Test AnxietyAbstract Test anxiety is a prevalent psychological issue among higher-education students,particularly those seeking degrees in STEM (Science, Technology, Engineering, andMathematics) [1]. Test anxiety is an adverse emotional reaction when faced with a testingcircumstance or comparable evaluative atmosphere. Numerous studies on the impact of testanxiety on STEM students' academic performance have been undertaken. Understanding thecomplex link between test anxiety and academic achievement is critical for developing evidence-based solutions to help students succeed in STEM fields. Despite substantial research on collegestudents' test anxiety, there are major gaps in the literature, particularly in the context ofengineering
the deployment of a specializedGPT (Generative Pre-trained Transformer) tailored to the specific needs of multidisciplinary teams. Aframework for Gen AI literacy and deployment and an evaluation rubric to quantify and assess theefficacy of human-Gen AI collaboration are proposed. Figure 1 shows the flow of the work presented inthis paper. The following sections of this paper are organized as follows: Literature Review, TDCRModule, Gen AI Literacy Framework, Project Pal GPT, Human-AI Collaboration Evaluation Tool, andConclusion Figure 1: Flow of TDCR module and Gen AI integration in curriculum2. Literature review 2.1. Project-based learning (PBL) Project-based learning (PBL) has been shown to be effective in increasing
(SUS) surveyand collect feedback from industry experts.IntroductionWith the rise of warehouse demand, the industry adopts models to counteract e-commerce surges,reduce inventory, and enhance response time. Effective warehousing models can optimizeinventory purchases, cut transportation expenses, and speed up delivery. In today’s businesslandscape, warehouses are vital for modern supply chains and business success, but developingnew layouts demands substantial capital, including construction costs (up to $950 per squaremeter), operational expenses, and safety systems [1]. Technologies such as augmented reality canoffer solutions and support warehouse optimization [2].Augmented reality (AR) is a technology that merges the physical and digital
shift in pedagogical practices among industrial engineering educators, ultimatelyempowering the next generation of industrial engineers to drive innovation and progress in theindustry.IntroductionCuriosity is a primary motivator of learning, invention, and innovation. Curiosity is essential inengineering education for fostering critical thinking, problem-solving, and lifelong learning skillsrequired to face 21st-century issues [1], [2], [3]. Lindholm [4] posited strongly that modernity isfundamentally rooted in curiosity, which serves as a catalyst for knowledge acquisition, freshperspectives, and creative thinking in both individuals and groups. In the opinion of Pluck andJohnson [5], curiosity is an aspect of intrinsic motivation with great
discussion on additional applications of theLogical Model, such as analysis and design of experiments, will be presented in a later paper.1. Introduction and literature reviewLike any scientific study, a simulation project involves a defined sequence of steps. The processbegins with establishing a clear problem statement and study goals, leading to actionablerecommendations to support decision-making. Crucially, after model development, simulationstudies require debugging, verification, and validation. However, some students struggle todistinguish between these terms.Debugging entails meticulously examining a model for errors. This encompasses syntax issues aswell as semantic or logical errors that can lead to misleading output. Fortunately
, as more than 94% showed interest in learning through MRmodules.Keywords: mixed reality, spatial visualization, motivation, learning1. IntroductionSpatial visualization, also known as spatial-visual ability, is a compound operation that integratesvisual perception and visual-mental imagery, allowing individuals to mentally visualize andmanipulate three-dimensional (3D) objects [1]. This operation is achieved through threeintegrated processes: inspection, transformation, and maneuvering of images. Combining these © American Society for Engineering Education, 2024 2024 ASEE Annual Conferencethree processes allows for depicting the mental manipulation of objects in a 3D space
physical SIGMA lab, aims to trainstudents with cutting-edge technologies and manufacturing processes. This course projectfocuses on optimizing users’ workforce training experience, one key component of humanfactors engineering research in Industrial Engineering (IE). Including cutting-edge technologylike additive manufacturing allows IE students to explore improved and advanced opportunitiesfor efficient and productive manufacturing.Virtual Reality (VR) is a technological innovation that immerses individuals into a virtualenvironment (VE), creating a sensation of presence despite their physical absence [1, 2]. Overthe past few decades, fully immersive virtual reality (VR) has gained popularity as a method oftraining and collaboration. In recent
, extrinsic motivation, mathematical modeling.IntroductionThe exploration of creativity and the interworking of human creativity through a research lensbegan in the eighteenth- or the nineteenth century, and scientific research of creativity hasaccelerated since the middle of the twentieth century [1, 2]. To date, the exploration of creativityin an educational environment, and the limitations of teaching, learning, practicing, and assessingcreativity in such settings, have not been adequately assessed or understood, but the relationshipis beginning to be conceptualized in various ways [3].As an attempt to incorporate creativity training into engineering education and to enhance thecreative thinking skills in undergraduate engineering students, poetry
wanted to ensure that students develop skills in not only project management but alsoworking in teams. The literature shows that Project Management Education needs to include apractical, hands-on project where students can use the theory they are learning to plan, manage,and execute a project with real stakeholders. Van der Horn and Killen found in their research inproject management education that courses in project management require more than justknowing the theory but rather having “lived experiences” and challenges for effective learning[1]. In addition, input from the university’s and department’s advisory boards demand thatstudents have project management skills that they can employ straight out of school.As part of redefining the course