online learning environment. We present a method forapplying the K-means algorithm for learner type identification within the more constrainedcontext of a highly technical and advanced MOOC on nanotechnology. We investigate differenttypes of learner behavior that emerge from the above-mentioned clustering and the ways inwhich each group of learners is distinct. Finally, we assign labels to each user group per theirdominant behavioral characteristics and use hypothesis testing to show that the difference inlearner behavior across groups is statistically significant.Literature Review:Learning platforms such as MOOCs provide the means for knowledge dissemination withoutregard to geographic, social and financial barriers [1] and hold the potential
this information by asking students about who they are and what they want from the MOOC they are enrolling in. However, making sense of this survey data is challenging. Machine learning clustering techniques are a standard tool for identifying groups within data; however, two problems exist when trying to cluster survey data: (1) it is often not in a form easily interpreted by clustering algorithms and (2) survey data is frequently high dimensional, which standard clustering techniques cannot handle well. We describe a technique for converting survey data into machine interpretable feature vectors. We then propose analyzing the data using the đđ-TARP clustering technique which is capable of efficiently
reality (VR) and computer graphics (CG) are highly interrelated. The evolution of VRhas been aided by the advancements in 3D graphics, visualization, and interactive user interfaces.Evidently, CG has tools and techniques tremendously influence and impact the capabilities ofVR and also considerably define the limitations as well. However, in this study, multiple modesare used to overcome space and cost limitations. Figure 1: Multiple VR-based modes of Interaction; Clockwise from top-left Using Head Mounted Displays, Using Controllers on Desktop, Using Touchpad, StylusOne of the most important advantages of using VR is the ability to engage students to facilitateactive learning and problem-based learning. Active learning and project-based
are engaged in activities (e.g., reading, discussing, writing). ⢠Greater emphasis is placed on students' exploration of their own attitudes and values. Figure 1: Team-Quiz Components with Learning OutcomesThe instructional strategy documented in this study provides an active, collaborative approach(Figure.1) for addressing some observations made by the author in CGT courses over the past severalyears: o The graphics production pipeline is inherently teamwork-based and it is important for CGT students to have collaborative skills. o Often times, students who are otherwise proficient in CGT (3D Modeling, Lighting, etc.) are restricted in terms of communicating with teams and
the transition experience. The NLP analyzerhelped summarize emotions and concepts, and identified some common concerns of students byidentifying common keywords. The Tone Analyzer tool uses linguistic analysis to detect joy,fear, sadness, anger, analytical, confident and tentative tones found in text. Such summarizationsof student stories provide suggestions to the college on how we can better orient students andprepare them for their first year. In this paper, we present top concerns of students who aretransitioning from high school to college. We will also investigate through the stories if theoverall experience of students gets better or worse through their first year.1. IntroductionEntering college is a major milestone that marks the
after the COVERAGEproject was initiated. As a result, almost all the activities had to be changed to an online platform[1], over which the participating students program robots virtually. In Fall 2020 and Spring 2021,online instructions were offered every week via Microsoft Teams, intending to guide theparticipating middle school students to program virtual robots. All the Teams sessions arerecorded and shared with all the participants, such that the middle school students could visitthem anytime. In addition to online instructions, at least one hour was designated every week forthe mentors (who are female undergraduate students) to work with the participating middleschool students on the online assignments under the supervision of middle
open educational resource at the âME Onlineâwebsite (www.cpp.edu/meonline), which has accumulated over 8,600,000 views as of March2021. In 2018, a brief survey was administered to 340 mechanical engineering students at CalPoly Pomona as part of a pilot study to investigate the impact of ME Online [1]. The surveyresults were promising â the vast majority of students felt the video library made a positiveimpact on their education and helped their grades in at least one course. However, the survey didnot explore the socio-emotional impact of the video library on students nor obtain specificrecommendations of how the video library could be improved to enhance student success.The current study was designed to gain a deeper understanding of how ME
systems as a face-to-face course. The course may be delivered in a classroom or fromhome using live synchronous lecture capture or asynchronous lectures delivered just-in-time. Thecourse contains student-student, student-content, and student-instructor interactions. Assessmentsmay be delivered fully online or using remote methodologies. I. BACKGROUND Despite all current knowledge around student satisfaction in higher education, researcherspoint out much remains unknown. The effects of the specific course elements, individually andcollectively, when designing a course are not fully understood [1]. The multiple factorssurrounding the achievement of the learning outcomes can be related to several areas
, one of the highest in thedepartment, where failure is defined as a student receiving a final grade of less than C-. Failurealso includes âunauthorized withdrawalâ, which is designated on the transcript as âWUâ. (A gradeof WU is usually given when a student stops coming to class and turning in assignments). Figure1 below shows the percentage of students who received D, F, or WU grades since 2008: Figure 1. Historical failure rates in ME 30. The average failure rate from fall 2008 to spring 2018 was 19.1%. Data for spring 2017 was not available. Prior to spring 2018, C was the language used to teach procedural programming concepts in ME 30. From fall 2018 to the present, Python is the language used. The boxed numbers correspond to
the power of AI to innovateand retrain its workforce? From an industry perspective, how should degree programs evolve tomeet the needs of the âreal worldâ? Findings from this workshop can serve as a guide toresearchers and decision makers in academia, government and industry on how AI will transformboth STEM education and the workforce.IntroductionGiven todayâs advanced technologies and the integration of evidence-based instructionalapproaches, an educational transformation is underway. These changes are also fueled by therecognition of the myriad of challenges facing education and in particular, issues in science,technology, engineering and math (STEM) 1. What and how we teach will directly impact ournationâs success, bringing into question
computationalthinking skills needed to excel in the digital economy. One program that was created as part ofthe Presidentâs initiative was the Research-Practitioner Partnership (RPP) grants issued by theNational Science Foundation. The program has four objectives: 1) develop a connectedcommunity of practice; 2) develop and manage a participant-driven and multi-site researchagenda; 3) convene a researcher evaluator working group to develop a process for advancing theshared-research agenda; and 4) collect qualitative and quantitative data about RPPâsimplementation and common impact data. However, there has been no detailed reports or studiesof these funded RPP projects thus making their impacts difficult to observe. Thus, this researchentailed a systematic
areas ofthe world. As one of the ways to answer that need, we investigated the impact of a solar powerededucation system that is designed to deliver educational contents to less privileged people of thedeveloping world, particularly in rural locations, and mitigate the digital divide in education. Theengineered system is composed of a solar panel, battery, a pico-projector, and digital contentstored in the projector. The system unlocks the opportunity to deliver education at remotelocations where internet and electricity are not commonplace and reliable.introductionThe digital divide has been a well-researched area for decades. The divide is more of a concernwhen it affects the basic necessities, such as education and health [1]. Multiple
theories, know the usage of the hardware andsoftware, and gain rich experience in robotics.Keywords: IoT, Robotics, Mechanical Engineering Technology, Framework1. IntroductionDistance/online learning 1 is becoming an important form at academic institutions, and the growthin distance/online learning has been outpacing the growth of enrollment 2,3,4. At present, thepandemic has been even further pushing distance/online learning to the peak based on the censusfrom the United States Census Bureau 5. According to the data of EducationData.org, 98% of theinstitutions have moved most of the in-person classes to the online sections 6. From the samesource, the parents have many concerns including poor content, little collaborative learning,inconsistent
just technologyconsumers; they can use these abilities to impact the world. Policymakers have taken action toempower CT education worldwide [1], yet, not all countries have acknowledged the need forthis knowledge like Kuwait. According to the Human Development Index (HDI) in 2020,Kuwait ranked 63 out of 189 countries, with the lowest HDI score among neighbor's countries.This paper aims to measure awareness of CT in educational institutions to propose a plan thatcan promote CT in the Kuwait education system. ISTE developed a CT Model to guide theway to implement CT in Kâ12 education [2]. To efficiently allocate the resources, educationalresearchers suggest first estimate stakeholder awareness of the concept [3]. Because CT is arelatively new
Computational Thinking course for non-majors. An initialquantitative evaluation of the visualizations raised questions about their long-term effectivenessand ease of use. This study represents a qualitative study done to gain deeper insight into theexperiences of students. The results of this study demonstrated students were engaging withcourse materials in unexpected ways but frequently referred back to the visualizations.Additionally, students had an approach to understanding the visualizations that was both helpfuland problematic. These findings help to inform visualization and curriculum designers aboutstudent attitudes and strategies in using course materials.1 IntroductionDue to the abstract nature of Computer Science it is not uncommon for
topic of interest in K-12 education. Childrenthat are exposed at an early age to STEM curriculum, such as computer programming andcomputational thinking, demonstrate fewer obstacles entering technical fields [1]. Increasedknowledge of programming and computation in early childhood is also associated with betterproblem solving, decision-making, basic number sense, language skills, and visual memory [2].As a digital competence, coding is explicitly regarded as a key 21st Century Skill, as theâliteracy of today,â such that its acquisition is regarded as essential to sustain economicdevelopment and competitiveness [3]. Hence, the reliable evaluation of studentsâ process data incontext of problem solving tasks that require CT is of great
a student can leave and return to a codingwindow at any time. Moreover, the instructor can add automatic grading features to a codingwindow in order to provide instant feedback to students. Figure 1 shows a snapshot of one pageof the live textbook, which includes an embedded code window. Figure 1: Live textbook page with embedded code windowAlternatively, Figure 2 depicts what the same content shown in Figure 1 looks like in the staticPDF version of the textbook. In this version, any pre-populated code in the coding windows isautomatically printed in a special text environment with syntax highlighting. Additionally, a QRcode appears next to each static code environment, and scanning the QR code will bring studentsto that
to take Introductory Biology and ElementaryStatistics to provide them a chance to work on examples, view tutorials and take quizzes at theirleisure to enhance their classroom experience.Up until Spring 2020, the application was developed and maintained solely as an iOS App, withSwift serving as the primary language as Apple products are common in the educational setting.A recent survey among our students showed that of 26 students in a class in which the app wastested, 17 or 65% used an iPhone or an iPad. Additionally, there are sound development reasonsto focus on one platform or another 1 . Unfortunately, there were problems like the absence of testsfor classes/methods and refactoring issues for the student developers. Also, users found it
believethat our modules had a greater impact on those students who were newer to computationalthinking, over those who had prior experience and were enrolled in upper-level computationalcourses.1 IntroductionAccording to Wing, Computational Thinking (CT) is the thought processes involved informulating a problem and expressing its solution(s) in such a way that an information processorâ human or machine â can effectively carry out that solution [1]. The educational philosophybehind Computational Thinking is that problems in every discipline can be solved by the tools ofcomputation such as algorithmic thinking, decomposition, abstraction, pattern recognition. Forinstance, one of the pillars of computational thinking is algorithmic thinking
computer science workforce is needed to meet the technical and creative challenges ofthe 21st century [1, 2]. Looking to the future, there will be many jobs in computing in the UnitedStatesâmore jobs than can be filled based on the current graduation rates in computer science[3]. In order to develop early interest and intention to persist in computing, there is a need forfree, accessible computing experiences for K-12 students so that they become familiar withcomputer science and understand its broad applications and inherent creativity [4]. Examiningmiddle and high school computing experiences specifically, students may be digitally literate(i.e. operate computing devices fearlessly and with fluency) while still having preconceived fearsand
Society for Engineering Education, 2020Undergraduate STEM Studentsâ Role in Making Technology Decisions forSolving Calculus Questions and the Impact of These Decisions on LearningCalculus 1 Emre TokgĂśz, 1Berrak S. Tekalp, 1Elif. N. Tekalp, and 2Hasan A. Tekalp1 Emre.Tokgoz@qu.edu, 1Berrak.Tekalp@qu.edu, 1Elif.Tekalp@qu.edu, 2Hasan.Tekalp@qu.edu 1 Industrial Engineering, School of Engineering, Quinnipiac University, Hamden, CT, 065182 Mechanical Engineering, School of Engineering, Quinnipiac University, Hamden, CT, 06518 1. IntroductionThere are challenging problems in STEM research that can be solved by using differenttechnologies. STEM students are usually expected to have a good
about computer science and get natural language responses. Maria wasdesigned to: (1) make students want to ask her questions, (2) answer student questions, and (3)provide emotional support to students. Maria's implementation focuses on achieving these goals.To make students want to ask questions, Maria is relatable and easy to access. To make sureMaria was able to answer questions, she was programmed with the answers to many commoncomputer science and general knowledge questions. She can also walk students through morecomplicated issues, like finding the cause of a NullPointerException. Finally, to provideemotional support to students, Maria will give students tips on how to improve their score onprogramming assignments and will congratulate
Award by the American Society for Engineering Education. Dr. Menekse also received three Seed-for-Success Awards (in 2017, 2018, and 2019) from Purdue Universityâs Excellence in Re- search Awards programs in recognition of obtaining three external grants of $1 million or more during each year. His research has been generously funded by grants from the Institute of Education Sciences (IES), Purdue Research Foundation (PRF), and National Science Foundation (NSF). American c Society for Engineering Education, 2021 Work in Progress: STEM Studentsâ Experiences with Educational Technology ToolsAbstractThere has been an increased use of
encompass the ideas of âSEEâ and âMAKEâ. These focal points have alsobeen described as âvisualizationâ and âfabricationâ in the Industrial Design Department at IowaState, and the two parallel the ideas of âdigital prototypingâ and âreal prototyping,â which is alsopart of iterative thinking in design and STEM. Table 1- Inventory of FLEx equipmentThe SEE module primarily involves two sets of virtual reality headsets. One presents a sereneItalian Tuscany Villa Oculus Rift demo, where orientation and navigation in a virtual world isself-directed and non-threatening. A keyboard and mouse augment the headset for movementand orientation around the space in a manner very similar to computer games such as Minecraftwith
) and to provide more context around the participantâs access and experienceworking with computers growing up.Intake 1. Please tell me your major and how you came to choose that major. 2. Describe what programming is to you. (a) What does it mean to âbe a programmerâ? (b) Do you consider yourself a programmer? Why or why not? 3. Describe how programming is integrated into the curriculum in your major. (a) What did you learn from the curricular activities vs. on your own? 4. Tell me about the project you will be working on today. (a) Why did you choose to start it? (b) How long have you been working on it? (c) How often do you work on it? (d) When do you think it will be complete?Outtake 1. Think back
thelearning process. Todayâs educators must embrace the technological evolution if they want to bean effective instructor in this millennium.The rise in the demand for online education has increase yearly. About 5.8 million students wereenrolled in at least one distance learning course in fall 2014 â up 3.9 percent from the previousfall, according to âOnline Report Card: tracking Online Education in the United States,â anannual report by the Babson Survey Research Group [1].This fall, our Electronic Technologydegree program will be offered through distance learning to meet the ever pressing demand fordistant learning. In order to scale our online learning offering appropriately, administrators needa better understanding of what is most beneficial for
American Society for Engineering Education, 2019 Teaching Coding to Elementary Student: the Use of Collective ArgumentationIntroductionStudents develop their perception of the STEM disciplines before and during the elementaryschool grades [1]. Interviews of 116 scientist and engineers, who are either practicing inindustry or participating in graduate studies, found that 60-65% of both female and maleinterviewees indicated their interest in the STEM disciplines was developed before middleschool [2]. A survey of 1000 scientist and 150+ students gives similar results [3]. Whencombined with findings, e.g., [4], [5] that suggest that the elementary years are when studentsdevelop self-efficacy, intrinsic motivation
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 bachelorâs degree or higher [1]. In comparison,nationwide more than 85% of Americans hold a high school degree and more than 30% ofAmericans hold a bachelorâs 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
the regular classroom poses numerous problems, especially given the work andschool schedules as well as family responsibilities that many students have to juggle.A natural answer, especially for millennials who are constantly online, would seem to be to orga-nize such collaborative learning tasks online. And, indeed, there have been numerous attempts atdoing just this. But the results have been quite disappointing. Thus Coleâs 1 course on informationtechnology with 75 students in it was organized so that lectures were in alternate weeks, the otherweeks being intended for students to discover new material and post to the class wiki. Fully onequarter of the questions on the final exam were to be from the material that students posted
Capstone Designcourse which provides an opportunity for senior engineering students to synthesize practicalsolutions for real-world, open-ended design problems. Every year more than 1500 students inover 300 teams from the Georgia Institute of Technology participate in the semi-annual GeorgiaTech Capstone Design Expo to showcase their work from the Capstone Design course, with teamsize varying from 4-6 students upto 11 students each.Past research 1 2 3 4 5 shows the positive impacts of these Capstone Design experiences and projects,thus proving the utility of such a course not just for students but for the community and industryat large. To enable the student teams for success, it is critical to ensure that the team formationprocess is student