built around those features. The interactive material of course covers digital design topics not included in this paper for space reasons, such as creating sequential circuits to implement FSMs. Having its roots in 2014 rather than in the 1980's when digital design dealt with much smaller circuits, the material also strives to teach a modern view of digital design, going bottom up as before, but being sure to reach registertransferlevel design as promptly as reasonable. Boolean algebra Digital design is based on the mathematics and properties of Boolean algebra
Embedded systems have changed dramatically in recent decades. At their start in the 1970's and growth in the 1980's, embedded systems consisted of relatively simple microcontroller hardware, often programmed in lowlevel assembly language, to configure a few peripherals and interact with a few input/output pins. Today, improvements in speed, memory size, and power have changed the emphasis from hardware to software, with microcontrollers supporting tens of thousands of lines of code, perhaps programmed in C, often with concurrent tasks, interacting with dozens of peripherals and potentially hundreds of input/output pins in timemultiplexed manner, and dynamically changing
Emirates University in Al-Ain, UAE where he helped set up an innovative introductory engineering curriculum. Dr. Tanyel received his B. S. degree in electrical engineering from Bo?aziçi University, Istanbul, Turkey in 1981, his M. S. degree in electrical engineering from Bucknell University, Lewisburg, PA in 1985 and his Ph. D. in biomedical engineering from Drexel University, Philadelphia, PA in 1990. Page 12.382.1© American Society for Engineering Education, 2007 Comparing the Walsh Domain to the Fourier Domain with a LabVIEW Based Communication Systems ToolkitAbstractAlthough the
acontinuous time filter component like a capacitor or inductor. For this low-pass filter the effectis seen in the step response. Given a step input value ws the steady state value for x can beapproximated by recognizing the familiar geometric power series. ∞ ws x s = ws ∑ K3n = = 16 ws (9) n =0 1 + K3Unlike floating point numbers where the details involving precision are handled by a processorin silent fashion, with fixed point numbers the designer is responsible. To assist in this regard,Figure 12 is the so-called plumbing diagram for the example first order low-pass
the ispPAC10’s analog circuitry isbased on continuous-time, as opposed to switched-capacitor technology, filters implementedwith the ispPAC10 are not subject to the sampling and aliasing problems often encountered whenusing switched capacitor filters. Due to the frequencies used in the proposed experiments, it isunderstood that the sampling/aliasing problems associated with switched capacitors are far frombeing noticed, although this issue describes one feature of the ispPAC device that might beimportant depending on the application being developed. The ability to program the internalcapacitor values of the ispPAC10 allows the designer to realize thousands of distinct analogcircuits and filter characteristics from a given circuit architecture
develops the course.Acknowledgement:This research is supported by National Science Foundation’s Science, Technology, Engineering,and Mathematics Talent Expansion Program under grant #0230425.The authors would like to extend their sincere thanks to the reviewers for their constructivecomments that have helped improve the presentation of the paper.Bibliography[1] Blackborad Inc, http://www.Blackboard.com[2] WebCT Inc, http://www.webct.com[3] S. Kuyath, “An Interactive Lecture for Web Based ET Classes”, ASEE Annual Conference, Boulder, CO, 2004.[4] R.G. Daniels, M. Crawford, and M. Mangum, “Web Based Interactive EE Lesson Development: A Modular Approach”, ASEE Annual Conference, Boulder, CO, 2004.[5] B. Butz, “IMITS
academic performance 2 and work-related performance 3. In an effort tounderstand the role of self-efficacy in engineering education, this study focused onengineering/computer science self-efficacy and computer self-efficacy and examined theirrelationship to computational capabilities, gender, and academic performance. In particular, theresearch question addressed in this study was whether acquiring specific computationalcapabilities would contribute to students’ self-efficacy beliefs in engineering/computer scienceand in the use of computers. Additionally, replication of the relationship of self-efficacy togender and academic performance was expected.Self-efficacySelf-efficacy refers to an individual's belief(s) that s/he can successfully perform
AC 2011-1653: DESIGN AND EVALUATION OF A 3D CONSTRUCTIONMOBILE GAME FOR THE IPHONE/IPOD TOUCH PLATFORMNORENA MARTIN-DORTA, University of La Laguna Norena Martin-Dorta is an Assistant Professor of Engineering Graphics and CAD at La Laguna University (ULL). She earned a degree in Architectural Technology in 1998 from ULL, an MS degree in Library Science and Documentation in 2005 and a Ph.D. in Industrial Engineering in 2009 from UPV. She joined La Laguna University in 2001 and her research interests include development of spatial abilities using multimedia technologies and sketch-based modeling. Address: Av. ngel Guimer s/n, Escuela de Ingeniera de la Edificacin, Dpt. de Expresin Grfica en Arquitectura e Ingeniera
unique to Duke?," Duke Chronicle, 24 October 2017. [Online]. Available: https://www.dukechronicle.com/article/2017/10/with-large-classes-and-waitlists-compsci- feels-growing-pains-but-are-those-pains-unique-to-duke. [Accessed 1 January 2020].[5] G. V. Glass and M. L. Smith, "Meta-analysis of research on class size and achievement," Educational evaluation and policy analysis, vol. 1, no. 1, pp. 2-16, 1979.[6] L. E. Winslow, "Programming pedagogy - a psychological overview," SIGCSE Bull., p. 17–22, 1996.[7] N. Bosch, S. D’Mello and C. Mills, "What emotions do novices experience during their first computer programming learning session?," in International Conference on Artificial Intelligence in Education, 2013.[8] E. J. Kim and K
. The class meetings are devoted to answering questions (that students mayhave based on their viewing of the corresponding video lecture(s)) and problem solving activitiesincluding, especially, in cooperative learning groups.A number of authors 7,8,9,10 who have used the flipped approach in their courses have reported onboth the reaction of the students to the approach and, in some cases, the performance of the studentsin sections of courses that used the flipped approach compared to that of students in regular (non-flipped) sections of the same courses. Although students seem to enjoy the flipped approach,their performance seems about the same as, or in some cases even worse than, that of studentsin the regular sections. Thus Thomas and
; Technology Theresa M. Swift is an Assistant Teaching Professor in the Department of Electrical and Computer En- gineering at Missouri University of Science and Technology. She teaches the sophomore circuits and introduction to electronic devices courses for ECE majors as well as a service course in circuits for other engineering disciplines on campus. She is a member of both the ECE curriculum committee and the curriculum committee for all engineering disciplines on the Missouri S&T campus.Dr. Amardeep Kaur, Missouri University of Science and Technology, Rolla MO Amardeep Kaur is an Assistant Teaching Professor with the department of Electrical and Computer En- gineering at Missouri University of Science and
effect of AR on these aspects. The focus of this paper, however, isthe examination of the effect(s) of the collaborative AR app developed on the process of theteamwork in terms of communication and interaction. It aims at understanding to whichextent AR changes the way people communicate in collaborative settings, i.e. when theypursue a common goal. Moreover, the results of the study aim at identifyingrecommendations for action (e.g. for university teachers) in terms of the design ofcollaborative (learning) processes that will be enriched by AR.Tags: collaboration, Augmented Reality, communication, interaction, team1. Augmented Reality in collaborative learning1.1. Augmented RealityIn higher education, modern technological trends often find
bematched. As a result, this added another dimension to the study (collaborative vs. alone).Two similar (and typical) engineering staticsproblems were chosen for this study. Termedthe ‘hinge’ and ‘anvil’ problems (Figure 8),they each involved determining the momentproduced by a force about a specified axis ona 3D structure. Each of the 11 sessions (8collaborative, 3 individual) involved solvingboth problems. For each session, one of thetwo problems had its measurements visible,while the other had them hidden to force theparticipant(s) to make use of the virtualmeasurement tool. Between the order ofsolving the problems (first and second) andthe availability of measurements (visible andhidden), there were four possiblepermutations for any given
position. The interface with the ELVIS IIboard provides the ability to send control signals to the motor from a computer and record theon-board sensor data using the integrated data acquisition system. (a) (b) (c) (d)Fig. 2. NI ELVIS II platform (a) Prototype board, (b) QNET Mechatronics Sensor Trainer,(c) QNET DC Motor Trainer, (d) DC Motor position control results.M Series NI DAQ cards PCI-6010 and PCI-625153The NI PCI-6010 is low-cost 16-Bit, 200 kS/s, 16 analog input and 2 analog output multifunctionDAQ. The NI PCI-6251 DAQ is available for high speed data acquisition. This card provides 16analog inputs that can be
3/18/18, 4:45 PMWork-in-Progress: Development of a Virtual Reality Educational Game for Waste Management: Attack of the Recyclops1. Introduction Negative impacts of human consumption and waste on the natural environment is a long-researched topic, which led the international scientific confidence in the human-influencedclimate change to reach its highest point (95-100% likelihood) in 2014 [1]–[6]. A significantreason for this impact is the fact that much of the waste ends in landfills, rather than recyclingfacilities. U.S. Environmental Protection Agency (EPA)’s most recent report shows that morethan 50% of the 259-million-ton municipal solid waste (MSW) goes to landfills [7]. This waste,in turn, rots and produces the
outside of class; note that other types of communication were notreported. Page 13.1109.4Table 1: Student Responses to Background Items(n = 322) Item No. Read Skim No NR 1 Have you read the UH academic honesty policy? 44.1% 39.8% 14.3% 1.9% Often Some Never NR 2 I communicate with other students in most of my 14.9% 63.7% 21.4% 0.0% course(s) outside of class time via electronic means. Strly
Educational Technology, London, England: Routledge, 1993.[2] M. A. Andresen, "Asynchronous discussion forums: success factors, outcomes, assessments, and limitations," Journal of Educational Technology & Society, vol. 12, no. 1, pp. 249-257, 2009.[3] L. Breslow, D. E. Pritchard, J. DeBoer, G. S. Stump, A. D. Ho and D. T. Seaton, "Studying learning in the worldwide classroom research into edX’s first MOOC," Research & Practice in Assessment, vol. 8, pp. 13-25, 2013.[4] A. Koutropoulos, M. S. Gallagher, S. C. Abajian, I. de Waard, R. J. Hogue, N. O. Keskin and C. O. Rodriguez, "Emotive vocabulary in MOOCs: Context and participant retention," European Journal of Open, Distance and E-Learning, 2012.[5] L. S. Vygotsky, Mind in
the art assetsand code the game.A playable version of individual challenges of the game (“game segments”) are tested byvolunteers from our targe audience of high school and college students. Game testingtakes on two main forms. First, each game segment is tested for playability anddebugging. After revisions based on this round of testing, the game segments are testedfor instructional impact. This round of testing involves interviews, “think aloud”strategies, and pre/post surveys to test content knowledge.Motivation for the ProjectThe use of digital games has grown exponentially since the early 1980’s, when personalcomputers first appeared. Pong, the first commercial video game, became available in1974. The oldest of today’s traditional
design/build projects at earlier stages in the curriculum, wherestudents will be required to participate in significant design/build projects before having therequisite skills to design the systems that control them. To address this issue, we have long been working to develop a system that would both mimicthe OSU model of the “Platform for Learning” and also enable students to design and buildsystem controllers using skills obtained in the freshman year and enhanced throughout the* The Milwaukee School of Engineering (MSOE) is a very large engineering school with separate tracks for computer engineering and electrical engineering. At the 2005 American Society of Engineering Educator‟s Conference, presenters from MSOE stated that
based on model transport equations for theturbulence kinetic energy (k) and its dissipation rate (ε). The transport equations are based onassumptions that the flow is fully turbulent and the effect of the molecular viscosity is negligible.Transport Equations for the standard k-ε model ∂ µ (ρκ ) + ∇(ρκV ) = ∇ µ + t ∇k + Gk + Gb − ρε − YM + S k …..(3.a)∂t σk µ 2 ∂ (ρε ) + ∇(ρεV ) = ∇ µ + t ∇ε + C1ε ε (Gk + C3ε Gb ) − C 2ε ρ ε + S ε …..(3.b)∂t σk k k k2where the turbulent
competition requires the team to design and build a medium-sized robot to autonomously traverse an outdoor obstacle course. Obstacles normally consist of colored barrels, construction netting, white lines and trees. The team uses stereovision cameras as the primary obstacle detection sensor. The team is currently exploring several algorithms for path planning. Paul recently become a member of the UMR Applied Computational Intelligence Lab. He recently spent the summer developing adaptive user-interfaces as part of a research partnership with Boeing.Donald Wunsch, Missouri University of Science and Technology Donald C. Wunsch II (S’87–M’92–SM’94–F’05) received the B.S. degree
multimedia learning principles in production. 4. Choose the appropriate interactive activities for your video. 5. When determining an appropriate video length, somewhere in the range of 5-15 minutes is recommended. 6. Make educational video production a team effort rather than a solo activity. 7. Don’t rely just on online videos.Table 3. Re-statement of the seven research-based recommendations for producing onlineeducational videos.References1. Ambrose, S. A., Bridges, M. W., DiPietro, M., Lovett, M. C., & Norman, M. K. (2010). How learning works: seven research-based principles for smart teaching. John Wiley & Sons.2. Atkinson, R. K., Derry, S. J., Renkl, A., & Wortham, D. (2000). Learning from examples: instructional
usto reallocate staff resources from grading to providing walk-in clinic hours to serving studentswho did have difficulties.A typical year's operation saw over 122,000 problems graded automatically – not including theadditional grading resulting from student retries. We attempted to keep the entire class on asingle schedule of due dates, but this imposed significant swings in the load on the autogradingsystem. Fortunately our system administrators were able to deploy adequate server power tohandle our size class. Nevertheless, system performance requires careful attention in courseswhere significant resources are needed for autograding.Lessons learned from the first version of the course – limitations of the original formatMaple T.A.'s grading
PCs, butall allow the use of digital ink to generate new documents or annotate existing documents.Included software allows professors to write and problem solve as they would using traditionalpad/pencil using Journal™ or write directly on Word™ or PowerPoint™ slides, save the documentor slides including the notations, and provide them to students in electronic form. This combinesthe ease of digital presentations with the interactivity of the overhead/chalkboard. For example,professors can work out detailed solutions on the computer screen, project the solutions in realtime, and save solutions on the hard drive, all while facing the students. A brief overview ofTablet computing and its development can be seen in table 1. The 60’s
(2008).4 PC Magazine. Definition of microblog, (n.d.).5 Grosseck, G. To use or not to use web 2.0 in higher education. World Conference on Educational Science 1, 478-482 (2009).6 Grosseck, G. & Holotescu, C. Microblogging multimedia-based teaching methods best practices with Cirip. eu. Procedia-Social and Behavioral Sciences 2, 2151-2155 (2010).7 Badge, J., Johnson, S., Moseley, A. & Cann, A. Observing emerging student networks on a microblogging service. Journal of Online Learning and Teaching 7, online (2011). Page 25.933.118 Borau, K., Ullrich, C., Feng, J. & Shen
], which resulted in the need forthis project.Methods A series of gradually more challenging homework assignments were developed for thecomputer architecture course. An overview of each assignment follows.Assignment 1—Introduction to HDL and Utilities As an introductive exercise, students implement basic components using differentdesigning schemes. Knowing how to effectively navigate through these design schemes assistthem in future homework. The following strategies are given to the students:Implement a half adder using dataflow modeling: • Outputs: S-Sum, C-Carry • Inputs: X-Bit 1, Y-Bit-2Use hierarchal and gate-level modeling to implement a full adder: • Outputs: S-Sum, C-Carry • Inputs: X-Bit1, Y-Bit-2, Z-Carry InCreate a
. Further development of the physical model and image processing algorithms shouldmake it possible to control virtual objects from any location in cyber space using a laptop withembedded web-camera.Bibliography1. Bluemel, E., Hintze, A., Schulz, T., Schumann, M., & Stuering, S. (2003). Virtual environments for the training of maintenance and service tasks. In Proceedings of the 2003 Winter Simulation Conference, USA, 2001-2007.2 De Lara, J., & Alfonseca, M. (2001). Constructing simulation-based web documents. IEEE MultiMedia, 8, 42- 49.3 Fishwick, P. A. (1996). Web-based simulation: Some personal observations. Proceedings of the 1996 Winter Simulation Conference, USA, 772-779.4 Manojlovich, J., Prasithsangaree, P
predictive model to guidelearners with low creativity to exchange ideas with other students and improve theircreative thinking skills.This study is ongoing and will evaluate the stability and accuracy of the predictivemodel in the future. Moreover, a more in-depth investigation will be performed toexamine different personality traits and learning behaviors.AcknowledgementsThis work was supported in part by the Ministry of Science and Technology (MOST),Taiwan, ROC, under Grant MOST 103-2511-S-224 -004 -MY3, MOST 104-2511-S-224-003-MY3, and MOST 105-2628-S-224-001-MY3.Reference[1]. E. P. Torrance, Education and the creative potential. Minneapolis: University of Minnesota Press, 1963.[2]. J. P. Guilford, "Creativity," American Psychologist, vol. 5
International Conference and Exposition, Chicago, June 2006. 3. Willis, C.L., and Miertschin, S.L. (2004), “Tablet PCs as Instructional Tools or the Pen is Mighter than the Board”, SIGITE, Salt Lake City, Utah. 4. Jeschke, S., Knipping, L., Rojas, R., and Seiler, R. (2006), “Intelligent Chalk-Systems for Modern Page 12.1351.8 Teaching in Math, Science and Engineering”, ASEE International Conference and Exposition, Chicago, IL.5. Lord, S., and Perry, L., (2006), “Tablet PC- is it Worth it? A Preliminary Comparison of Several Approaches to using Tablet PC in an Engineering Classroom”, ASEE
. (2002). Comparing student satisfaction with distance education to traditional classrooms in higher education: A meta-analysis. The American Journal of Distance Education, 16(2), 83-97.2. Allen, M., Mabry, E., Mattrey, M., Bourhis, J., Titsworth, S., & Burrell, N. (Writer) (2004). Evaluating the Effectiveness of Distance Learning: A Comparison Using Meta-Analysis [Article], Journal of Communication.3. Aragon, S. R., Johnson, S. D., & Shaik, N. (2002). The influence of learning style preferences on student success in online versus face-to-face environments. The American Journal of Distance Education, 16(4), 227- 244.4. Bernard, R. M., Abram, P. C, Lou, Y., Borokhovski, E., Wade, A., Wozney, L., et al, (2004). How