students learn participating in thisresearch study. Another student commented: “Working in groups definitely helped our overall research process, as well as meeting every Friday understanding what tasks we went over and completed.”These insights help the faculty members to continue to improve the research process for students.What might appear as a routine meeting might have deeper benefits to research students than thoseintended by the faculty. Also, the students realized the importance of communication in theseweekly meetings, which is a critical skill needed for STEM fields in the 21 st century. The nextquestion and student responses are listed below. 4. What are your plans after graduation? How has this research experience
theplayer different amounts of points. These additional features increase the difficulty level of thegame for the players.As a bonus activity, the student can implement a view of the top scores and make persistentstoring of the data in an external memory unit. It is planned that this laboratory continuesevolving, adding extra features such as letting the player go over multiple levels andconfigurable settings for the games, such as layouts, colors, and shapes.In this laboratory activity, we asked the students to develop a video game applying the conceptsof the course. We have found that the redefinition of this laboratory activity includinggamification elements has a positive impact on the student's motivation and provides a betteralignment between
. However, in recent years, many of the manufacturing-related machines haveevolved to be non-hands-on. Consequently, more time is spend planning the process, for instancein CAD/CAM environments. The analysis of data is becoming more important in recent years aswell. Not just since the rise of Industry 4.0 is the number of sensors steadily increasing,generating an ever bigger amount of data. Along with this trend, the learning goals of laboratorycourses shift accordingly – from manual operation of machines towards process planning,observation and data analysis. This enables to use of so-called remote laboratories as part offlipped laboratory concepts, given their shifted focus of achievable learning outcomes [2], [6].Such remote laboratories are
chemical reactions that are taught within the course. The usage of AR/VR tovisualize these difficult concepts and structures is thought to be an effective tool to implementand enhance the learning experience.This exposure and usage are depicted through a hands-on laboratory session within the coursewhich is provided for instructors in the next page. This activity entails a short lesson whichintroduces the concepts of AR/VR to the students with some built-in small discussion points toreflect upon how these technologies can be applied to the real world. Next, the students then getto experience VR through the Merge Headset and lesson plans (e.g., “Make Carbonic acid”). Forthe AR sections, students use the Merge Object Viewer app to project molecules
distributed to 30-45 groups. Each experiment is designed so itrelates to multiple course topics and can be used in corresponding assignments.This paper describes one of these experiments and associated activities and details the materialsneeded, planned group and class logistics, and a broad description of the assignments created anddiscussions planned to relate course content to the experiment. While the experiment itself,measuring viscosity with a Stokes Law viscometer, is well documented, the pedagogicalapproach described in this paper has been designed to address a critical set of student needsrelated to learning and well-being. The effectiveness of this approach will be assessed in myMarch 2023 offering of the course, and preliminary results
through an interface software between AD2 and printed circuit board.Instructors can supervise and instruct students to complete the laboratory activity remotely. OurEE program has 25 sets of AD2 for instructional laboratory usage. We plan to apply the AD2devices to electronic printing laboratory remote activities. Figure 2. Experimental Setup for Remote Activity (Circuit Testing)Research designWe obtained the Institutional Review Board’s (IRB) approval for this research project. Currently,we are in the process of completing this study. We are recruiting participants from students whocompleted or currently enrolled in the EPL course. We plan to have 10 students who completedthe EPL in the traditional in-person condition and 10
that different kinds of knowledge can bring to a project 0.456 13. I appreciate the value that individuals with different strengths bring to a team 0.543 14. I recognize that people with different backgrounds from my own might have better ideas than I 1.012 do 15. I am willing to learn from others who have different areas of expertise 0.7 16. I am willing to update my plans in response to new information 0.55 Factor 3: Interest 17. I tend to get involved in a variety of activities 0.77 18. I enjoy being involved in a variety of activities 0.76 19. I
features. While data has revealed that 33 percent students have mentionedexperiencing distractions while learning using remote labs; there is limited evidence on howthese distractions impact equity in the classroom. Figure 9: Percentage of students’ feeling distracted.It is essential to explore whether these distractions affect certain student groups more than othersand whether they contribute to inequalities in academic performance. To gain a deeperunderstanding of this issue, we plan to design a new survey that focuses explicitly ondistractions' impact on classroom equity. This survey will inform by data collected from focusgroups, which will provide valuable insights into the specifics of distractions that students
well as career and laboratoryinterests warrants future study. We aim to do this in collaboration with institutions with astudent population that better matches the diversity of the country. Additionally, in futurework, we plan to include an additional post-module demographic survey question: “Do youidentify as a member of the LGBTQIA+ community? (Identities may include lesbian, gay,bisexual, transgender, queer, intersex, asexual, or other gender or sexuality identities notexplicitly named)”. The addition of this question would facilitate investigation of the impact oftoy adaptation on engineering on LGBTQIA+ students, which is important given thatLGBTQIA+ students face greater marginalization, devaluation, and health and wellness
whilethey were operating the equipment.The pilot version of the VR module for phase 1 (machining process) was implemented in theMCEG 3103 manufacturing processes laboratory in the FA 2022 semester. Including SP 2023semester, forty-six students used the VR module for the traditional machining process training.The app was also showcased in multiple outreach activities and regional meetings.Evaluation and AssessmentThe overall evaluation plan of this project has three focuses: in what directions and to whatextent student participants' (1) content knowledge, (2) communication skills, (3) lifelong learningskills, (4) teamwork skills change (or evolve) over the course of their participation in the projectactivities. Authors are in the process of
" (analog, EU HW2; P2-3; Q Acquisition binary) or analog signal Systems and Perform a sensor calibration and explain how that reduces Signals IKD HW8, 11; P2, 3 the uncertainty in the measurement Recognize the difference between "digital" signals and WF digital communication (e.g., serial) Thoroughly plan an experiment before conducting it, considering why, who, and how, including the variables of EU
collaborative and inclusive environment, establish goals, plan tasks, and meetobjectives.Outcome 6: An ability to develop and conduct appropriate experimentation, analyze andinterpret data, and use engineering judgment to draw conclusions.Design of Experiments: Guidelines and InstructionsAn average of three to four different experiments are performed by the students in this courseduring the semester, where they get to apply principles learned in earlier courses. The studentsare introduced to the underlying theory in class which relate to the experiments they will becarrying out (for example, 1st and 2nd order systems models which can be related to the thermaland vibration experiments respectively). In addition to the theory, students have guidance
outcomes of the instructional design phase are clear learning objectives, clear ways toassess students' learning, and possible pedagogical approaches. Regarding the latter, we mustemphasize that virtual labs can be adopted with any pedagogical approach, includingdemonstrations, simulations, project- and problem-based learning, and inquiry-based learning.When you know in advance which approach you will use, a more tailored virtual lab can bedeveloped.2.2 Virtual Lab Design DocumentLike a game design document [31], a virtual lab design document is a comprehensive plan fordeveloping a virtual lab. It outlines the virtual lab's objectives, goals, and learning outcomes,as well as the instructional strategies and pedagogical approaches to be used. The
economic factors 3. an ability to communicate effectively with a range of audiences 4. an ability to recognize ethical and professional responsibilities in engineering situations and make informed judgments, which must consider the impact of engineering solutions in global, economic, environmental, and societal contexts 5. an ability to function effectively on a team whose members together provide leadership, create a collaborative and inclusive environment, establish goals, plan tasks, and meet objectives 6. an ability to develop and conduct appropriate experimentation, analyze and interpret data, and use engineering judgment to draw
representing nothelpful, even to the slightest. The questions and average scores are included in Table 2.1. The Optimized Elbow project helped me to develop and conduct appropriate experimentation, analyze and interpret data, and use engineering judgement to draw conclusions: 9.72. The Optimized Elbow project helped me to apply engineering design to produce solutions that meet specified needs with consideration of public health, safety, and welfare, as well as global, cultural, societal, environmental, and economic factors: 7.83. The Optimized Elbow project helped me to function effectively on a team whose members together provide leadership, create a collaborative and inclusive environment, establish goals, plan tasks, and meet objectives
. We produced 20 copies of this system to serve 40 students at a time (a). A team of two students troubleshot the error that we have implanted in the setup (b).The learning objectives of the exercise are as follows. • Ability to plan and execute strategies to solve troubleshooting problems. • Ability to work with a partner in a structured problem-solving activity. • Ability to use engineering domain and device knowledge in practical problem-solving scenarios. 3. Results and DiscussionThe structured troubleshooting presented in the Introduction section involves identification,hypothesis generation/verification, and solution tasks. Hypotheses present a spectrum of possibleerrors causing the malfunction. Hypotheses need to be
workingthrough difficult obstacles. Students were handed a role card with the description of theresponsibilities for each role and given 5 minutes to plan amongst themselves. Students were thenallowed to enter the escape room before the 55-minute timer began counting down (Figure 1).The puzzles were organized into multiple concurrent pathways to provide students with theoptions for exploration, collaboration, and to prevent potential bottlenecks at more challengingpuzzles. Successful completion of each of four pathways will provide students with one of fourdigits to a bottle labeled as “The Cure”. Successful escape occurs when all four numbers areentered in the right sequence before the timer runs out.Figure 1: (Left) Two students attempting to solve a
to find innovative solutions in the problem space? 3 What excited you about the concept of edible entertainment? Did the project meet your expectations and why so? 4 Did the project structure and design process help you achieve the objective of: 1. Co-creating authentic experiences 2. Addressing food equity issues/taste diversity in additive manufacturing 5 What are the skills you learnt in this project that you plan to apply in your own professional practice and/or discipline of study? 6 Additional FeedbackA qualitative analysis of the survey responses led to the following discussion:Students were able to define, differentiate and appreciate the concepts of food equity, safety
discovery in a variety offields such as urban planning, environmental monitoring, and natural resource management.Large-volume 3D data in the forms of point clouds, meshes, or other representations, can becollected through sensors such as LiDAR and depth cameras. To take advantage of the benefitsarising from the use of large-volume 3D data, traditional surveying techniques are more oftenintegrated with the emerging state-of-the-art geospatial technology and 3D data analytics,offering a powerful toolset for S/G professionals to capture and analyze highly detailed andaccurate geospatial data. Recently, there has been a significant increase in the use of large-volume 3D data for various industrial purposes (e.g., product design, quality control
’ educational progress. Qualitative data confirmed that RLs are auseful tool for learning and promoting equitable access, but the internet can trigger digitalinequality that may impede equity among certain demographics.In response to the issue of equitable access, the RELIA Lab was created, in line with the coregoals of Engineering Instructional Laboratories. A Lite version of the lab is also underdevelopment to address digital inequalities and ensure access for students using mobile deviceslike cell phones or tablets. To gain a deeper understanding of digital inequality among students,we plan to conduct additional interviews and focus groups. Exploring the situation of otherminority groups will provide valuable insights and reveal new information