qualitatively identified differentways in which students engaged with MATLAB Live and how those differed between studentprogrammers' comfort levels. Additionally, quantitative analysis was used to understand theeffects the intervention had on student self-efficacy. The guiding research questions were: (1)How did such technology-supported scaffolded (MATLAB Live) modeling activity experiencesimpact student self-efficacy regarding programming and computational modeling? (2) Based onstudent comfort level with programming (self-efficacy), how did students vary in their reportedexperiences of MATLAB Live? The results of this analysis show that the MATLAB Livescaffolding proved beneficial to both novice and experienced programmers, yet student
CourseABSTRACT In this paper, the research team will discuss the lessons learned from the design of a newIntroduction to Engineering course at two California institutions: a community college, and auniversity. The design of the course focused on engaging students with innovative technologyand empowering students to develop technology-based engineering solutions for their semesterproject. The goal of this paper is for the authors to share their experiences in 1) designingVR-infused activities and design challenges for their courses, 2) developing two VR-readyclassrooms, and 3) implementing virtual reality (VR) in their classroom environments. Thedesign of the class was focused on the adoption of group-based problem-solving, educationalgames, and
collaborate on solving problems.IntroductionIn Fall 2019, we taught a class called Cardiovascular Engineering under the Electrical andComputer Engineering Department of North Dakota State University. The class leveragesInnovation Based Learning (IBL) [1], a pedagogy similar to Project Based Learning [2] butemphasizing the creation of novel ideas and the development of projects with social impact.Besides having to meet IBL’s requirements, we faced a challenge: our 36 students were based indifferent locations. Most were spread across two different campuses. Some were taking thecourse online from various locations across the country. Good communication, inside andoutside the class, had to be achieved under these constraints since good communication
). In this paper, we demonstrate the AR tool and share our experience andthe assessment results.IntroductionSpatial ability or visuo-spatial ability is the capacity to comprehend, reason and remember thespatial relations among objects or space 1 . It is of value for the success in engineering and othertechnical fields. In engineering, for instance, engineers utilize spatial skills when designing partsof a machine; they must understand functions and interaction of the parts from multipleperspectives while integrating the parts among a variety of other components in an assembly 2 . Itis very common to find higher spatial ability in people working on engineering and architecturerelated activities 3 .Engineering students differ in their development
undergraduate student’sdesign ability, the following research questions will be evaluated:1) Do students who use the VR tool perform better on design problems compared to students who do not use the VR tool?2) Are the distribution of grades for the design problems of the participant groups affected by student participation in the VR challenge?3) Do the students feel that VR helps them learn course concepts?4) Does the VR tool increase student’s confidence levels when completing engineering design challenges on chemical processing plants?5) Do participants feel the VR experience enhanced their design abilities and gave them an advantage when moving from their undergraduate degree to industry or post graduate work?4.0 MethodsThe research will be
Cornerstone projects that all students demonstrate andpresent at the end of the semester. Throughout the semester up to Cornerstone demonstrations,course instruction, activities, and deliverables have been designed in a dual-purpose manner, inthat they augment student practice of essential engineering skills (such as introductoryprogramming), while at the same time scaffolding progression towards Cornerstone Projectcompletion. Scaffolded lesson plans related to programming have been designed to exposestudents to two primary means of programming interface and methodology. These respectivelyinclude 1) Arduino-based platforms focused on instruction of algorithm-based programmingmethodology, and 2) Programmable Logic Controllers (PLCs) focused on
, one of the highest in thedepartment, where failure is defined as a student receiving a final grade of less than C-. Failurealso includes ‘unauthorized withdrawal’, which is designated on the transcript as ‘WU’. (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 “real world”? 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 today’s 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 ournation’s success, bringing into question
course. Theresults suggest that instructors can start a CS1 class with Coral to enable a smooth start and toteach using an educational simulator, without loss in learning outcomes or programmingcapability. We indicate ideas of how Coral's introduction can be improved, which may yieldfurther improvements.1. IntroductionCS1 courses are difficult and commonly have high rates of Ds, Fs, and withdrawals [1], [2], [3],[4], [5], [6]. One contributing factor is the set of technical challenges in the first several weeks,including nuances of commercial languages like Python, Java, and C++ [7]. Those languageswere designed for professionals, not for learners. For example, Figure 1 shows an earlyinput/output program in a popular Python textbook
withresearch areas such as communicating spatial information to the blind and visually impaired using mapsand graphs [1] or teleoperated minimally invasive surgical robots [2].With haptic technology, also known as kinesthetic communication or 3D touch, people get a sense of touchin a computer-generated environment, allowing them to interact with virtual objects in a more realistic way.This mechanical simulation aids the development and control of virtual objects and helps in theaugmentation of remote operations on machines and devices. Haptics has brought biomechanics,psychology, neurology, engineering and computing together in an interdisciplinary study of human touchand force feedback [3].In the real-world people act as both receptors and perceivers
curriculum.IntroductionSince 2006 the popularity of computational thinking (CT) - skills for solving problems byadopting the theoretical concepts of computer science - has been increasing substantially,leading to an increase in the amount of research and experiments on the CT method. Yet,there are limited numbers of inquiry investigate approaches to incorporated CT into acurriculum. Betül Czerkawski researched ways to integrate CT across all curriculum, throughsurveying instructional CT designers. She constructed the survey using the ADDIEinstructional design model. One of her findings showed that the Mind Map(s) (MM) strategycan establish a better connection between CT and instructional design [1]; however, verylittle research existed to investigate the correlation
James Christopher Foreman1 1 Department of Engineering Fundamentals Aly A. Farag2 , Asem Ali2 , Islam Alkabbany2 2 Department of Electrical and Computer Engineering Marci S. DeCaro3 3 Department of Psychological and Brain Sciences Thomas R. Tretter4 4 Department of Elementary, Middle & Secondary Teacher Education University of Louisville, Louisville, KY 40292 April 29, 2020AbstractThis paper is a work in progress, supported by NSF funds, applied to first-year engineeringmathematics courses. An approach to
Society for Engineering Education, 2020Undergraduate STEM Students’ Role in Making Technology Decisions forSolving Calculus Questions and the Impact of These Decisions on LearningCalculus 1 Emre Tokgöz, 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
c Society for Engineering Education, 2020 Use of computational tools for structural analysis and design modification of automobile seat rail structures under various operating conditionsAbstractThis paper is based on, and in continuation of the work previously published in other conferences[1, 2]. This applied research is concerned with a study of an example automotive seating railstructure. Seat structures, one of the key components, as they withstand the weight of passenger,holds the seating foams and other assembled important components such as side airbag and seatbeltsystems. The entire seating assembly is supported firmly and attached to the bottom bodywork ofthe vehicle through the linkage assembly called the seat rails
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
of these more difficult topics [1-15].The discrete-time equivalent of the impulse response, the unit sample response, can bejust as onerous for students to understand, since it’s regularly viewed as “just a computersimulation” and not related to anything that’s practical or happening in the real-world.To illustrate this point, for several years, the authors have presented to students a questionsimilar to, “In your own words, define the term, impulse response.” The average score onthis question was routinely the lowest of any of the questions on the Signals & Systemsfinal examination. This improved significantly when real-time demonstrations, otherhardware demonstrations, and laboratory exercises were introduced in the
engineering has come to align with the specific three elements proposed by theLearning Assistant Alliance (Cao et al., 2018; Gallegos al., 2018; Tanu et al. 2017; Wendell atal., 2019).LA Pedagogy SeminarAn outline of the weekly content of the LA Pedagogy Seminar is shown in Table 1. To preparefor class, the LAs are assigned reading and must respond to a specific prompt that connects to theweekly reading and asks them to reflect on their learning and practice in writing. This process isintended to help them connect the three program elements and build a broader understanding oftheir own learning and pedagogical practice. It also provides the instructor of the pedagogyseminar specific ideas and real experiences to draw upon for class discussion
certaininteresting qualities [1], viz: it is a square matrix which is singular, can be represented as a sparseand banded matrix that is symmetric and has non-zero, positive diagonal terms. Simply put, theobjective of this example is: students must use computing logic and linear algebra to identifywhether matrices web-scraped from a URL are unconstrained mechanical structures or not.MotivationThis is one of many examples being introduced to enrich an undergraduate mechanicalengineering curriculum with concepts such as data mining, machine learning and an increasedemphasis on programming and logic. This is being done to scale up analysis capacity [2] ofgraduating students, towards Industry 4.0 jobs. Data mining is the identification of interestingstructure in
on knowledge organization. A knowledge network based on theannotated graph approach to the organization of knowledge is presented in this paper. A bruteforce approach to tutoring learners with mastering a knowledge domain is also described. Theresults of student node tracking are also reported.Constructivist theory of education is to assist students with the construction of their ownunderstanding of a knowledge domain. Bruner [1] considered knowledge of a domain to beembedded in a structure and “grasping the structure of a subject is understanding it in a way thatpermits many other things to be related to it meaningfully. To learn structure, in short, is to learnhow things are related.” As stated by Montfort, et al. [2] these structures are
Institute 30 Years of service with the US Army. Retired as COL. 37 Years of services with the Federal Gover- ment. Retired as a Senior Excutive. Sevred as a sytems enginner. Focued on special operations and counterterrorism. Currently teaching Electrical Enginerring at VMI. American c Society for Engineering Education, 2020 Pedagogical Effectiveness of Continuous vs. Discrete User Interaction with Computer Demonstrations (Work In Progress)BackgroundComputer demonstrations and simulations are well-researched tools for teaching; resources suchas The Guide to Simulation Games for Education and Training have existed for half a century [1]and numerous
programming.IntroductionAlthough most engineering faculty and professionals view computer programming as an essentialpart of an undergraduate engineering curriculum, engineering students do not always share thisviewpoint. In fact, engineering students outside of computer and electrical engineering may notrealize the value of computer programming skills until after they have graduated and advanced intheir career [1]. Failure to find value in computer programming may have negative consequencesfor learning. Indeed, engineering students who do not view programming as interesting or usefulshow poorer performance on tests of programming concepts than students who do [2]. This findingis consistent with theories of technology acceptance [3-4] that emphasize perceived usefulness
, e.g., capstone projects.However, students would benefit from, and are interested in, integrating holistic educationthroughout the curriculum. Moreover, university engineering programs that are accredited byABET are required to meet these objectives. In their recent redevelopment of the student outcomescriteria, ABET [1], [2] identified seven primary outcomes for students. Of these, items two andfour focus on holistic engineering, emphasizing global cultural, social, environmental, andeconomic factors.To address all of the critical aspects of engineering projects, students must successfully analyze therequirements, synthesize information, and evaluate several design options for a given problem.These cognitive skills match well with Bloom’s
learning and synchronousdistance instruction. The literature provides various interpretations and definitions of blendedlearning [1], [2]. In our study, we define blended learning as a classroom learning model thatintegrates synchronous in-person meetings with asynchronous online instruction resulting inreduced class seat time. In addition, the synchronous in-person teaching component incorporatesevidence-based instructional strategies. We define synchronous distance instruction as a form ofinstruction where the faculty member is physically located with one set of students and otherstudents are connected into the class remotely. In this case, students are located in twoclassrooms on two campuses that are sixty miles apart. The instructor is
currentlearning and future application. Introducing children to valuable STEM experiences, startingat a young age, has been shown to improve science literacy, promote critical thinking,develop problem solvers, and empower the next generation of innovators, creating newoutcomes that strengthen the economy [1]. Not all countries, however, acknowledge the need for STEM education. For example,although Kuwait, a small country in western Asia, ranks 57th (of 189 countries) on theHuman Development Index (HDI), with a score of 0.808 (or very high human development),the country ranks among the lowest in human development for Arabic/Persian Gulf countries[2]. CS curriculum in Kuwaiti K–12 public schools fails to prepare students for the 21stcentury
-credit threshold and a class without. We examinewhether students who pivot eventually return to the program from which they pivoted, or if theyleave the program unsolved. Finally, we analyze student workflow to observe various pivotpatterns. By analyzing student pivot behavior, we hope the community can better understand thepros and cons of pivoting, to help decide whether to adopt an MSP approach and possibly afull-credit threshold.1. IntroductionHaving a positive experience in an introductory programming course, known as CS1, is criticalfor student success. CS1 is crucial in keeping students in computer science (CS), trainingnon-major students who need some programming, and attracting students to CS. Unfortunately,CS1 courses have many well
obfuscation; and will discuss thedesign of the project, the implementation of the design, code obfuscation techniques used, and whichobfuscation techniques were used to produce the mystery executable presented to the class as theirclass project. IntroductionGroup projects in engineering and computer science coursework are a critical part of the educationprocess. Not only do they enforce the concepts being taught, they also provide an environment inwhich essential professional skills (aka, soft skills) can be understood, culminating in a synergisticlearning experience. The value of such group learning has been well documented in bothengineering and computer science courses [1]-[5], and is a cornerstone to the
. The mentors work closely with female middle schooland high school students in the robotics clubs on monthly basis. The mentors also help femalemiddle school and high school students with their math and science coursework. In addition tomonthly in-person meetings, virtual meetings are held in which the mentors post videos onlinefor middle school or high school students. 1For this education research project, we are working with two research questions as provided below.Research question 1: “Does being mentored by undergraduate female students increase thestudents in the middle school and high schools’ interest in STEM disciplines?”.Research question 2: “Does increasing the parents’ STEM awareness
shorten thefeedback cycle between student learning and feedback from assessment and enables the use offrequent testing and second-chance testing in large courses, which has been shown to lead tosignificant improvements in learning outcomes.However, in some courses involving mathematical problem solving, an important studentdissatisfaction with computerized testing is that numerical-answer questions are typically gradedsolely on the correctness of the final answer. The two major concerns reported by students are:(1) limited access to the assessment and corresponding learning opportunities post-assessment,and (2) the lack of partial credit given for correct solution procedures with incorrect final answers.To address these concerns from students, a
, 2020 Constructing and Refining Engaging Objectives Computer Science Outreach V olunteers focused on three main objectives: 1. Engage the participants during sessions through associating lessons with familiar concepts and suitableShaya Wolf, Rafer Cooley, Mason Johnson, Andrea Burrows, Mike Borowczak applications. These real-world
Science (CS) department got together and proposed a focused10-week long funded summer camp for two local high schools with the following objectives: 1. Provide graduate students to instruct in the areas of` mobile application development, forensics and cyber Security. 2. Provide CS one-on-one mentors for students while conducting their work-based learning experience in Computer Science. 3. Assign hands-on interdisciplinary projects that emphasize the importance of STEM fields when using and developing software applications. 4. Promote and develop soft skills among participants including leadership, communications skills, and teamwork.The proposal was funded, by DOE and the summer camps were conducted in the summer of