Modesto, CA; responsible for materials management and process controls. On campus, she serves as president for the student chapter of the American Society for Engineering Management, and as treasurer for the Society of Women Engineers and Tau Beta Pi. She is also a student advisor for the University and enjoys coaching youth volleyball. She will graduate with a B.S. in 2009 and plans to attend graduate school for a M.S. in Engineering Management.Cherian Mathews, University of the Pacific Cherian P. Mathews is an Associate Professor of Electrical and Computer Engineering at the University of the Pacific. He received a B.E degree in Electrical and Electronics Engineering from Anna University
-dimensional virtual world created by its participants (commonlyreferred to as residents) and since it’s unveiling in 2003, scores of educators from over 130colleges and universities have begun to evaluate SL as an educational platform. 1The growth of SL in the education arena has been wide-spread and global. However, beforeacademia can evaluate this relatively new environment, virtual spaces need to be planned,designed and developed that allow for academic discussion and identification of newpedagogical uses for this communication media. As with any new delivery mechanism eachmust undergo a process of building, evaluation, and assessment with virtual environments beingno exception.Although the value of SL as an academic tool is still in its early
semester, and provided a tutorial on usability tests as well as a brief guideline of the criteria the teams should pay attention to.Stage3 (two weeks): Teams familiarized themselves with the game products and then made a plan for how to critique them; they needed to gather all the information and methodology that could help with the critiquing process; in the end, they wrote up a proposal stating their plans. The proposal was viewed by instructors for Capstone and feedback was provided to the team; necessary corrections were recommended;Stage4 (two weeks): Student teams first developed their own critique criteria from a gamification perspective since the usability test or learning effect test needed
courses of introduction level and application level. One of theprojects named RescueBot in this course can be found in Figure 7. As an unmanned vehicle,RescueBot was designed to clear the obstruction on the road. It was equipped with a gyroscope,three ultrasonic sensors, pneumatic transmission system, and pneumatic breaker. The technique ofpath management was employed to realize self-driving in which the path was planned and 126th ASEE Annual Conference and Exposition Tampa, Florida, USA, June 15 - 19, 2019 Zhang, Z., Zhang, A., Zhang, M., Esche, S. K.optimized by dealing with a straight path, circle path, and the combination of the two types ofpaths 43
, and an example arm build using the robotics kit.a. The Software ToolThe robotics educational tool used in this work was developed by the authors and is specificallydesigned to teach the basic Introduction to Robotics undergraduate course. This course generallycovers robotics fundamentals including history, robot types, and degrees of freedom, robotkinematics including the transformation matrix, forward and inverse kinematics, and the D-Hparameters, differential motions, robot dynamics, trajectory planning, actuators and sensors, androbot vision. The tool displays a virtual robotic arm and a panel of controls, see Figure 11 above.The virtual arm is entered into the tool by specifying the arm’s D-H
smartphone nearby. It means that we can approximately measure the distance between the smartphones by observing their RSS values. Of course the RSS fluctuation can occur in this case as well, but the distance between the smartphones carried by the same student is very short. Hence the RSS values tend to be stable and high. Fig. 14 depicts the RSS values between two smartphones located less than 1m distance. The RSS values are quite higher than those of the previous measurements, and thus the attendance cheating can be detected. We plan to substantiate this idea as future work. Figure 15. The RSSs and the numbers of observed beacon frames when multiple beacons (i.e.,smartphone) are located at the same position. 3. BLE signal
. 144)Financial and “Scientific data infrastructure requires continued, and dedicated, budgetarybudgetary planning and appropriate financial support. The use of research data cannot bedomain maximized if access, management, and preservation costs are an add-on or after-thought in research projects” (p. 145).Legal and “National laws and international agreements directly affect data access andpolicy domain sharing practices, despite the fact that they are often adopted without due consideration of the impact on the sharing of publicly funded research data” (p. 146).Cultural and “Appropriate reward structures are a necessary component for promoting
integrate and expand their research and teaching practice.Dr. Wendi M. Kappers, Embry-Riddle Aeronautical Univ., Daytona Beach Wendi M. Kappers has a Ph.D. in Instructional Technology from the University of Central Florida (UCF). Her thesis work explored how educational video game effects upon mathematics achievement and mo- tivation scores differed between the sexes. During her tenure at Seminole Community College working as a Tenured Professor and Program Manager of the Network Engineering Program, she was Co-PI for the CSEMS NSF grant that explored collaborative administration and industry mentorship planning used to increase enrollments of woman and minorities with declared majors in the areas of Computer Science (CS
’ perception of how much they learneddramatically shifted towards the above average and well above average categories after theimplementation of the 3D technology project. Another set of questions in which the majority of the students agree on their perceivedlearning is shown in Figure 6 for the first year and Figure 8 for year two. In this set of questions theagreement of the students was higher than 60% and lower than 70% for year one and between 80%and 82.6% for year two. Here we can see that the 3D technology project had a high impact in theareas of time management, engineering career awareness and planning, research methods andtechniques, critical thinking concepts, and unit systems and conversions. From previous research wehave confirmed
the learner’s abilities and knowledge base. Further, mobile ICT enablescommunication with experts and peers, which is another element of lifelong learning. Mobiledevices offer convenience for learning that is available throughout a long period of time,enabling the learner’s personal accumulation of resources and knowledge. Use of thetechnologies is intuitive for most, which enables broader use, even by people with no previousexperience with the technology.If the intent of educators is to help students plan and realize learning goals for a lifetime, then itis important to understand how students perceive the lifelong learning process in the world ofabundant information, readily accessible and portable through technology, both mobile andfixed
described in detail our solutionimplementation using a specific vendor’s products should not be construed as an endorsement tothat vendor and/or that vendor’s products. As you will see in the section titled ”Next Steps”, welayout a plan of take advantage of emerging cloud computing Operating Systems such as Open-Stack [12].2.2 Opportunity StatementLabs across campus often have very specific and expensive software that can only be accessedfrom one physical location. The current approach of JMU IT organization is expensive and time-consuming. Computing lab hardware is replaced every three to four (3 to 4) years which costs theJMU a significant amount of money.The following is a summary of the driving factors for undertaking this project
-income students tended to perform less well in online learning and/or blended learning environments. [45] In these ALMAP studies, however, their performance was equal to other students. • Instructor Satisfaction. Instructor perceptions and satisfaction varied. Overall, 74% of instructors reported they were satisfied with the project, and they especially appreciated the real-time dashboards that tracked student progress. There was a divide, however, between those teaching developmental (remedial) courses and general education gateway courses. While 67% of the developmental course instructors planned to use the adaptive courseware in the future, only 49% of the gateway course instructors did. A major
describe the CONSIDER system; as we noted, the systemevolved through a series of versions and we describe some of these steps as well. In Section 4,we present our research questions, the research design, and the results obtained. In Section 5, weconsider the lessons learned thus far and our plans for further revision and refinement of the systembased on these results.2 Theoretical FrameworkSocio-cognitive conflict, a key concept underlying the CONSIDER system, originates in Piaget’sclassic work [19] on children’s learning. The idea is that socio-cognitive conflict, i.e., disagree-ments with other learners’ conception of the same problem or topic and interaction with peers toresolve the disagreements is fundamental to the learner’s grasp of new
they wereattempting to convey and recalibrate as necessary. Defining the boundaries and sub-fields of computer scienceand engineering would further address students’ epistemological qualifications and concerns.As they experience dimensions of these fields it is important for the students to be made aware of how they arereacting to these experiences, such as through reflection. Given that enjoyment and interest were the mostfrequently cited identity consideration, it would be tempting to design the course to maximize these pleasurableoutcomes. However it is easy to see how this could devolve into a curriculum that does not validly represent thefields. Rather, designers should plan experiences that are authentic windows into each field
used, afterany significant alteration or advancement was made, the other project partner was notified ofthe alteration and the new executable was made immediately available.7 Implementation This subsection contains a list of the problems they discovered (as described in the previoussection) followed by a description their initial exploration of the executable revealed that itfunctioned as a hangman game with some malicious side effects, including stack usage errorsand a large number of files being created and placed on the user’s desktop. Of course, theyaimed at further investigating any other malicious side effects and eliminating harmful behavior.Students also initially planned to alter the program so that a player would lose two
to allow their teachers to develop and hone their skills to performrobotics-based activities. In this spirit, a series of demonstrations introduced some of theaforementioned activities to over 10 New York City middle school teachers during a TeachingSTEM with Robotics Workshop held in summer 2012 at the Polytechnic Institute of NYU. In a Page 23.583.13follow-up workshop, planned for summer 2013, participating teachers will be engaged toindividually perform all of the aforementioned activities to enhance their skills and confidence.Finally, to reach out to a broader audience of teachers, we will prepare and submit an activitylesson plan for
exposing students to computer science through kinesthetic learning and physical computing. He is also certified to teach high school mathematics. In August 2011, McCune’s teaching portfolio was selected to be a model by which nontraditional teachers would be trained to develop their own curriculum plans in route to certification at Metro RESA. In April 2012, McCune was awarded an Outstanding Staff Perfor- mance Award. Outside of developing curriculum and programming for high school students, during the summer months McCune expands his audience to reach middle and elementary age students with summer camp topics that address topics such as adventures in animation, storytelling, animatronics, programming in java, game
] Keller, J. M. (2000). How to integrate learner motivation planning into lesson planning: The ARCS model approach. Paper presented as VII Seminar, Santiago, Cuba[19] Keller, J. M., & Litchfield, B. C. (2002). Motivation and performance. In R. A. Reiser, & J. V. Dempsey (Eds.), Trends and issues in instructional design and technology. New Jersey, Merill Prenctice Hall.[20] Keller, J. M. (2008). Learning Theories in Plain English. Retrieved from http://www.learning- theories.com/kellers-arcs-model-of-motivational-design.html[21] Kirova, S., Petkovska, B., & Koceva, D. (2012). Investigation of Motivation and Anxiety in Macedonia While Learning English as a Second/Foreign Language. Procedia - Social and
. Department of Education’s Office of Planning,Evaluation, and Policy Development4 concluded that: “classes with online learning (whethertaught completely online or blended) on average produce stronger student learning outcomesthan do classes with solely face-to-face instruction.” This is confirmed by the findings of asurvey of academic leaders that found that over two thirds believe online courses are “just asgood as” or better than traditional courses1. Furthermore online instruction offers manyadvantages over traditional classroom instruction in terms of cost, convenience, accessibility, andlack of variability in the instruction received by the students. For these reasons, it is expected thatonline instruction will continue to gain ground not only
-14; gaining insight into time use15; and planning and allocating time16,17 . Additionally, some authors focused on techniques for managing time9, 18-33. Furthermore,some authors viewed time management as a process of self-regulation, goal setting, orprioritizing34-36 or as a means to mitigate stress or achieve life balance20, 37, 38.For this study, the authors were also interested in knowing whether the literature provided insighton whether instructional design can influence time management or whether time managementskills can be taught. The research review showed mixed results. While multiple authors 19, 39-43contended that skills to support time management can be taught and learned, studies by Slavenand Totterdell22 and Macan24 did not
therequirements to better reflect user needs, etc. Table 2. Common Genres in Software Engineering 4 Definition of a SE problem User guide Program requirements Test plan Design document Test report Code and comments for software Technical report Developer guide Installation and maintenance documents Table 3. Social Network Support for the Program Requirements GenreMany of the activities that we described in this paper (posting status updates, posting andanswering questions, and directed collaboration) can be used to support communication thatoccurs within each of the genres found in Table 2. For instance, consider Table
increasing foreign competition alreadythreaten U.S. students’ chances of employment. A negative online reputation can beanother source of risk – but one that is within students’ reach to manage. This paperestablishes the need for teaching social media literacy at the college level, as part ofpreparing students for entering the job market. It discusses the impact of onlineinformation on employment, and presents original research data collected fromtechnology and engineering undergraduate students about their online identitymanagement practices. The paper argues for the need to teach students social medialiteracy and proposes a specific plan for online identity management that can be easilyintegrated into undergraduate curricula.The use of online
necessity use preprocessing electronics to be compatible with that type of signal.The original purpose of interlaced video was to conserve bandwidth for a signal intended for over-the-air broadcast. However, interlaced video standards such as NTSC became so widespread, and compatibleequipment became so readily available and inexpensive, that such standards are often used even if the signalis never intended for broadcast. Interestingly, digital video cameras (such as those using CCD or CMOSfocal plan array sensors) do not capture an image as a raster scan (neither progressive nor interlaced), butfor compatibility reasons often covert the image to a signal format such as NTSC. Thus while moderncameras and displays don’t “need” to employ either type
in lastyear’s survey. The average Likert score improved significantly from 1.28 of last year to 2.29 ofthis year. This validated our initial belief and intention that upgrading the software to Xilinx13.2, a much more stable version, improved students’ overall experience with the CAD tool.In the rest of the paper we present topics related to: 1) CAD software upgrade to Xilinx ISE 13.2and tutorial expansion; 2) hardware upgrade with the new 3.3V-compatible CPLD module andour new trainer; 3) new lab contents that integrated the concept of hierarchy in progressive steps.We close with an outline of our future plans. Appendix A provides a summary of the studentquestionnaire results and Appendix B outlines all the labs performed.Xilinx ISE CAD
pressure on the instructor. No longer can theinstructor come to class with a clear, well-defined script for the day’s lecture. Instead, theinstructor finds himself metaphorically “negotiating a swiftly flowing river” in class.15 Thisrequires agile teaching and the flexibility to deal with the unexpected, which is perhaps outsidesome instructors’ comfort zones, particularly for novices or those not confident of the subjectmatter.3 Additionally, it encourages the instructor to give thought beforehand to possible studentmisconceptions and alternative routes for constructing correct understandings, so that on-the-flyadjustments may be more effective. Also, the insights gained by the formative assessment canbe useful for planning subsequent class
challenge junior students to learn CT as a newset of concepts , and help senior students to revisit the CT-related concepts they have alreadylearned.The limitation of this project is that this project only used students’ time-on-task informationfrom different courses. In the future, the authors plan to get students’ feedback toward theirexperience and the perceived usefulness of CT concepts from student survey(s).To download the CT course module we have designed, please visit:https://bit.ly/3bfxohR.6 AcknowledgementWe would like to thank all the students and teachers who participated in this project. Thismaterial is based upon work supported by the Center of Teaching Excellence Summer PedagogyDevelopment Award of University of North Carolina
, college life could beconsidered the “training wheels” of life. It is the time period when you leave home and yourresponsibilities gradually increase until you a fully responsible for yourself. During that timeperiod, especially if you are living on campus you are exposed to living and learning with otherstudents training for life as well. When receiving a traditional education, the actual collegeexperience includes meal plans, Greek life, sporting events, festivities, etc. [7]Another benefit of receiving a traditional education is the networking. The environment iscomprised of students, faculty and professionals in all degree areas. Prior to graduating, thenetworking students gained can come from the career center, previous professors, or
convention.CONCLUSIONIn this work, NetLogo, a multi-agent based programming language was used to build a buildingenvironment and simulate occupants. A basic spatial-temporal model has been developed whereinstructors and students can interact with each other by moving around the environment space. Theinstructors and students can be added and remove from the system, and the number of occupantscan be monitored using plots in real time. In the future, we plan to expand the model in variousother applications where there is continuous agent interaction.AcknowledgementThis work used the Extreme Science and Engineering Discovery Environment (XSEDE), which issupported by National Science Foundation grant number ACI-1548562. We would like to thankXSEDE Empower program for
on this project has included the creation of the server with the database and thewebserver, and the simultaneous transmission of data from four Arduino/ESP8266 module pairs.Work continues on fine tuning the database and on expanding the number and type of graphicalobjects that can be used to display the data from the database. It is our intention to introduce thisproject into one or more sections of our ENGR 122 courses in the upcoming spring quarter thatruns from March 12, 2019 through May 24, 2019. We have identified a place in the curriculumfor this course that we believe will be suitable and that occurs just after the midpoint of thequarter. There are several mechanisms that we plan to use to assess the outcomes of this project.Since one
discuss preliminary results fromstudents using the virtual reality system and the activities we have developed.IntroductionThis paper will discuss a current work in progress of implementing a learning module that usesvirtual reality and a game environment to teach students professional development skills. We willuse Game Based Learning (GBL) as our framework for this research and as a base for ourapproach in teaching these skills to our students. We will begin by doing an overview of ourresearch including our motivation for this research, our theoretical framework and the use ofvirtual reality as a teaching tool. We will then discuss our current progress in developing both thelesson plan, hardware and software used for this learning module