Paper ID #18630Using MyEngineeringLab for Learning Reinforcement in a Mechanics 1: Stat-ics CourseDr. James E. Lewis, University of Louisville James E. Lewis, Ph.D. is an Assistant Professor in the Department of Engineering Fundamentals in the J. B. Speed School of Engineering at the University of Louisville. His research interests include paral- lel and distributed computer systems, cryptography, engineering education, undergraduate retention and technology (Tablet PCs) used in the classroom.Dr. Thomas D. Rockaway, University of Louisville Thomas D. Rockaway, Ph.D., P.E., is an Associate Professor in the Civil and
the contrary, a classroom that hasintimidating technology, a non-intuitive setup and inadequate furniture will also not meet thebasic teaching needs of instructors and learning needs of students. In fact, technology in theclassroom can be distracting [1], especially if not implemented well. Rather than trying toforetell what a classroom should look like in a few years, one can design a modern instructionalclassroom that 1) has the ability to support multiple learning activities not only from class toclass, but also within the same class period, and 2) includes technology that is not a feature in theroom but rather is seamlessly integrated into the classroom [2]. One cannot assume that becausea new or renovated classroom has been built, that
attempts to incorporate different technologies inthe classroom [1] appealing to different learning styles. When compared, some of these technologieshave seen more success than others [2]. Some of the most commonly used classroom technologiesare: PowerPoint software [3], computers, chalkboards, web posting of materials, paper handouts,transparencies, laptops, overhead projectors, classroom computers, online course managementsystems, whiteboards, online discussion groups, document cameras, tablet PCs, streaming videos,clickers, VCRs, Acrobat Connect software, and smartphones [4]. However, the impact and effects inthe classroom of one of the newest technologies available to the consumer and educational markets,the 3D printer, has not been extensively
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
to university education.The following three research questions are analyzed in this work that were also used in [Ref 10].Q1) If you are required to draw the graph of a given function by using technology, what kind oftechnology would you use? Please either choose one of the following or write your own answerand explain why. 1. Calculator 6. Fortran 2. Excel 7. Matlab 3. C 8. LabVIEW 4. C++ 9.Other______________ 5. C#Q2) If there is a definite integral given, which one of the following would you prefer to use tocalculate the given
developed by student teams. Most importantly, we will collect valuable insights from endusers, i.e., what they can learn from the critiquing process, what lessons we can learn from theirfeedback. These will provide us with meaningful information to help evaluate gamificationproducts designed to enhance engineering concept learning.Keywords:Peer-based Gamification, Engineering EducationIntroductionGamification is commonly known as the application of game elements in non-game contexts [1].Game elements include badges, score systems, leaderboard, levels and so on, and they tend tomotivate the game player to engage. In recent years, gamification has seen a rapid application inthe education field due to the fact that game products can enhance student
dealing with student receptivity.1. Peer Review in Student LearningPeer review has become an important pedagogical strategy in higher education. Based upon awell-known process in academic and business communities, the process of colleagues providingadvice to colleagues has migrated to the classroom. Topping provides an overview both of thegains and of the costs of implementing peer review in various discipline-specific classes.1Furthermore, research on collaborative learning has established credibility for students in givingfeedback to their colleagues. The notion of students helping other students in reading andwriting was propagated by early advocates, such as Kenneth Bruffee.2Computer-mediated peer review (CMPR) offers advantages on several
include detailed step-by-step instructions. Atypical project may require four pages of text for the instructions. Assessments are located at theend of each unit. These are similar in scope to the projects but the instructions are less detailedand may only require about one half of a page.A typical sequence of instructions for a project might as follows: 1. Open AL1-C2-Griffin.accdb and enable the contents. 2. Click the DATABASE TOOLS tab. 3. Click the Relationships button in the Relationships group. 4. …In an assessment this might be reduced to 1. Open AL1-C2-Griffin.accdb. 2. Create a one-to-many relationship between EmpId in the Employees table and the EmpId in the Expenses table. 3. …In both cases, there is sufficient
encompass the ideas of “SEE” and “MAKE”. These focal points have alsobeen described as “visualization” and “fabrication” in the Industrial Design Department at IowaState, and the two parallel the ideas of “digital prototyping” and “real prototyping,” 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
engineeringstudents. Figure 1 shows a marker on the desk that isin the view of the webcam mounted at the top of themonitor. The monitor then displays a top view of thedesk (note the user's hand) along with a virtual 3-Dobject that appears in place of the marker. Theydescribed this approach to augmented reality asessentially being a replacement for typical mouse- Figure 1: Fixed-monitor augmented realitybased control of a simulation. While they did not directly compare this approach to a moretraditional approach, they concluded that theirshort course (16 hours over 2 weeks), whichincluded this technology, did in fact lead to growthin spatial reasoning ability, and that students werepositive about using this technology.In the second category of using
) and to provide more context around the participant’s 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 “be a programmer”? (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
. It has similar characteristics tothe early power grid before the smart grid6. The developed system (iAdvise) is inspired by thesmart grid, and the same terminology will be used in this paper. Specifically, in the smart gridthe “operator” term is used to refer to the administration of the smart grid. In this study the termoperator will refer to the department administrators. In the smart grid terminology, the term“agents” is used to refer to the independent user that uses the power grid. In this study it willrefer to the students. Another characteristic of the current advising system is that it has partialinformation without real-time input from the agents as shown in Figure 1. Due to all of thepreviously mentioned characteristics, a large
thelearning process. Today’s 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 – up 3.9 percent from the previousfall, according to “Online Report Card: tracking Online Education in the United States,” 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
now calling, The System. The Systemconsisted of four main elements, both listed and shown in figures:1. MSP430 Launchpad Evaluation Kit (see Figure 1),2. Sidekick Basic Kit for TI LaunchPad (see Figure 2),3. Grove Base Booster Pack (see Figure 3), and the4. Grove Starter Kit for Launchpad (see Figure 4). Figure 1. MSP430 Launchpad Evaluation Kit Figure 2. Sidekick Basic Kit Figure 3. Grove Base Booster Pack Figure 4. Grove Starter Kit for LaunchpadStudents spent the first class lesson exploring the different items, their functions, andbrainstorming how things worked. Each student was asked to rate themselves on howcomfortable they felt with coding, using The
among educators about the definition of creativity. Someconsider creativity as the ability to invent, whereas others classify creativity asdivergent thinking or even imagination 1. In short, creativity is the ability to create andto innovate and is a characteristic and an ability of creative people 2, 3. Whenevaluating creativity within education, projects completed by students are usuallyused as the evaluation criterion, and the process, environment, and characteristics ofcreativity themselves are rarely explored or analyzed. Although some studies on thesubject have been performed, the majority have only defined or probed thedevelopment of creative thinking from a single dimension.All current learning management platforms collect digital
such software packages can be used to improve power engineering education.The advantages and disadvantages of the use of symbolic computations in power engineeringcourses are also discussed. Lessons learned are included and feedback and suggestions fromother educators are welcomed.1. Introduction, Power Engineering Education Issues and ChallengesExcellence in engineering education comes from innovative teaching and effective instructionalmaterials, requiring often changing the traditional way of delivering engineering courses. In thetraditional teaching methods, lecturers offer course materials in a classroom where studentslisten, take notes, copy materials, execute homework and complete assignments. Quite oftenlecturers fail to transfer
inconsistency in this system. I would imagine that most people would learn to use this system very quickly. I found the system very cumbersome to use. I felt very confident using the system. I needed to learn a lot of things before I could get going with this system.Scoring the SUS is relatively easy and resulted in a single number representing a compositemeasure of the overall usability of the systems being studied. The scores of individual items aremeaningless on their own. Calculating the SUS score is done by summing the score from eachitem, which has a range of 1 to 5 with 1 being strongly disagree and 5 being strongly agree. Forodd numbered items (i.e. 1, 3, 5, 7, and 9), subtract 1 from the participants’ response score
the search for new ways to collectmore behavioral, fine-grained, real-time data across more diverse populations [3,16], and CBLEssuch as MOOCs and blended classrooms match those requirements.1 Kitchener [23], among others, has called for the field to adopt the distinction that “epistemological” refers to atheory of knowledge and “epistemic” refers to merely a claim regarding knowledge. The field has not settled on aspecific nomenclature between “epistemological” and “epistemic.” [16] Therefore, some researchers use“epistemological” and “epistemic” interchangeably, while others might have named a construct as “epistemological”earlier in their work when “epistemic” might have become a more accurate descriptor later in their work. Because
basiccomputation to be independent from the underlying hardware that performs it, be it electronicor biological. If we can identify skills and processes that are common to both electronic andbiological computing (see Fig. 1), then through such a common skillset we might be able tolink some of the above electronic CT practices to our typical cognitive (i.e., biological CT)skills. By promoting common core CT practices in K-12, we might not only improvefundamental cognitive skills of students but also prepare them for and motivate them towardslearning additional electronic CT skills, including programming.Common core CT processes: Seventy years ago, Alan Turing,24 widely recognized as thefounder of computer science, suggested that if thoughts (i.e
increasesportability while providing the same effect.HistoryThe multi-media graphical system presented in this research is specifically catered to studentslearning about the St. George’s Church in Lalibela, Ethiopia, as shown in Figure 1; as such, ahistorical overview of this monument may be necessary and is incorporated into the program.The St. George’s Church is an ancient Zagwe Dynasty monument created between AD 1137 andAD 1270 [5]. St. George’s Church is one of 11 rock-hewn churches in Lalibela. King GebreMesqel Lalibela (AD 1181-1221) is credited with the construction of the churches in the city thatnow bears his name. The city of Lalibela was formerly known as Roha, or “Red,” after the colorof the soft volcanic tufa from which St. George’s Church was
technologiesare helpful or harmful, and effective or ineffective to specific audiences. We conclude withrecommendations for studies investigating engineering for developing educational tools that arecognitively appropriate.1 IntroductionLearning does not start at the age of five, nor does it stop outside of the classroom. In looking atthe definition of play for early childhood educators we gain insight into a different kind oflearning. A Child’s World defines play as children being able to use materials in order to“stimulate senses, exercise muscles, coordinate sight with movement, gain mastery over theirbodies, make decisions, and acquire new skills.” Therefore, educational settings include whereverthe child goes, as is supported by the concept of a
to the freshmanstudents the types of things they will be doing during their future studies and help to retain thestudents in the program. This paper discusses the changes to the courses, the laboratoryenvironment, and the actual challenges that the students complete.IntroductionThere has been explosion in the number of digital devices over the last 30 years [1]. Embeddedmicrocontrollers are one of the popular choices utilized in these digital devices to provide thecontrol and decision making possible. Everything from automobiles, robotics, householdappliances, toys and games utilize microcontrollers or microprocessors. Understanding howthese devices operate and the ability to implement them in designs is an important part of anundergraduate
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 Cole’s 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
domains including military, healthcare andmanufacturing. The integration of additional modalities (other than visual) is an ongoingresearch topic in virtual reality. This paper presents an experimental evaluation of the utility ofusing auditory cues to train temporal tasks (e.g., pace setting) in virtual training systems. Therewere four different auditory cues used for training pace: 1) a metronome, 2) non-spatial auditoryearcons, 3) a spatialized auditory earcon, and 4) no audio. Sixty-eight people participated in thestudy. A pre- post between subjects’ experimental design was used, with eight training trials.The measure used for assessing pace performance was the average deviation from apredetermined desired pace. The results demonstrated that
aspects to the sixth offering of thecourse, other than a swap of the ordering of two of the milestones requirements. Table 1. Milestone content for final three offerings of the course. Milestone Offering 5 Offering 6 Offering 7 1 Introduction Introduction Introduction 2 OS and Hardware OS and Hardware OS and Hardware 3 UI Service UI Service UI Service 4 Sensor Service Sensor Service Sensor Service 5 LCD Module LCD Module LCD Module
cam- era as an instructional vehicle in a digital image processing course, where students came from several engineering majors. These IR and visible images were used as the basis for an open- ended final project in the course. Assessment via both pre- and post-project questionnaires showed the project was a positive experience for the students, and helped motivate them to learn the material. This paper discusses the course, the camera, the project, and how effective it was to add this project to the course.1 IntroductionDigital signal processing (DSP), and the closely related area of digital image processing (DIP),have become very popular courses for engineering students. Once mainly intended for
ExampleThis example considers a Finite Impulse Response (FIR) filter. The notion of the well-knownFIR filter is summarized by the block diagram in Figure 1, and maps neatly to linear algebra.Here, impulse response values are in an array h. With element numbering starting at one, the firstimpulse response value is in h(1). Each trapezoid weighs a sample value in v by a correspondingvalue in h. Figure 1: Block diagram of FIR filterAt each sample period the values in v are shifted to the right and the most recently received valuex is stored into v(1). The output y is the dot-product of v and h. In teaching discrete time signalprocessing, this a simple way to introduce convolution. Consider that with x being a unitimpulse
Computer Society. Contact him at gursimran.walia@ndsu.eduKatharine Zaback c American Society for Engineering Education, 2017Using Web-Based Repository of Testing Tutorials (WReSTT) with a Cyber Learning Environment to Improve Testing Knowledge of Computer Science Students: An Empirical Investigation Author 1, Author 2 Department of Computer Science XYZ University, City, Country1 Introduction Software systems must be maintained to remain useful [Lehman '80], and testing the systemafter a particular maintenance task is a key aspect for any system. As systems grow, maintenancetypically becomes more complicated and costly [Ramil and Lehman '00]. Thus, software
In- formation Sciences at Florida International University. He is a member of the ACM (SIGSOFT, SIGCSE, and SIGAPP); IEEE Computer Society; and a member of the Association for Software Testing (AST).Dr. Debra Lee Davis, Florida International University Dr. Debra Davis is an Instructor in the School of Computing and Information Sciences at Florida Interna- tional University. Her research interests emphasize interdisciplinary topics including understanding and improving: (1) Computer Science education, including increasing participation of women; (2) educational applications and techniques for online STEM learning; and (3) complex human-machine interactions. She has a Ph.D. and M.A., in Cognitive Developmental
impact of our game, and insection 5 we discuss the current anecdotal user experiences with the game, and finally, weconclude the paper and describe future work.BackgroundIn the background we will focus on three main focal points: games for learning, digital designeducation, and learning design languages. In particular, our goal is to expose researchers to thesebroad fields and and speculate why languages are hard to learn. We argue that an HDL languageis even harder to learn than programming languages for an undergraduate student.Games for LearningGames, which includes both in person tabletop games (board games, card games, party games)and video games, are activities with three distinctive features 1 (one of many definitions): 1. A game has a