concepts by creating innovative instructional resources and conducting interdisciplinary quasi-experimental research studies in and out of classroom environments. Dr. Menekse is the recipient of the 2014 William Elgin Wickenden Award by the American Society for Engineering Education. Dr. Menekse also received three Seed-for-Success Awards (in 2017, 2018, and 2019) from Purdue University’s Excellence in Research 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
improveeducational outcomes, especially among undergraduates in the early stages of their academicprogram [1], [2]. In introductory computer programming courses, where inordinately high drop-out rates have been reported [3]–[5], early feedback can play a vital role in supporting studentsuccess and retention. Computer systems capable of automatic grading and feedback generationhave gained considerable traction over the past two decades. Recent literature on automatedfeedback and assessment examines key benefits, opportunities, and challenges of the consideredpractice [6]–[8]. Our study contributes to the existing body of knowledge by examining theeffectiveness of optional no-credit programming exercises featuring automated real-timefeedback in motivating
University of Texas, Rio Grande Valley Liyu Zhang is an Associate Professor in the Department of Computer Science Department of Computer Science at the University of Texas Rio Grande Valley. He received his Ph. D. in Computer Science from the State University of New York at Buffalo in SeptembDr. Hansheng Lei ©American Society for Engineering Education, 2023Early Integrating of Industry Certification Objectives into Modern Cyber Security Degree CurriculumAbstractWe have recently created a new bachelor’s degree in cyber security (B.Sc. CS) [1] to address thenational and pressing needs for cybersecurity specialists, cyber-crime analysts, incident andintrusions analysts, IT
game-based learning elements intoan existing curriculum that teaches undergraduate linear algebra via an inquiry-orientedpedagogy. The aim of this paper is to discuss the game design strategies used in connecting gamebased learning to inquiry oriented methods.1 IntroductionAn introduction to linear algebra is widely accepted as an important, albeit being challenging,course for engineering undergraduate students. It is an important foundational course for manyengineering students as it provides the ability to apply mathematical constructs in real-wordproblem based settings that are essential for any engineering discipline [1]. Many strategies havebeen proposed to help teach linear algebra across various modes, representations and
degree.Additionally, it helps students avoid waiting for a missed course to be re-offered in a latersemester. Forbes [1] has reported that the average bachelor's degree graduate in the United Stateshas roughly $38,000 in student loans upon graduation. Reports like this reveal yet another reasonthat proper academic advising is crucial. Well-executed advising helps students avoid wastingextra time and spending unnecessary money by ensuring they take only the required courses fortheir degree and avoiding extra ones. This also enables students to join the job market faster,thereby helping to reduce their debt burden further. Perez et al [2] noted that the time it takes astudent to graduate is a critical metric used by academic institutions and can be affected
stimuli. In this project, he will lead multimodal behavioral data collection, processing, and analyses to assess children’s learning and affective behaviors.sungchul lee, Sun Moon University, South KoreaYanghee KimMobasshira Zaman, Northern Illinois UniversitySobhit Pokhrel ©American Society for Engineering Education, 2023Supporting Young Children’s Computational Thinking Skills Using a Mixed-Reality Environment Jaejin Hwang1*, Sungchul Lee2, Yanghee Kim3, Mobasshira Zaman1, and Sobhit Pokhrel1 1 Department of Industrial and Systems Engineering, College of Engineering and Engineering Technology, Northern Illinois University, DeKalb, IL 2 Division of Computer Science
Abstract. Computing is everywhere, and the first programming language course, generally called CS1 (Computer Science 1 course), is usually taught by departments of Computer Science to undergraduate students majoring in various subjects. However, the high failure rate in these introductory programming courses is an issue that challenges several universities. In this context, this work-in-progress presents an intervention proposal focused on the class for students majoring in Mathematics. In conjunction with the Department of Mathematics, a CS1 course has been created with adaptations to the course content for the context of Mathematics. The initial validation, performed on mathematics undergraduate students, showed good
expert in mobile and sensor systems with focus on designing end-to-end cyber-physical systems with applications to physical rehabilitation, physiological mon ©American Society for Engineering Education, 2023 Work-In-Progress: Feasibility of anonymous grading for reducing performance discrepancies across student demographics Neha Raikar1 and Nilanjan Banerjee2 1 Department of Chemical, Biochemical, and Environmental Engineering 2 Department of Computer Science and Electrical Engineering University of Maryland, Baltimore CountyIntroduction/MotivationExams and quizzes are critical tools for
website can serve as a simplemethod to facilitate an accessible and inclusive learning environment for students.KeywordsTeaching/Learning Strategies, Accessibility, Inclusivity, Distributed Learning Environments,Online learning, Course design1. Introduction1.1 BackgroundThe use of Virtual Learning Environments (VLEs) have enabled us to organize learningresources and disseminate information to students with positive impacts in their motivation tolearn [1], [2]. Importantly, analytics from VLEs such as clickstream data can be used topredict at-risk students [3], [4] as well as academic performance of students [5], [6]. VLEsare primarily used as a repository for teaching materials but recently, integration withapplications such as Turnitin, VLEs
has co-authored three popular textbooks, most recently Digital Design and Computer Architecture: RISC-V Edition in 2021.Daniel Chaver Martinez, University Complutense of Madrid, Spain ˜Luis PinuelOlof KindgrenRobert C.W. Owen ©American Society for Engineering Education, 2023RVfpga: Computer Architecture Course and MOOC using a RISC-V SoC Targeted to an FPGA and Simulation Sarah L. Harris1, Daniel Chaver2, Luis Piñuel2, Olof Kindgren3, Robert Owen4 1 University of Nevada, Las Vegas, University Complutense of Madrid, 3Qamcom Research & 2 Technology, 4Imagination
and comprehensive NLP techniques are widely available, we argue that more limitedmethods like text extraction can still provide advantages to those looking to implement theseNLP in their instruction.BackgroundNatural language processing refers to a range of computational techniques for the analysis ofnaturally developed human languages [1]. Early NLP methods utilized rule-based grammar anddictionary based frequency counts, effectively counting the number of times certain words orphrases appear in a given text. More modern methods utilize large pre-trained models [2] ortransformer-based architectures [3] to address variations in semantic meaning. While advances inmachine learning (ML) and neural networks (NN) have recently garnered significant
and successful entry into college or career. This requires that students developa full understanding of the career opportunities available, obtain the education necessary to be successfulin their chosen pathway, and a plan to attain their goals throughout their education (known in the state asthe Personalized Education Plan, or PEP). Thus, these standards are based on 16 Career Clusters, or groupsof occupations and industries based on commonalities identified by empirical evidence. Input was alsoobtained from local workforce and post-secondary leaders, the Board of Education, and teachers. [1]Virtually every career in all clusters, regardless of education level, requires CS. Prior to 2021, some of the state’s districts had made a CS
is feasible for smaller class sizes. This method becomes impractical asthe class size increases. It creates an additional workload for the instructors and brings certaindisruptions to the orderly implementation of normal teaching and administration. It maycompromise the course content [1]. Furthermore, during the covid pandemic, educationalinstitutions utilized web meeting technologies in place for in-person meetings, i.e., onlineteaching. During online teaching, when instructors want to interact with students, they can callout their names without knowing them priorly. We are proposing to use face recognitionalgorithms to bring the convenience of web meeting technologies to in-person educationenvironments. This will help instructors to know
domain-specific programs: material science and engineering andarchitectural engineering. This project is broken down into the following objectives: 1) facilitate datascience education and workforce development for engineering and related topics, 2) provide opportunitiesfor students to participate in practical experiences where they can learn new skills through opportunities innew settings to transform data science education, and 3) expand the data science talent pool by enabling theparticipation of undergraduate students with diverse backgrounds, experiences, skills, and technicalmaturity. The paper will focus on the topics, deployment strategies within courses and curricula,establishing data sets, representative examples of work-in-progress
, including children in early childhood education, must be consistentlyexposed to data science concepts to meet future industry requirements [1, 2]. Students wholearn data science at a young age are better equipped to implement the concepts at later stageswhere they will have more chances to practice and develop their skills [3]. However, currentdata science research for early childhood is very limited, and although previous data scienceframeworks for K–12 education have claimed that the content is suitable for kindergarteners,application has proven that, in reality, the content is more appropriate for students in grade 4and beyond [4]. Therefore, this paper proposes a data science framework suitable for the developmentalstages of young
challenges for students andinstructors alike. One major challenge is the allocation of time for lab assignments, as theprovision of starting code and an automated testing tool (auto-grader) often leads to studentsover-devoting their time to complete the assignments. This can result in students prioritisingcoding labs over other courses as research has indicated that students often experiencedifficulties in balancing the demands of multiple courses and may prioritise assignments basedon deadlines and perceived difficulty, leading to reduced engagement in other subjects [1].Studies have also shown that the use of automated grading systems in programming courses canlimit the effectiveness of formative feedback and lead to a narrow focus on syntax
struggle in graspingGeometry by its fundamental principles. Although numeracy should not be undermined for itsmathematical importance, Geometry and spatial sense are best acquainted for effectiveinterpretation and understanding. Virtual reality (VR), which has been defined to be “the sum ofthe hardware and software systems that seek to perfect an all-inclusive, sensory illusion of beingpresent in another environment” [1], deals mainly with spatial sense. This technology continuesto show massive potential in improving the quality of education at various levels and disciplines.It is wise to capitalize on VR's potential in optimizing our human engagement and integrate itinto Geometry education. This will remove the disunion between students and the
the program and encourage faculty across the country to adopt our modelof embedding computing experiences in lower division courses.IntroductionAdvancements in digital technology have radically changed our daily lives and routines, from theway we educate students and navigate traffic to how we treat patients and collaborate withcoworkers. This infusion of technology brings with it an increased need for interdisciplinaryprofessionals with both domain knowledge and computing skills. Including more women andindividuals from historically marginalized communities will further diversify and grow thedigital workforce to meet this increased need. As interdisciplinary computing jobs command anaverage 14% salary premium [1], an increasingly diverse
of educationaltools for teaching computational thinking. The entire solution will be used in summer camptraining to teach programming skills to a young audience in Colombia. New projects havederived from the results, like the development of instructional guides for practices that use thesolution, and the development of enhanced versions that can reduce the costs of production andintroduce wireless communication.I. IntroductionIn “The Future of Jobs Report 2020” [1], the world economic forum (WEF) built a list of tenskills that will be most required in jobs by 2025, one of them being “technology design andprogramming”. Having technological skills is becoming crucial to find better job opportunities indifferent domains, but that poses a
. Overall, this research and case study contribute to the attention needed toaddress equity, inclusion, and representation challenges of black women in CS by highlightingissues faced when trying to develop and establish themselves in the field.1. IntroductionThe field of computer science (CS) has grown rapidly in recent years. Despite this progress,disparities in the industry persist, particularly for individuals from underrepresented groups. Forinstance, black women, who pursue CS as a career choice, experience significantunderrepresentation in the field. This underrepresentation is also reflected in the percentages ofblack women who are awarded Bachelor’s, Master’s, or their Doctorate in CS and related fields[12]. By examining challenges faced by
students'average time solving two exam exercises, analyzing the experimental and two control groups,and finding a significant statistical difference between their means. The experimental group andthe first control group were taught by the same teacher, while another taught the second controlgroup. The statistical test results suggest that using the strategy that included the mobile apphelped students consolidate their knowledge of the topic, regardless of the teacher.Key Words: Trigonometry Learning, Application of Right Triangles, Mobile Apps for Learning,Educational Innovation, Higher Education.IntroductionSeveral studies state that mobile applications positively impact student performance, motivation,and learning attitudes [1], [2], [3]. In the spring
Spanish term for “remix”- encompasses the combination,manipulation and mixing of music or other cultural products in the creation of something new[1]. This idea also alludes directly to the concept of hybridization, which lies at the core ofLatinidad and the essence of Latin culture, both musically [2] and culturally [3]. Remixing isconsidered not only a contemporary art form that cuts across multiple creative areas of the digitalrealm [1], but also an educational tool that provides a culturally authentic and creative form ofengagement for students [4]. The benefits of remixing as an educational approach were central tothe philosophy behind the creation of EarSketch, a music mixing software platform andeducational curriculum [5]. EarSketch
-device literacy.IntroductionThe development of computational thinking (CT) skills is essential to prepare students fortheir future professions [1], but mastering these skills requires extensive practice and,unfortunately, current CT applications are inadequate [2]. Therefore, efficient development ofCT skills must start early with unplugged and age-appropriate technology [3]. However, theconcerns of many early childhood educators regarding children’s technology usage [4] oftenimpedes CT integration [5]. Additionally, educators may lack the necessary knowledge to usetechnology efficiently in the classroom due to the absence of mandatory courses in somecollege programs [4]. Educators often rely on previous screen usage studies and
, Computer Science, Computer Engineering, ParadigmsMotivation: Music and Fluency in Computing Levels of AbstractionThe notions of computer science as an art form itself and as a platform for creative minds toexercise new artistic direction have been intertwined since Ada Lovelace envisioned a futurewhere computer served as more than calculator machines.1 Her insight into the potential forcomputing machines stemmed in part from her dedicated study of the piano, singing, and as aharpist.2 Since music and the “fundamental relations of pitched sounds” may be quantified as ascience of the harmony of expression, she envisioned a computing machine that could composeelaborate pieces of music to any computable degree of complexity.While the extent
-firstapproach, they thought a hybrid software-first approach provides greater learning. Most studentsexpressed little frustration in learning the material using either approach. Of those who did expressfrustration, most suggested that using the other approach would have led to increased frustrationin learning the material.KeywordsProgramming, First-year Engineering, Programable Microcontrollers, ArduinoIntroductionAt Northeastern University College of Engineering, all first-year students follow a commoncurriculum, as part of a “Cornerstone to Capstone” educational program adopted in 2014 [1]. Thefirst-year Cornerstone course uses projects to emphasize the ways in which engineering candevelop practical problem-solving applications. In Cornerstone, there
This work describes and analyzes a set of state-of-the-art artificial intelligence (AI)hardware kits created for education and research that can be used in undergraduate AI labs. AIcloud-based computing devices and solutions like the Arduino-based Tiny Machine Learning kitsor the mobile app by Edge Impulse, Raspberry Pi-based AIY Voice kits by Google, Quad-core ArmCortex-A53 and Cortex-M4F-based Google Coral Dev Boards, as well as the more powerful JetsonAGX Xavier (512-core NVIDIA Ampere architecture GPU), and Jetson AGX Orin (2048-coreNVIDIA Ampere architecture GPU) Developer kits, are compared using published characteristicsand direct experiments. The comparison criteria used are (1) ease of setup and first use, (2) learningcurve and
analysis of homework scores did notshow any significant difference in students' performance in modules with short videos comparedto those with long videos. In response to the survey, a considerable percentage of students indicatedtheir preference for short videos, as it helped them maintain focus. However, a higher percentageof students acknowledged that despite the varied video durations, the lengths were suitable for thepresented topics. This suggests that relatively longer videos could be acceptable if the nature ofthe topic requires it. However, these videos should be interactive to help maintain students'attention.1. IntroductionActive learning showed effectiveness in enhancing student problem-solving skills, conceptualgains, exam scores, and
vital but otherwise tedious Fall-safety skills training for students.Keywords: VR (Virtual Reality), Simulation Environment, Humulo Software, Fall safety,Enhanced learning1. Introduction: Without a doubt, Fall protection safety rules and equipment are on the minds of employersand workers [1] who work at heights during bridge constructions, high rise buildings,construction sites, manufacturing plants, refineries, house roof installation etc. Statistical datafrom the BLS (Bureau of Labor Statistics) reveals that Fall remain as one of the most significantcauses of worker deaths [2]. Out of 5,250 deaths identified in 2018, 15% involved Falls [3]. Outof these, fourteen percent involved Fall to a lower level. Among the ten occupations with
job seekers. The system, called VirtualInterview (VI)-Ready, offers an immersive role-play of interview scenarios with 3D virtual agentsserving as hiring managers. We applied Bandura’s concept of self-efficacy as we investigated: 1)overall impressions of the system; 2) the impact on students’ job interview preparedness; and 3)how internal perceptions of interview performance may differ from external evaluations by hiringmanagers. In our study, we employed a convergent parallel mixed methods approach.Undergraduate and graduate students (n = 20) underwent virtual job interviews using theplatform, each interacting with one of two different agents (10 were randomly assigned to each).Their interactions were video recorded. Participants then
beyond robotics including Human-Machine Teaming and Cybersecurity.IntroductionDeveloping a diverse Artificial Intelligence workforce is a critical national need 1. This isrecognized by government funding agencies 2, and there is a focus on increasing participation ofunder-represented groups3 and addressing the gender gap4. A particular interdisciplinary spaceinvolving multiple engineering disciplines, mathematics, and computer science is Swarm AI-machine learning techniques to control groups of robots (called swarms) to accomplish a task.This involves skills such as mechatronics, mechanical engineering, sensors and signalprocessing, wireless communications, computer networking, machine learning, control theory,path planning and optimization, and