]. Thisframework links three types of programming knowledge (syntactic, conceptual, and strategic)with the view of knowledge from cognitive psychology (declarative, procedural, andconditional). We believe using this framework to link our qualitative codebook withprogramming knowledge will allow us to further evaluate students’ thinking processes and thechanges in programming knowledge over time. Furthermore, in addition to
adashboard in easing the transition into university life, which was also outside the scope of ouroriginal learning analytics design (see Figure 5). Can help manage pre-matriculation Can help manage finances early on requirements and deadlines (e.g., meal plan use) Assisting students make the transition to university life A real-time "life" management Can offer some kind of function could spur student use of a mapping/navigation function learning dashboard
activate the student camera as they are taking the exam. Remember, these tablets arenot student own and are strictly used only for the exam. Thus, there are no privacy expectationsand the camera can be used to monitor the student during the exam to confirm the student istaking the exam. Future plans include using visual identification for distant or remote students.The instructor page also reports the percentage correct for each problem. This has proven helpfulin identifying potential issues with a particular problem. If the percentage correct is low, then theproblem can be quickly reviewed to make sure the problem is correct and there is not typo
comparing alternative solutions can learn more than those instructed by the singlesolution. Osakue [12] published an instructional method on teaching solid modeling skills withAutoCAD. The method proposes that, at a planning stage, decomposing complex solid modelsinto segments and sketching each segment isometrically helps students learn the extrusion opera-tion concept of CAD software, as well as Boolean operations. The feedback from students showsbreaking down complex solids into segments helps students understand solid modeling principlesand such principles will be helpful in the use of other CAD software. However, there are few ITSsthat are developed to teach students solid modeling skills. There are also few empirical studies inthe literature
experiment.For each topic covered, students get the theoretical background and the hands-on experience inthe laboratory setting. Both formative and summative assessment of the students’ performance inthe course are done as a part of the overall assessment and evaluation plan of the department forABET accreditation of the ME program. Both direct and indirect forms of assessment areconsidered. The paper reports the details of the course materials and the results of assessment.The positive response of the students and their performance in the course are encouraging.Future steps of continuous improvement process for the course are also discussed.I. IntroductionThe need for adapting engineering education to the 21st century has been widely recognized
questionnaires and interviews,suggested revising the event to include a more relevant and challenging assistive robotics theme.There followed a planning effort by a group comprising three members of the ConnecticutCouncil on Developmental Disabilities and the lead author. The group met on several occasionsduring the summer and fall of 2008 to explore possible topics for the contest. Eventually thegroup settled on a theme that represented a real area of concern to Council members—the needfor a person with disabilities to obtain food from a refrigerator during an emergency situationwhen a personal assistant is not able to be present. Thus was born the idea of an autonomousrobot that would serve as a server or waiter and a unique contest, RoboWaiter, the
instrument, studentsentered a four digit identification code that was created and distributed by the course instructor.The code was used during data analysis to match multiple surveys and course grades fromrespondents. The resulting data allowed the evaluation team to conduct the analyses required totest the relationships in the 4P model. We conducted both qualitative and quantitative analysis tofind out the effectiveness of the serious game. The detailed quantitative analysis results will bediscussed in the journal paper titled "Teaching Engineering Design Principles through a SeriousGame," and we are planning to submit this to the Computers in Education(CoED) journal. Somepreliminary qualitative results are presented here.ResultsStudents learned
workflow, and describesupport for targeted feedback and analysis for the instructors. We present our plans to evaluatethe system, and discuss the results of a preliminary usability study.1. IntroductionRecent studies show problem-solving ability is being increasingly prioritized as a core aspect ofengineering curriculum and a fundamental competency demanded by employers. However, notonly are problem-solving activities time consuming for students, they are also often difficult toassess beyond simply checking for correctness of the final answer. In addition, it is difficult in aclassroom setting to deliver useful feedback [1]. While popular online tutoring frameworks exist[2], [3] that support structures for mathematical problem solving and some
issues and understand howinterdisciplinary instruction affects students’ ability to identify, formulate, and solve problems,communicate effectively, appreciate the impact of planning and engineering solutions, anddevelop understanding of ethics-related factors. The effectiveness of integration of PBL andimmersive technologies is measured with pre/post surveys related to the above outcomes and theresults indicate increased technical and collaborative skills in students.The authors in [42] work with graduate and undergraduate students to develop a web-based 3Dvisualization and cluster computing system for disaster data management, resource distributionand communication between local authorities and disadvantaged populations affected by adisaster
. Onaverage, participants slightly agreed with (4) the intention to take at least one programming course.Participants slightly disagreed with the statement that (5) the way programs have to be constructedmakes no sense. Average Scores Programming is a useful skill for engineers. I think I could be a good programmer if I took some college-level classes. Knowing at least some basics about programming will help me find a job in my field. I plan to take at least one programming course at MTU. The way programs have to be constructed makes no sense to me. 1 2 3
only some students. One step toward achieving this objectiveis the development of a prototype course available to undergraduates enrolled in educationprograms. During the first phase of our current project, the research team developed thisprototype course, called the CALC course herein. This course is based on our initial ideas of howcollective argumentation can be used to teach students how to code. This course was offered topracticing teachers during the 2018 spring semester, and the aim was to determine how theseteachers would use collective argumentation to learn how to code and what lesson plans theywould develop to teach their students how to code. This paper discusses the initial phase of thecourse and the knowledge, either existing or
ResearchExperience for Undergraduate (REU)/NSF program during the summer of 2014. Much of thedevelopmental work planned in this 10-week REU project was implemented during summer2014. However during the fall of 2014, it was determined that the summer 2014 implementationof the Raspberry Pi-based system was not easily maintainable or extendable. In order to addressthese concerns a redesign was proposed consisting of three components: 1) refactoring theinstrument parsing code, 2) restructuring the database schema and 3) implementing a REST APIexplained later) to provide a consistent way to access the data. This paper describes the REU project and its continuation. Section 2.0 of the papersummarizes the four stages of the LEWAS infrastructure. Section 3.0
. The first ofthree phases is the problem recognition. Here, the student will understand the problem and createa plan to solve. The student will use verbal and mathematical representations for that purpose.On a second phase called problem framing, the students execute the plan creating computationalrepresentations of the phenomenon (i.e., the implementation of the model). Finally, on theproblem synthesis phase, the students will complete the plan by evaluating the solution. They Page 26.744.3will use computational, visual, mathematical, and verbal representations to ensure the solution iscorrect. The Methods section contains a detailed
Director of the Center for 3-D Visualization and Virtual Reality Applications, and Technical Director of the NASA funded MIST Space Vehicle Mission Planning Laboratory at the University of Maryland Eastern Shore. In 2010, he joined Eastern Michigan University as an Associate Dean in the College of Technology and currently is a Professor in the School of Engineer- ing Technology. He has an extensive experience in curriculum and laboratory design and development. Dr. Eydgahi has served as a member of the Board of Directors for Tau Alpha Pi, as a member of Advi- sory and Editorial boards for many International Journals in Engineering and Technology, as a member of review panel for NASA and Department of Education, as a
above can be attributed to the fact that the problem statement in PBLinvolves certain planned imperfections to mimic real-world projects, which are often ill-structuredand vague. Here are some of the responses from control (C) and test (T) groups for the followingquestion: “Do you think you can use or apply what you have learned in this assignment in yourprofessional life? Please explain how.” C: “I believe I can use this to set up my business and help my parents to set up their restaurant structure.” C: “I think I can use or apply what I have learned in this assignment in my professional life, because I can come across a situation where someone has a question on queries to help them set up a database, and I could help them
-12 schools. The successful model andexperience collected from this project would be promoted to other counties of West Virginia andother states.Through the STEM ambassadress program, the following three outcomes are anticipated.Outcome 1: Female high school students’ performance in their math and science courses isimproved.Outcome 2: Female high school students’ interest in STEM disciplines is increased.Outcome 3: High school students’ parents become more knowledgeable about STEM.Implementation planImplementation plan of the proposed ambassadress program includes the following three tasks.Task 1: Train female undergraduate students to become the ambassadresses.In the summer of 2018, a training workshop was organized at West Virginia
time spent "on-task" by the students and also to observe the problem-solving approaches used by students during planned independent problem-solving activities. TheTeacher Tablet PC secondary task is to "activate" the NSM Control tools on selected student PCsas part of the sequence to get our instructional system into the two "collaborative" modes to bedescribed in details below.For the first mode, called "collaborative community work", Figure 2 described the ITarchitecture to deploy the NSM Control tools on the student PCs in order to let them access theTeacher Desktop PC, essentially serving as an E-chalkboard, where the community work would
CAD models can thereby be created using parametric or constraint basedmodelling systems. Just as cognitive scientists have developed a grammar of vision, a set ofrules that direct our perception of line, colour, form, depth, and motion so too there is a needto develop a coherent grammar of design intent for parametric modelling. The sense of visionhas fantastic ability to actively construct every aspect of our visual experience. Vision is notsimply a matter of passive perception; it is an intelligent process of active construction.Similarly creating intelligent parametric models requires thought and careful planning andinvolves a well-developed 3D mindset to actively and intelligently deconstruct andreconstruct part and assembly models.Best
development of an advanced learning lab equipped with tablet PCsand a SMART interactive learning system. Our goal is to use the educational infrastructure topromote problem-based learning, collaborative learning, and assessment. We present a noveldigital ink based computerized testing system Real Test, which is used to comprehensivelymeasure student class performance. A supplementary virtual reality learning platform is alsodiscussed for enhancing student learning outcomes. Finally, we discuss our phasedimplementation plan which ensures that students benefit from the innovated learning technologythroughout their degree plan.BackgroundTo build solid academic programs, we need not only effective management and highly-qualifiededucators and scholars
, particularlyfor 1st Year and “large class size” courses. One aim was to enhance student learning andretention in both on-campus and external modes, while the other one was to improveproductivity and response time for assessment marking.A variety of diversified courses from different engineering disciplines were trialled andexperimented in the project, i.e., ENG2102 Problem Solving 2, MEC1201 EngineeringMaterials, MEC2202 Manufacturing Processes, MEC3203 Materials Technology, andELE3107 Signal Processing. More specifically, the following issues in relation to the TabletPC were investigated in the project: Initial investigation and trialling the capability of the Tablet PC; Plan and develop action plan for implementation to utilise the Tablet PC
since 2011. His other research interests include nonlinear optimization, financial engineering, facility alloca- tion problem, vehicle routing problem, solar energy systems, machine learning, system design, network analysis, inventory systems, and Riemannian geometry.Samantha Eddi Scarpinella , Quinnipiac University Samantha Scarpinella is a Senior Industrial Engineering major at Quinnipiac University with additionally pursuing mathematics and business minors. Her research interests include healthcare, human factors and engineering education. She is planning to be an engineering professor as her profession.Mr. Michael Giannone, Quinnipiac University Michael Giannone is currently a Senior at Quinnipiac University
pandemic. Engineering education is not immune to thesenew dynamics, and institutions need to plan and prepare to embrace new modalities of instruction.Historically, electrical engineering courses have had lab requirements that have involved physicalpresence in a laboratory with several pieces of test equipment available for testing circuits. Inrecent years, computer-based laboratory equipment has become available that can provide thesame robustness needed to facilitate learning for online electrical engineering courses. A pilotstudy was conducted at our institution using a home-based laboratory for two electrical engineeringcourses (Microcontrollers and Electric Circuit Analysis). Presented will be the development ofthe labs, implementation of the
access a wide rangeof learning tools for subject exploration and peer interaction, all on a single interface.In addition, all interactions and conversations between students were recorded on aback-end database for follow-up analysis and research.The system interface and functions were planned and designed based on the stages ofthe corresponding course’s teaching strategy. The system interface is presented inFigure 1. It encompasses all the basic functions provided by most learning platforms,such as calendar reminders, a discussion forum (asynchronous), video conferencing(synchronous), homework hand-in capability, and feedback and evaluation provision.A particular feature of this learning platform was that it was divided into five stages
analysis and Exploring data to find patterns, causes, trends, or results to facilitate therepresentation knowledge construction and problem solving. [14], [16]Simulation and Manipulating data or concepts through controlled programs or exercisesModeling or creating such programs for data manipulations. [14]Communication Written and oral descriptions supported by graphs, visualizations, and computational analysis. [17]For K-12 students, an example of CT revealed in their STEM inquiry could be workingtogether to gather data about different types of earthquakes (i.e., data collection). Anotherexample could be working out a plan to build a robot for detecting life on Mars (e.g.,design, sketch, build
Society for Engineering Education, 2015 Paper ID #11826 as program and planning committees’ member and reviewer and chairman of several ones. He was co- chair of the conference EDUCON 2010 (Engineering Education Conference), TAEE 2010 (Tecnolog´ıas Aplicadas a la Ense˜nanza de la Electr´onica) and ICECE 2005 (International Conference on Engineering and Computer Education). Is co-chair of the conference FIE 2014 (Frontiers in Education Conference) to be organized in Madrid, Spain, by the IEEE and the ASEE. He is co-editor of IEEE-RITA (Revista Iberoamericana de Tecnolog´ıas del Aprendizaje) and of the Electronic Journal of
elements that are unique to their design or clever combinations of multiple game design techniques?These criteria are then weighted heavily toward game play and completeness, while thecreativity and exploratory design aspects differentiate the impressive games from the averageand good games. While this may seem vague (e.g., average versus good), it is very apparent toboth the students and faculty how the games should be categorized.3.2.Comp 446In Comp 446, the students will apply their game development knowledge to creating 3D games,using another LaMothe book7. The course plan is to create a specification at the start of the classdescribing a simple 3D-shooter type game that will be built from the ground up. The 3D-shootergame is a perfect
‚ Kevin Suffren. Ray Tracing from the Ground Up. AK Peters, ISBN 978-1-56881- 272-4, 2007. This text offers a more comprehensive view of ray tracing theory and practice. Topics range from algorithm basics to advanced techniques that would be explored in the context of a second course on ray tracing. A wide range of code examples are also included throughout the text.The Suffern text was not yet available for our initial offering, so we opted for the Shirley text.However, in future versions of the course, we plan to adopt the Suffern book as the main text andsuggest the Shirley text as a highly recommended (but optional) resource.Topics from the text are supplemented by readings from the ray
learningoutcomes, b) determining the acceptable evidence of that learning, and c) planning theexperiences and instruction. In identifying the desired results, Wiggins and McTighe 9provide a further classification of three levels for establishing curricular priorities one Page 13.1005.5embedded inside another and ranging from knowledge worth being familiar with toenduring understanding.Learning OutcomeFor the case of both instructors, it has been identified that learning experiencesaccompanied by simulation tools were used to convey concepts having “endurance valuebeyond the classroom” (Wiggins and McTighe, p.10) 9 . While instructor A used thesimulation tool to