UTEP in 2001. He received the UT System Board of Regents Outstanding Teaching Award in 2012. From 1996 to 2001 he was the Technology Planning manager for AT&T-Alestra in Mexico; and before that was the Telecommunica- tions Director for ITESM in Mexico. His research areas are in Communications Networks, Fiber Optics, Wireless Sensors, Process Automation, and Engineering Education.Mr. Mike Thomas Pitcher, University of Texas, El Paso Mike Pitcher is the Director of Academic Technologies at the University of Texas at El Paso. He has had experience in learning in both a traditional university program as well as the new online learning model, which he utilizes in his current position consulting with faculty about the
, object recognition, computer vision, intelligent robot, and human–robot interaction. He has published 70+ SCI and EI papers and holds 10+ national patents. He is the PC member of several top international conferences, i.e. IJCAI. He is also the invited reviewer of several reputed international journals, i.e. IEEE Transactions on Fuzzy SystemsIEEE Transactions on Human-Machine Systems, IEEE Transactions on Systems, Man and Cybernetics: Systems, etc. He is also the associate editor of International Journal of Robotics and Automation Technology. He was granted a ”Talent of Qing Lan Project” award of Jiangsu province and a ”Six Major Top-talent Plan” award of Jiangsu province, China. He is a Standing member, the Specialty
prior to the implementation of the reform effort. Hence, it iscritical to develop and employ a change strategy that extends the typical “best practice” approachthat is typical in STEM reform efforts [15]. Rather, successful strategies of a comprehensivechange approach should be continual, coordinated, and focused, and should address bothchanging the pedagogical conceptions of key and varied stakeholders in a STEM instructionalsystem, as well as affording stakeholders with an iterative cycle of performance evaluation andcontinual feedback [16]. To address these issues, the ADI Workshop will develop and implementa comprehensive and expansive dissemination plan, derived from the Four Categories of ChangeStrategies model [17], and developed in an
nature of the problems. Thisprevents students from just dividing the homework and then sharing answers.The Department of Civil and Environmental Engineering is planning to continue using theproblems from MyLabsPlus to allow for the benefits discussed above. The department is stillevaluating the possibility of using the online system for in-class quizzes. Another change forfuture semesters that the Department of Civil and Environmental Engineering is planning todiscuss with the students early in the semester that getting good grades on the homework is notenough to perform well in the class. The online homework is there as a tool to help the studentsmaster the material and not just be a hurdle to their grade.Bibliography1. MyLabsPlus by Pearson
TechnologyTECH 12000 – “Design Thinking in Technology”, is a freshman level survey course designed todevelop a students’ perspective and enhance their skills in living and working in a technologicalsociety while introducing them to Purdue Polytechnic. Two sections of TECH 12000 wereutilized by the researchers to recruit volunteers for this study.Originally, the instructors, who are also the authors of this paper, planned to introduce the topicof VR to the class by digital presentation (e.g. PowerPoint). However, from experience anddiscussions they decided that for someone to fully understand and appreciate what currentimmersive VR is, they must experience it first-hand. This idea and the need to assistadministration with classroom technology procurement
-60 minutes of continuous use. For this reason, we planned to limit the timeparticipants were wearing the cap to 45 minutes. Flexible wires connect the cap to the fNIRSmachine which limits large movements, but does not restrict typical movements associated withprogramming, i.e. hand movement, leaning back while remaining to sit, etc.As part of the setup process, a researcher started screen-capture recording hardware. Because wedid not want to require that participants install special software we needed an external means torecord screen capture data. For the first two participants we used a camcorder pointed at theparticipant’s computer screen. The resulting video was only moderately useful as the camcorderdid not consistently focus on the
chose to follow the more modern student learning framework for developingand teaching our IoT course.A Pilot Course on the Internet of Things Our first planning meeting for our pilot course occurred only three weeks before the courseregistration period and eight weeks before the actual course was to be taught. Most of oursubsequent discussions occurred by email. We agreed on the following guidelines for the pilotIoT course:● It should be multidisciplinary with multiple majors enrolled.● Enrollment should be limited to eight students and by invitation only. We wanted to make sure students were “early adopters” already committed to learning about IoT.● The student work in the course would revolve around completing a single project.● We would
Paper ID #17780Strategies for Delivering Active Learning Tools in Software Verification &Validation EducationDr. Sushil Acharya, Robert Morris University Acharya joined Robert Morris University in Spring 2005 after serving 15 years in the Software Indus- try. His teaching involvement and research interest are in the area of Software Engineering education, Software Verification & Validation, Data Mining, Neural Networks, and Enterprise Resource Planning. He also has interest in Learning Objectives based Education Material Design and Development. Acharya is a co-author of ”Discrete Mathematics Applications for
developersmust be well-trained in software testing to plan and carry out effective software testing activities.To achieve a better trained workforce in the area of software testing, curricula at academicinstitutions need to be integrated with software validation techniques, including software testing. The problem of integrating software testing concepts and related techniques into programmingand software engineering (SE) courses is still an open research problem. Over the past decade, therehave been many investigations, specifically by members of both academic community and softwareindustry, into ways to integrate software testing into computer science (CS) and SE curricula. Forexample, several approaches attempted to integrate testing concepts into
designseach game for a specific skill deemed important to a topic, such as writing if-else statements incomputer programming. The custom design is needed to make the skill be an essential part of thegameplay. This paper presents several games our team has developed so far, for topics incomputing and math, and describes plans to build more. The games are free and currently athttp://www.cs.ucr.edu/~vahid/seriousGames/. The games are web-based (HTML5) and requireno software installation, being playable on any standard web browser.I. IntroductionLearning some subjects involves developing skills. The prototypical example is the learning ofmultiplication tables; by developing the skill of multiplying single digit numbers in one's headalmost instantly, one
access a wide rangeof learning tools for subject exploration and peer interaction, all on a single interface.In addition, all interactions and conversations between students were recorded on aback-end database for follow-up analysis and research.The system interface and functions were planned and designed based on the stages ofthe corresponding course’s teaching strategy. The system interface is presented inFigure 1. It encompasses all the basic functions provided by most learning platforms,such as calendar reminders, a discussion forum (asynchronous), video conferencing(synchronous), homework hand-in capability, and feedback and evaluation provision.A particular feature of this learning platform was that it was divided into five stages
acceleration, to computer science algorithms that can havedifferent complexities and speeds.When building instructional material for STEM courses, a professor, even when not aware of theprocess (see Figure 1 to compare educational model and software development model), is usuallyfollowing the “the systematic process of translating general principles of learning and instructioninto plans of instructional materials and learning,” by applying a model such as the ADDIE model,which consists of five interrelated phases—Analysis, Design, Development, Implementation, andEvaluation. Incidentally, the educational model is similar to the model that is used and taught inSTEM courses such as Software Engineering, Project Management, and Quality Assurancecourses
switches or LEDs dependingon the game. The focus of the game project is primarily real-time and modular programming.Similar to the IR project, students can complete the game project with programmingfundamentals learned from the course. In both projects, students often learn new ways to usethese concepts in order to develop an effective program.Both projects require students to further develop skills such as teamwork, time management, andproject planning. As students work in teams of two, they learn how to divide programmingbetween the team members, and to do so within time constraints. As part of the requireddocumentation, teams create algorithms and flow charts to plan the code for their project.Theoretical Framework and Survey DescriptionThe
easily understand the limitations and assumptions used inthe classical formulation of mechanics problems. Some of the examples explored in the projectinclude the analysis of axially loaded members, torque loaded shafts, bending of beams, combinedloading of structural members, and pressurized thin-walled vessels.As an added measure to further maximize the effect of the project and to creatively enhance theeducational effect of the undertaken project for our program as a whole, the developed modules forthe mechanics of materials are also planned to be utilized in a newly developed undergraduate-graduate finite element course offered in spring 2017. Obviously, the intent for utilization of thesemodels in the FE course will be different than what is
evaluating the work of their classmates.3. Peer Review – Each student applies the same Calibration rubric to the submissions of three classmates.4. Self Review – Each student now applies the rubric for the seventh application, this time to her own submission. Students are encourages to use reflection in this stage and to construct a plan for improvement.CPR1 workflow instantiates the educational goal of teaching students to mirror expert behaviorby learning to apply performance standards, as demonstrated by assessments done by theinstructor. Basically, the scoring for each phase is a function of how far the student’sassessments are from the instructor’s in the Calibration, and how far from the group’s norm inassessing a particular colleague’s
covered to ensure the understandingof the complete standard.SOL 4.1 and 5.1 states: The student will demonstrate an understanding of scientific reasoning,logic, and the nature of science by planning and conducting investigations in which: a. items such as rocks, minerals, and organisms are identified using various classification keys; b. estimates are made and accurate measurements of length, mass, volume, and temperature are made in metric units using proper tools; c. estimates are made and accurate measurements of elapsed time are made using proper tools; d. hypotheses are formed from testable questions; e. independent and dependent variables are identified; f. constants in an experimental situation are identified
from an engineeringperspective is sparse. Based on the information that is available, two distinct possibleconstruction methods have been developed to describe the creation of St. George’s Church:MEOI (Measure, Excavate, Outside, Inside) and MSOI (Measure, Simultaneous excavation,Outside, Inside) [1]. The MEOI construction method begins with measuring out, on the surfaceof the rock, the plan dimensions which the 12 meter x 12 meter church and the 25-meter squaretrench that surrounds the church. Once the measurements were taken, the soft volcanic tufa couldbe carefully marked or scored such that the outline of the trench and the church were clearlydelineated. After the plan view was “drawn” on the surface of the soft volcanic rock
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 fact that engineering students
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
-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
, 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
has been offered nine times since 2004, but this was the first time such an open-endedfinal project has been used. Anecdotally, the authors observed an obvious increase in excitementand enjoyment on the part of the students due to this project. We plan to continue to use suchprojects in the future.References [1] C. S. Burrus, “Teaching filter design using M ATLAB,” in Proceedings of the IEEE International Con- ference on Acoustics, Speech, and Signal Processing, pp. 20–30, Apr. 1993. [2] R. F. Kubichek, “Using M ATLAB in a speech and signal processing class,” in Proceedings of the 1994 ASEE Annual Conference, pp. 1207–1210, June 1994. [3] R. G. Jacquot, J. C. Hamann, J. W. Pierre, and R. F. Kubichek, “Teaching digital filter design
resources for handling audio files, naturallanguage processing, visualization, and machine learning.The examples in this paper are straightforward and can be understood by students having anintroduction to signal processing. Students in our electrical engineering program as well asbiomedical engineering with electrical engineering concentration will have some experience withMATLAB scripting. They should also be able to use prewritten Torch scripts.My role is as an instructor, planning for and directing our student work. In our next step, we willuse one package to develop tools for student researchers, to first assist and eventually automatethe analysis of such sound files. Given the investigative nature of our overall research, I avoidedcompiled
project for next year’s class.Additionally, an objective measurement will be made to gauge the improvement of student ability.Future Project ImprovementsBased on student feedback from the survey and grading the submitted projects, several changesare planned for the next version of the project. One issue was that the project was not assigneduntil the end of the course when all the topics and been covered. This did not allow enough timeto thoroughly complete the project and complete a report. In the fall, the project will be assignedearlier as the data collection and FEA can be done before covering the final topic of continuoussystems.Students appreciated using the Arduino and the sensor but felt the code template gave them toomuch at the start of
industrial community. The aerospaceengineering course, in addition to the survey, had an additional question on the results of asimulation on three of the ten required simulation homeworks. The three questions were: 1. If the goal of the mission is to do a lunar fly-by and someone proposed this mission, would you approve it? Why or why not? 2. If you were planning this trajectory, would you be worried about the lifetime of the spacecraft? Why or why not? What if the trajectory had the same altitude around Earth? 3. If the goal of the fly-by was to fly in-between Saturn’s rings, would you have the spacecraft perform this fly-by? Why or why not?The chemical engineering course used Aspen HYSYS and Properties from AspenTech
from other instructors are highly valuated.1.1 Power Engineering Education Issues and ChallengesThe size and complexity of power system or electrical machine problems have questioned theuse of dedicated software packages in education. Extensive use of software programs in powerindustry started few decades ago are playing an indispensable role in power system planning,operation, analysis, modeling, and training. A further growth is anticipated in the development ofsuch software tools in near future with the development of smart grids. Nevertheless powerengineering educators waited relatively a long time to respond favorably and to use computingtools as teaching aids. Moreover, several reports suggested that university educational programsin
) theaddition of special topics lectures and demonstrations in robotics in a group setting, whichfacilitated discussion; 2) virtual office hours with screen sharing for mentoring; and 3) a postersession exhibit with 3D models for team projects. None of these were possible with earlierofferings of this online course. The current author plans to use this tool in additional onlineofferings and evaluate with a larger sample size. It is also intended to explore the benefits ofcustomized environments, analytics, and the Python scripting tool for more interactiveexperiences in the 3D environment. Based on the student feedback, the author also intends toprovide additional orientation and training for the students, as well as to investigate some of
in projects rather thanautomate team formation. These aspects will be examined in future work.Future WorkAs part of planned future work, the authors wish to investigate how useful the interest star ratingfeature is in comparison to a interest priority ranking. This would be similar to the bid priorityranking but would instead rank projects in the order of interest so as to disambiguate between theinterest level of students towards multiple projects. This feature would allow the students tospecify a unique ranks, instead of three stars, to projects of their preference, allowing to prioritizeprojects and more easily break ties not just for team formation, but also during the process ofproject assignment to teams.Another avenue of exploration
from engineering and other disciplines may be useful ininforming design decisions and providing insight into issues of performance and scale. Duringthe EarSketch project, model development occurs concurrently with the design and roll out of theeducation innovation. This is unique from previous efforts to model school systems and theinterventions within them, where models were created in a ‘post mortem’ analysis of the projectimplementation to add additional understanding to the factors at play14, 17. In this work, insightsfrom the modeling efforts not only inform sustainability planning, but also guide thedevelopment of the innovation.In the remainder of the paper, the EarSketch intervention is briefly described and someobservation-based
has been adopted.The use of the selected MCU platform which students have been familiar with prior to taking theDSP class offers promising benefits such as achieving additional learning outcomes (#4 and #7)and allowing students to practice more complex lab activities (e.g., Lab #4 in Table 3). In thepast, this level of lab activity complexity was not achievable due to the lack of sufficient timewhen the dedicated DSP platform was adopted for laboratory coursework. For the same reason,the additional learning outcomes #4 and #7 had been planned in the curriculum for several years,but only become attainable after the MCU platform was used.Figure 1 shows the relationships among the lab coursework and the targeted learning outcomes. Learning