leaders have called for incorporating thedevelopment of professional skills, like problem-solving for open-ended engineering designproblems, across all the different engineering courses. Following such a call, I, the author of thispaper, incorporated an engineering design project into the Computer Programming for Engineerscourse taught at University of Florida for two semesters, hoping that such instructionalintervention positively impacts students' problem-solving skills.2. Frameworks2.1 Conceptual Framework2.1.1 Social Problem-solvingThere are many ways in which literature has defined problem-solving; still, assessment tools formeasuring such skills are scarce. In this study, I used a model developed by D'Zurilla et al. [1] inwhich their team
, demographic surveys, and three tasks. Descriptive statistics and statistical tests provide insights.Performance discrepancies between IT and non-IT backgrounds are statistically significant. Feedback indicatespositive perceptions of low code. 1. Introduction In recent years, the intersection of technology and education has undergone a profound transformation, withemerging paradigms reshaping traditional approaches to teaching and learning. One such paradigm that hasgarnered increasing attention is low-code development—a revolutionary approach to software creation thatempowers individuals, regardless of their technical background, to design and deploy fully functional applicationswith minimal coding expertise. Low-code platforms provide
selecting VS Code and our approach to introducing it to engineering students. To assist students with diverse programming backgrounds, we provide comprehensive guidance with hierarchical indexing. By seamlessly integrating VS Code, known as a rich text editor, with a selection of extensions, our aim is to streamline the learning process for students by enabling it to function as an IDE. We perform an experimental evaluation of students' programming experience of using VS Code and validate the VS Code together with guidance as a promising solution for CS1 programming courses. 1. IntroductionIntegrated Development Environments (IDEs) play an important role in learning a
programming language has long been a staple in college computing education. AlthoughJava and Python are popular languages, C is still a top programming language of instruction [1], [2].Even if the introductory courses are taught in other languages, many programs still provide coursesthat teach the languages, typically in systems programming courses or operating systemcourses [3]–[5].However, unlike Java or Python where there is a single authorative compiler, C programming issupported by many compilers, editors, and other tools. In addition, installing a C developmentenvironment has traditionally been challenging for Windows systems. As a result, some institutionsopt for installing the C development environment in a server and have the students
instructor. However, often, a student would not complete the assignment during lab hours, so would have to wait for office hours to get an instructor's help. To submit, a student would upload the developed program files, then wait a week or more for grading to be completed and feedback to be provided.I n the last decade, many auto-graded programming assignment systems have been developed, both in academia and commercially [1–4]. Such systems are often web-based, save instructor's time with grading, and provide students more rapid feedback. Such systems have enabled instructors to switch from assigning one-large-program to many-small-programming assignments each week, wherein each assignment was more focused on a
-Computer Science (non-CS) major students. This demand is more paramount as many studentsmay not have been introduced to fundamentals of programming in high schools. According to anational survey, only 53% of high schools offer computer science courses. The scarcity of theavailability of courses at high school level results in more difficulties, and no prior computerprogramming experience. For such students the deficit in base continues to grow in college withtwo important facets: 1) such students are reluctant to pursue engineering and computing majorsand 2) these students find typical college programming courses more challenging and harder thanmany others who took programming in their high school, leaving them behind in courses.Considering
Cornerstone Projects will becompared. Project 1 took place during the spring of 2022 and was comprised of a windmillpower generation system. Students constructed this windmill and used Arduino programming tointerpret sensor data and calculate system performance. Project 2 took place during the 2022summer semester and was comprised of a water filtration system. In this project, students utilizedthe Arduino to both observe system information and control its behavior.At the end of each of these semesters, students took a survey in which they provided theirperceptions of the programming instruction they received, in addition to expressing theirconfidence in programming. Results of these questions from Spring 2022 (Project 1) andSummer 2022 (Project 2
into the fine-grained differences in planning betweennovice and experienced learners. We discussed these differences and how they can be used toguide meaningful interventions that focus on megacognitive skills in computing education.1 IntroductionA deep understanding of the difference between students who had experience in programmingand those who had no prior experience can help instructors make informed decisions in how toteach both groups in the same course more effectively. As more students are exposed toprogramming in high school, it is increasingly likely for an introductory programming course tohave both students who had experience in programming and those who had no prior experience.Undoubtedly, students with no prior experience in
devices andtechnology in their education. The first cohort of Gen Alpha is expected in university classroomsaround 2028. Generation Z describes those born from ~1997–2009, and Generation Alpha refersto people born in or after 2010. The Gen Alpha student will be one who is truly a “digitalnative”—they will not have known a world without pervasive touchscreen devices. Colleges andUniversities must be ready for possible changes in the learning methodologies required to meetthis new generation. Use of computing devices in primary and secondary education has growntremendously through the use of one-to-one (1:1) device or technology programs. A 2017 report[13] found that more than 50% of K-12 teachers taught in 1:1 classroom environments and ameta
with a quiz on the previous week’smaterial and then have students work on the lab individually. A faculty member would bepresent to field questions and troubleshoot issues students may face while they are working ontheir solution to the lab assignment. This proved to be problematic though as it resulted in somesignificant issues as enrollments increased in entry level Computer Science classes: 1. Students would not be able to get the attention they needed 2. Students would “fall through the cracks” since there was only one faculty member in the classClearly, there was room for improvement. In redesigning the lab experience for this introductoryclass, there were a few goals in mind: 1. Teach students how to work with
adaptability [1]. In these settings, students frequentlyturn to teaching assistants (TAs) for assistance with lab procedures, equipment setup, andtroubleshooting. This dynamic creates a dependency that, while helpful in the moment, can leadto challenges for both students and TAs. The repetitive nature of these inquiries significantlyburdens TAs, who usually cannot answer everyone’s questions throughout the laboratory classtimes. Furthermore, certain student questions need consistent answers that the lead instructorproves correct. Another challenge is establishing a structured support diagnostic meant to answerstudent problems in a way that guides students to their answers rather than revealing themimmediately. This allows students to engage in
, whereas personal computers have taken on asupporting part, and this trend is aligned with expectations of the digital future [1].The number of undergraduates who possess computers, however, is surprisingly much lower thanexpected when compared to smartphone possession which was more than 80 percents of collegestudents [2], [3]. Unquestionably, a smartphone is a handheld personal device that is utilized fortasks that a desktop computer can perform. However, computer desktops come with applicationsoftware that is essential in the workplace, and education sector. Usually, the application softwareincludes word processing, presentation, spreadsheet, email, and personal informationmanagement, among others. In contrast, mobile devices, including
- Specific Conceptual Learning1 Emre Tokgoz, 2Tanvir Ahmed, 3Sergio Duarte, 4Joel Joseph, 5Alyssa Xiang, 6Julissa Molina 1 Emre.Tokgoz@farmingdale.edu; 2ahmet9@farmingdale.edu; 3duarsp@farmingdale.edu; 4 josej18@farmingdale.edu; 5xiana21@farmingdale.edu; 6molij17@farmingdale.edu 1-6 Department of Computer Security, State University of New York, Farmingdale, New York, 11375Abstract. In this research, the aim is to investigate environmental factors impacting cybersecuritystudents’ learning of cybersecurity major related concepts. The research is conducted in one of thepublic universities in the Northeastern region of the United States to obtain the results presentedin this work. IRB approval
women's participation in scientific and technologicaloccupations. The ARROWS pipeline is an institutional initiative award that introducesacademically outstanding female high school and undergraduate students to majors and jobs inscience, technology, engineering, and mathematics (STEM). This project includes an annualsummer research effort that aims to attract and develop the next generation of female scientists,mathematicians, and technologists. When combined with partner programs such as DevelopingAdvanced Research Through STEM (DARTS) and STEM Pathways for Success, these projectscreate a three-stage student success pipeline: (1) secondary education exposure, (2) college-levelengagement, and (3) transition to graduate school or the technical
, personalized online learning experiences. We evaluate the effectiveness of this methodthrough a series of case studies and provide guidelines for instructors to leverage these technologiesin their courses.1 IntroductionLarge Language Models (LLMs) and their emerging skills provide educators with new capabilitiesto improve our teaching and save time. LLMs like ChatGPT have emerged as powerful tools thatcan assist in creating educational content and interactive learning experiences [1].For digital system design and computer architecture, traditional education often relies on expen-sive hardware, specialized software, and physical laboratory spaces. These requirements can limitaccess to hands-on learning experiences, particularly for students in
BackgroundAcademic performance can be influenced by poor mental health stemming from the multifacetedchallenges faced by post-secondary students. These challenges include but are not limited to:social pressures, bullying, anxiety, identity issues, and lack of support systems. According to astudy conducted on 72 post-secondary students, approximately 72 percent of participantsself-reported an anxiety score of 8 or above on the GAD-7 system [1]. A score of 8 on the GAD-7system marks the point that an individual is recommended to seek professional help. Moreover, inanother study that was conducted in 2018-2019 on 62,171 colleges, 57 percent of students withanxiety or depression have not used counseling resources or therapy [2].In order to combat mental health
University of Florida (UF). Her research focuses on self-efficacy and critical mentorship in engineering and computing. She is passionate about broadening participation and leveraging evidence-based approaches to improve the engineering education environment for minoritized individuals.Victor PerezSTEPHANIE KILLINGSWORTH, University of Florida ©American Society for Engineering Education, 2025 WIP: One Teacher’s Experience Adapting an Innovative, Flexible Computer Vision Curriculum in a Middle School Science ClassroomIntroductionArtificial intelligence (AI) is predicted to be one of the most disruptive technologies in the 21stcentury [1], and to prepare all young people to live and work in an AI
Education: Insights into Metacognition and Problem-Solving Patterns1 IntroductionThe widespread and rapid emergence of large language models (LLMs) such as ChatGPT,Claude, and Gemini may be fundamentally transforming how students approach their academicwork. This transformation is clear in higher education, where AI tools can now successfullygenerate solutions to many problems that undergraduates previously struggled with for hours [1].Rather than simply supplying answers, educators have experimented with using LLMs in theclassroom in various ways such as brainstorming, proofreading, providing feedback, givingencouragement, and checking for understanding [2–4]. By their widespread availability andincreasing capabilities
, calculator, and grocery list, one can see that the average fruit or vegetabletravels more than 2,400 km from farm to family dinner table. Research indicates that such traveladds 17 times more emissions to the atmosphere than if the food had been bought locally [1]. InMarch 2005, Vancouver couple Alisa Smith and James MacKinnon embarked on a culinaryexperiment: to survive for a year on food produced within 160 km or 100 miles of their home inVancouver, B.C. [2]. The year-long experiment turned into a book on the 100-mile diet, realityTV shows, and a series of invited talks across North America. A local food movement thatincluded the growing, cooking, and living of the 100-mile diet ethos grew and expanded [3].The 100-mile diet experiment led the
evaluation andlearning assessment with peer students in ECE. As a proof of concept, this paper explored howstudent-led development of VR content and experience might offer a solution to a commonobstacle faced by many STEM educators who are interested in exploring VR, which is the lackof readily adoptable VR content. This study contributes to better understanding the role andimpacts of learner-as-creator/co-creator in engaging student learning in educational technology-integrated learning environments.1. Introduction & backgroundThe objective of this study was to explore student-led development of virtual reality (VR)applications as an alternative solution to enhance student learning and engagement in the field ofelectrical and computer
augmented reality tools to enhance student comprehension in lessons. His recent research focuses on the collaboration within augmented reality educational applications and its impact on student skills. Personal Website: https://malekelkouzi.com/ Google Scholar : https://scholar.google.ca/citations?user=9yHaley Clark, Queen’s UniversityRichard Reeve, Queen’s University ©American Society for Engineering Education, 2025AR AniMotion: Augmented Reality Application for Enhancing Speech Skills in Children with Speech Difficulties- A Work in Progress Abstract. Roughly 3% of children experience speech delays or difficulties globally [1]. A “speech delay” is defined as a child's speech or language development
Polytechnic Institue Polytechnic Institute Polytechnic Institute University of Oklahoma University of Oklahoma University of Oklahoma Tulsa, OK, United States Tulsa, OK, United States Tulsa, OK, United States hassell@ou.ed christopher.freeze@ou.edu ahmed.ashraf.butt-1@ou.edu H. Glen Mcgowan William R. Freeman Google Polytechnic Institute Tulsa, OK, United States Tulsa, OK, United States gmcgowan@google.com
find information on their phones that might havetaken us hours to track down in the library." [1, p. 1]. This newfound instantaneous access toinformation has provided students with significantly more online resources, some provided by theinstructor and others discovered by the students. As instructors often lament, students seldom usedtheir textbooks [3] and did not frequently visit office hours [4] to help develop their problem-solving skills - even before this explosion of learning supplements. Perhaps now more than ever,with the various resources at their disposal, students must leverage considerable metacognitiveskills to navigate them, as students cannot rely on the filtering provided by the instructor's expertiseand must experiment with
change the way people write, think, and learn. Such tools,trained on dozens to hundreds of terabytes of data and built around multi-billion parametertransformer-based architectures, are capable of interpreting and generating language at anunprecedented level of similarity to humans. Available in a wide array of readily accessibleinterfaces, from mobile applications to web sites, and now fully integrated into the operatingsystems of the latest smart phones [1], LLMs are being increasingly adopted into more-and-moreaspects of human life. One of the most active areas of LLM adoption has been in education. Like a personaltutor, LLMs can provide direct answers to complex questions, a distinct jump in ease-of-usefrom course material and search
experience that enhances understanding of complex biological processes. Keywords: Augmented Reality, Elementary classroom, Interactive Learning, Educational Technology, Speech to Text.1 Introduction &BackgroundEducators widely concur that the integration of technology into the learning process iscrucial for student success [1]. The adaptability of augmented reality (AR) as a learningresource has been demonstrated to effectively support student success across alleducational levels [2] and AR has been rapidly adopted and integrated into manyeducational settings [3], [4]. AR represents a substantial advancement towards atechnology-driven educational setting, primarily due to its adaptable features thatdistinguish it from
laboratory conditions, the research aims to provide practical insights for educatorsconsidering these tools. The findings will contribute to broader discussions about technology-enhanced learning and the evolving relationship between artificial intelligence and humaninstruction in technical disciplines.Literature ResearchRecent advances in LLMs have shown their potential to transform educational settings, particularlyin programming courses where timely, detailed feedback is important. Fagbohun et al. [1] statesthat LLMs can automate grading with personalized feedback but that they still require carefulhandling of biases combined with human supervision to ensure that LLMs are fair and efficientand to reduce the occurrence of ethical risks like
student learning and how students view their engagement with coursecontent. However, recent studies have indicated that student use of AI has led to enhancedcreativity [1-3], greater comprehension of conceptual material [4], and increased motivation tolearn difficult material [2-5]. Further studies have indicated that AI can have a positive effect onstudents’ visualization and simulation of new ideas [2], [6]. A key feature of AI that separates itfrom other learning resources is its ability to tailor learning materials to the needs of individualstudents through conversational approaches, smart assessments, and customized feedback, all ofwhich contribute to enhanced learning [2], [7].While the benefits of AI are numerous, its integration into
students enrolled in the BME 2081 Experiential Learning Seminarcourse during the Fall 2024 semester, a 1-credit advanced biomedical engineering course with adesign concentration. The cohort was predominantly women (72.97%) and racially andethnically diverse. Additionally, 60.5% of students reported having at least one parent with amaster’s degree or higher, indicating a majority with familial exposure to advanced education.Comprehensive demographic data can be found in Appendix G.Course Structure and Teamwork Instruction Students were explicitly taught teamwork skills through lectures, shared value setting,and structured exercises. They participated in group projects designed to simulate real-worldproblem-solving scenarios, including the
evolving landscape of education, the integration of data-driven insights using EducationalData Mining (EDM) techniques has revolutionized how educators understand and enhancelearning processes. EDM is an interdisciplinary field that uses techniques from data analysis,machine learning, and statistics to extract insights from educational data [1]. These advances haveenabled significant progress in innovative educational practices, such as personalized learning,and predictive analytics[2]. However, a prominent constraint of most EDM techniques is the lackof transparency[3] in their decision-making process.Most traditional data mining algorithms, such as classification, have the tendency to provide highprediction accuracy in various educational tasks
, particularly with the emergence of Large Language Models (LLMs). The LLMmodels, in general, are trained on a large corpus of data to produce human-like responses in text,images, or other sources [1]. Their ability to generate human-like responses has made them aninvaluable tool in education, particularly for automating and enhancing various educational tasks[2-4]. One key area that significantly impacts LLMs’ ability to understand and process the textand generate responses is based on the prompt language used to instruct LLMs [5]. Due to theircapability, researchers have used LLMs to perform various educational tasks, from simpleconversation (e.g., [6]) to complex text analyses (e.g., [7]). For instance, in a study [8], theauthors showed that the LLM