teachers do, rather than what students think. Instead, they reframe formative assessment asresponsive teaching, an instructional approach in which teachers elicit student thinking around aparticular topic, notice and interpret the disciplinary substance contained within students’thinking, and then respond in real-time in order to support students’ disciplinary behaviors.Responsive teaching has been studied for some time in K-12 mathematics and science education,and it has recently become a focus in K-12 engineering education. However, to our knowledgeno research has investigated responsive teaching in undergraduate engineering education. Weintend to begin a conversation about this important area of study through three specific aims ofthis paper: 1
-long roboticsworkshop. Table 1 lists the lesson plans for both Year 1 and Year 2. As can be seen, manymodifications were made in Year 2. Table 1: Lesson Plan Semester # Year 1: 2014-2015 Year 2: 2015-2016 Hardware Assembly and Graphic Overview of Robotics; Graphic 1 Programming Programming Introduction to ROBOTC (1): Introduction to ROBOTC (1): Motor 2 Motor Behavior Behavior Introduction to ROBOTC (2): Introduction to ROBOTC (2): Motor
paper, we describe an intervention to address the low retention rates in the course. Ourfocus is to engage students with a project that connects the students’ interests with the conceptsof the course. The goal of the intervention is to increase student retention. To that end, we seekto answer the following research questions: (1) How can we engage students in the first course in programming? (2) What process or processes can be followed to engage students in the first course in programming?The intervention is a context based approach to a semester long project in the course. Themotivation of the intervention is to connect the students with the concepts throughout thesemester and to engage students to attend the class. We call the
-ical alternative is a Computer Science degree program with no ABET accreditation at all. On theopposite end of the spectrum is the ABET status quo, with a fully accredited degree program. Ateach alternative level of the spectrum, the paper discusses the pros and cons relevant to that level.Where appropriate, the paper makes concrete experience-based suggestions for how specificaspects of the accreditation process could be improved.1. IntroductionABET (the Accreditation Board for Engineering and Technology) is a large and very well knownagency for the accreditation of post-secondary degrees. At present, ABET accredits approxi-mately 3,700 programs at over 750 colleges and universities in 30 countries [3]. Computer sci-ence and software
, 2012). Considering the innovation-driven and knowledge-based nature of the U.S. economy,employment opportunities in STEM are projected to increase at a much faster rate than those innon-STEM occupations (CIC, 2014). Also, employees in STEM occupations have and shouldcontinue to experience higher average salaries and lower unemployment rates than theircontemporaries in non-STEM fields (CIC, 2014; Daymont & Andrisani, 1984; Wise, 1975). Inspite of the aforementioned perquisites of working in STEM fields, however, the United Statescontinues to severely lack individuals with the qualifications needed to assume these jobs (CIC,2014; U.S. CJEC, 2012). The insufficiency of the U.S. STEM workforce partially derives fromtwo major factors: 1
range of experiences and immersion required foreach program component and detail unique and innovative practices. Ultimately, the goal of thiswork is to track similarities and differences between Grand Challenge Scholars Programs anddrive towards a more thorough understanding of student-learning outcomes and experiences.IntroductionHistory of the NAE Grand ChallengesIn 2008 the National Academy of Engineers (NAE) identified fourteen Grand Challenges as themost pressing issues requiring engineering innovation that face 21st century society. Thesechallenges range from providing access to clean water to securing cyberspace to reverse-engineering the brain [1]. Grand Challenges are complex issues that require engineers andscientists from across
. Y-circles are engaging in a process of discovery and inquiry to bridge theengineering education research-to-practice gap. Research studies have been planned and will beconducted to answer questions to understand (1) how educators involved in X-teams use designthinking to create new pedagogical solutions; (2) how professional formation pedagogy in themiddle years affects student professional ECE identity development as design thinkers; (3) howECE students overcome barriers, make choices, and persist along their educational and careerpaths in the middle years; and (4) the effects of department structures, policies, and procedureson faculty attitudes, motivation and actions.This paper describes the project, efforts that led up to the project
, biotechnology, micro/nano fab- rication and computer modeling. c American Society for Engineering Education, 2017 Robotic Outreach to Attract Primary and Secondary Students to EngineeringAbstractGraduate students and faculty at Auburn University’s Department of ECE developed an automatedNerfTM launcher for STEM outreach. This robot was created by the authors as a final designproject for a robotics course. The robot detects a reflective target using infrared light and tosses aNerfTM ball at the target. The robot was initially demonstrated to a Title 1 middle school roboticsgroup working on a competition robot at the university. This opportunity allowed for a preliminaryoutreach event
actuators ofthe robot are servo motors (Dynamixel) and these motors are directly controlled through a low-level control algorithm. To simplify the control, the system is modeled such that the plate has two-axis linearized motion. This system along with the approaches proposed in this work has potentialto be used as a demonstration testbed for students to learn ROS with control theories in robotics.1. IntroductionRobotics has been growing past the traditional engineering techniques emerging as a newer fieldof modern technology that requires various knowledge from mechanical and electrical engineeringand computer science. When commercial robots are used, the approaches to these robots areprovided by their manufacturers in the form of GUI (Graphical
(i.e., inphase samples and quadraturesamples), the ADALM-PLUTO SDR platform by Analog Devices was used in this course due toits capabilities and compact form factor.IntroductionIn 2010, several of the authors of this paper presented an educational paradigm for teachingdigital communications via a hands-on approach using software defined radio (SDR)technology 1. At the time, SDR technology was only beginning to mature, the number of optionswere limited, access to the various features of the SDR platform was limited, and the cost of thehardware was relatively high (˜$2000USD). Based on this proposed paradigm, the authorspublished an undergraduate textbook that presented a curriculum for teaching hands-on digitalcommunications education using SDR
”. The course we have devised to meet this need has the followingfour learning objectives: (1) Given an experimental setup, know how to select an appropriatesensor based on characteristics and error (2) Given measurement results, be able to interpretmeasurements taken and experimental results with regard to sources of uncertainty, (3) Given ageneral product, system, or process, be able to formulate a testable hypothesis, and (4) Know howto utilize statistical experimental design to rigorously test a hypothesis. Each of these learningobjectives build upon one another, thus a scaffold approach is implemented to guide studentlearning [1-3].Within this work we aim to provide the reader with documentation of our scaffold approach andmetrics to
networking for all three nodes as well as DHCP agents.The Network Node deployed several processes between all nodes. All nodes worked together tomaintain the smooth operation of the secure cloud.ProblemDue to the shortage of funding in K-12 school systems, most schools have a lack of IT resourcesto securely store and share information needed for students, parents, and teachers that requireaccess to networks.PurposeThe goal of this project was to create a secure cloud solution for K-12 school systems so that theschool systems could store data in a central repository and make use of collaborative resources ina secure manner, and allow K-12 schools within the state to utilize the cloud storage solution.MethodThe method used in this project was to 1
learning experiences through hands-on activities that reinforceclassroom STEM learning.New curricula in STEM education, such as AWIM, provide opportunities to examine anexperiential learning curriculum's impact on early elementary through middle school studentsspecifically in areas of student (1) application of engineering design as an engineering approachin STEM education and (2) knowledge of and attitudes towards STEM- related fields, careers,and educational opportunities.This paper examines a process by which assessment tools were selected and designed to measureearly engineering curriculum impact on application of engineering design, attitudes, andmotivations toward STEM. II. Literature ReviewIn an era of increased complexity where industry
their general education requirements. One of these options isto complete a Pathways Minor: an interdisciplinary minor that covers several general educationlearning outcomes that is centered around a common theme. The goal of pathways minors is tohelp students 1) develop their general education skills through classes that are related to andbuild on each other in an intentional way and 2) reflect meaningfully on how these classesconnect to their majors and future careers. This paper will explore the educational environment demonstrated in a three coursesequence that makes up the core of a Pathways Minor in Innovation. The Learning PartnershipsModel, based on self-authorship theory, will be our primary guide for understanding thisenvironment
must understandwhat they have learned so far and why they need to study the next topic at hand. Tosome extent, this skill is discipline specific, expressed quite differently in, say, historythan in calculus. Students who are able to self-assess are more likely to continue theirlearning and increase their competence after graduation [1]. 12. How Is Self-Assessment Used?Most uses of self-assessment are purely formative [1], i.e., undertaken to help studentsimprove their work, rather than to assign a final grade. Students may learn self-assessment in first-year courses devoted to teaching them how to study and learn. Theycan use self-assessment to monitor their own learning, either to keep them on
class, they havehad rigorous lab experience and skills. This is a core course in both electrical and computerengineering programs taken in the second semester of junior year. The lab course reinforces learningand facilitates interconnecting various topics in this course. The lecture and lab courses are so tightlyintegrated inextricably that only a single letter grade is issued at the end.Table 1 lists the course organization of individual topics into major sections for easier contentdelivery. First three sections introduce the basic architecture and instruction execution inside a real,but simple data computing processor. As the 1st column indicates, the programming language isHCS12 assembly using Code Warrior software. At the beginning it is
and assessment, professional practice training, andinstruction in multiple discipline specific design tools and techniques to their students.This paper describes use of student-specific professional development plans, in combination witha menu of online content modules, in order to embrace the unique needs of each discipline whileenabling multidisciplinary collaboration in a single course.BackgroundColorado School of Mines has a long history of multidisciplinary undergraduate programs spreadbetween the freshman and senior year. All freshman students at CSM are required to complete aone-semester, multidisciplinary cornerstone design course which was one of the first suchcourses in the country.1 In addition, the Civil, Environmental
studentsto identify the change they wanted to make, come up with a plan to implement that change, andfrequently assess how their changes worked. The essays were submitted electronically as smallpercentage homework assignments graded solely on completion. The instructor providedfeedback through the classroom management system, typically ranging from 1 sentence to 2paragraphs, depending on the number of skills assessed in a given essay. Besides the intendedgoal of professional skill development, the assignments also gave the students practice withwritten communication and forged connections between the students and the faculty instructorfor the course.The essay prompt for self-reflection assignment 1 was Write a brief essay Identify one (or
number of issues for typical consumers. The firstissue is the amount of time a consumer spends grocery shopping. This includes both the actualtime spent in the store as well as potential return trips to purchase forgotten items. The averagetime spent in a grocery store for a typical consumer is 41 minutes1. Additionally, the averageshopper will go to the grocery store between 1 and 1.5 times per week yielding on averagebetween 35 and 53 hours shopping per year. While standard grocery lists assist with shoppingefficiency and organization, items can still be forgotten or items that may have been previouslypurchased can be purchased again. Such duplicate purchases can cause unused goods to expireand be thrown out contributing to unnecessary food
state of games used in computer science education, we surveyedSIGCSE conference paper submissions over the past 20 years. Paper submissions needed to meetthe following criteria for inclusion in our survey: 1) the title of the paper included either “game”or “games” and 2) the paper was not about a panel discussion taking place at the conference. Intotal, we found 68 papers to include in our survey. From the papers surveyed, we created ataxonomy to categorize the common ways that games were being used for education. Werecognized three major categories 1) Game development, 2) Adding gamification to theclassroom, and 3) Game playing. Figure 1 summarizes these findings.Figure 1: Games-in-education taxonomy. Numbers indicate the SIGCSE papers in each
100(1): A-27.Lima, M. 2013. Building Playgrounds, Engaging Communities: Creating Safe and Happy Places for Children. Baton Rouge, LA: LSU Press.216 p.Lima, M., and W. Oakes. 2013. Service-Learning: Engineering in Your Community. 2nd ed. Oxford University Press. 336p.Passino, Kevin M. 2016. Humanitarian Engineering: Advancing Technology for Sustainable Development. 3rd edition, Bede Publishing, Columbus, Ohio, 785 pages Ward, Andy D., Kerry Hughes Zwierschke, Carol Moody, and Ann D. Christy. 2007. Developing Sustainable Solutions for Impoverished Communities in South Africa: A Student Centered and Service Learning Capstone Design Experience." American Society of Agricultural and Biological Engineers Annual Meeting. ASABE Paper
multi-cultural and multi-disciplinary settingthat provides the basis for robust and sustainable solutions. In this proceeding, we present ourobservations, challenges, and learnings garnered over eight years of hosting the summer schooland detail the current program design, which has evolved to reflect lessons learned.1. The ProgramThe US-Denmark research and education program, funded for the first three years by the DanishAgency for Science, Technology and Innovation and the following five years by US-NSF PIRE,is a cooperative and collaborative partnership between two US universities: Universities ofCalifornia, Santa Cruz and Davis (UCSC, UC Davis), and two Danish universities: AalborgUniversity (AAU) and the Technical University of Denmark
detail in their paper, “interned or worked start-up” does show apositive association with student self-ratings of “overall entrepreneurial ability” and “ability tostart a business now” in their study of three different undergraduate programs (Ibid, Fig 8 andFig 9).Because internships exemplify experiential learning, there is much relevance in David Kolb’swork, which provides extensive background on experiential learning and its foundations. (Kolb,2015) Kolb concludes discussions of the work of scholars, including John Dewey, Kurt Lewinand Jean Piaget, with a set of propositions shared by major traditions of experiential learning: 1. Learning is Best Conceived as a Process, Not in Terms of Outcomes 2. Learning Is a Continuous Process
] outlinesthree critical elements to consider: 1) availability and advances in digital tools, includingrapid prototyping tools and low-cost microcontroller platforms, that characterize manymaking projects, 2) community infrastructure, including online resources and in-personspaces and events, and 3) the maker mindset, values, beliefs, and dispositions that arecommonplace within the community. In particular, within the Maker realm, things areconstantly evolving, such as availability of new microcontrollers such as Arduino,BeagleBone, and Raspberry Pi. What makes the integration of these tools into the practices ofMakers easy is the ―online community where people can read manuals and tutorials, watchvideos, converse through forums, and share code [17, pg
experiences important for an entry-level bioprocess engineer(Tables 1, 2 and 3). Table 1. Survey design and operations knowledge Process flow diagrams bioreactor design features Conventional filtration Scale-up/design approaches (jackets, aeration, agitation) Crystallization Equipment sizing and Medium sterilization Heat exchangers specification Air sterilization Cell lysis Process control Biomass
deliveryspecifically in the cardiovascular area, the leading cause of death in the US. Over the years, thishas spawned explorations in two areas relevant to this paper: (1) behavioral research to improvehealth care; and (2) utilization of technology to improve delivery of health care and to empowerthe patient. We refer here to certain key behavioral research papers that address the role ofnursing and social science professionals in behavioral modification of patients (Bodenheimerand Handley 2002 and 2009, Glasgow et al. 2004, and Piat et al. 2010, AHA 2013). Currentthoughts and tools for behavioral scoring systems are also referenced (Horsman et al. 2003,Rollnick et al. 2008, and PROMIS 2015a and 2015b). Progress on the technology front is seenin the open
communicationsnetwork to implement the diagnostic system and coordinate the operations of the various controlsystems arose. The result was the initial OBD (on-board diagnostic) system and the venerableCAN (controller area network) bus. About the same time as these innovations, vehicle safetybecame an international concern and eventually safety legislation in the United States mandatedthe use of front airbags in all passenger cars and light trucks built after September 1, 19981. Thissafety innovation was achieved through the use of a sophisticated electronic crash sensor and theairbag electronic control unit. This particular use of electronics signaled the start of the era of“passive” or “passive reactive” passenger safety protection. That is, providing some
enhancing student confidence.BackgroundMcIlwee and Robinson 1 discussed how women engineering students excel in theoretical learning,but fall behind in hands-on learning. This difference in male and female learning styles begins ata young age. During adolescence boys are often raised to be tinkerers and encouraged to develophands-on skills, a fundamental trait of an engineer, whereas girls are socialized differently. Girlsare often not given the same access to hands-on activities, and thus they do not think ofthemselves as tinkerers and do not take part in many hands-on opportunities 1 . This socialupbringing is further enforced by a perception that they do not belong in engineering, which isreinforced by the lack of female role models and mentors
usual ordering of the courses in the student's plan of study. In most cases, it isevident as to which category a course falls into: hardware, software, hardware/software, orsomething else (systems, mathematics…). In those cases, where it was not clear which categorythe course fell into, we attempted to find the course syllabus or, in a few cases, we sent email tothe department chair seeking further information.As to the number of programs examined, we initially believed that a random sample of fiftyprograms would be adequate. After tallying the data for the first twenty programs a patternemerged and this pattern changed little after forty programs so we stopped there.The common software courses that we sought included the following: 1
ballooning in near space,that attracts and engages students in undergraduate research early on, and improves their overalllearning experience at college. We first briefly describe an existing ballooning system designed forthe 2017 solar eclipse project, and then provide details of the subsystems of our own payload thatintegrates three different modes of communication technologies to enhance tracking capability ofthe balloon system. Combined with the Iridium-based balloon tracking, our multiband trackingsystem can be a useful tool for tracking of high-altitude ballooning systems and provide a platformof undergraduate research for further enhancements or modifications, ultimately contributing toimproving the student learning experience.1. Overview of