communities. Page 23.685.1 c American Society for Engineering Education, 2013 Impact of Internet Use on the Academic Advancement of Engineering StudentsAbstract: This study investigates the impact of internet use on engineering students and how ithas contributed to their academic advancement. The participants are engineering students (n =1376) enrolled in three universities in Lebanon who completed a survey that collected variousdata related to demographics, how long they have been using the internet, how many hours/weekthey spend on the internet, and the purpose of
- prepared for instructing computer science. - Outreach camps can have a positive influence on students learning about computer science. Instruction TechniquesT hese outreach events were focused on maintaining engagement while progressing through a series of computer science and cybersecurity lessons. Researchers favored student-centered, hands-on activities. Togauge the success of the events, learning artifacts were collected from the participants that showed both the The volunteers met the objectives for the camps. The activities engaged the participants seen both in the 17.5
ClassroomResponse System on Student Engagement and Performance”, Journal of EducationalComputing Research, vol. 44, no. 1, pp.25-33, 2011[5] I. Beatty and W. Gerace, “Technology-Enhanced Formative Assessment: A Research-Based Pedagogy for Teaching Science with Classroom Response Technology”, Journalof Science Education & Technology, vol. 18, no. 2, pp.146-162, 2009[6] Shorter, Nichole, and Cynthia Young. “Comparing Assessment Methods as Predictorsof Student Learning in an Undergraduate Mathematics Course.” International Journal ofMathematical Education in Science and Technology, vol. 42, no. 8, Taylor & Francis Ltd.,Dec. 2011, pp. 1061–67[7] Shan, Siqing, et al. “Impact of Effective Communication, Achievement Sharing andPositive Classroom
from course material, such as communication channels totheir peers and social networks that are often difficult to resist. One need only sit in the back of alarge class that is not deliberately engaging laptops to see their potential to distract students totasks unrelated to the course. The challenge addressed here is to what degree the deliberateengagement of laptops in class can provide pedagogical benefits that outweigh the potentialdistractions inherent to the introduction of free communication devices in the classroom. Evidence exists that “deliberate” use of laptops in lecture classes, i.e. where laptops aredeliberately engaged in the conduct of the course, can increase constructive discourse betweenstudents and between students and
give focus such disbursement policy to make thesystem engaging for its learners.In addition, all the studies described so far adapt a single user to improve his/her learning skills.While this is a great benefit, we should also consider adaptability of the whole user base, not justa single user. Not any tools described above or found in the literature focus on generalization ofdifficulties while solving Parsons puzzles. This is because the single user adaptation in traditionalITS can’t reveal anything about the general difficulties students struggle during their interactionwith the system.3 System: EvoParsons Parsons Puzzles
technology and teaching started in 1993 as a student lab technician and has continued to expand and grow over the years, both technically as well as pedagogically. Currently he works in one of the most technically outstanding buildings in the region where he provides support to students, faculty, and staff in implementing technology inside and outside the classroom, researching new engineering education strategies as well as the technologies to support the 21st century classroom (online and face to face). He also has assisted both the campus as well as the local community in developing technology programs that highlight student skills development in ways that engage and attract individuals towards STEAM and STEM fields by
students would relate to and clearly understand. An evaluation mode usesstudent interaction to assess the accuracy of student responses and provides an interestingenvironment for open ended student interaction on course concepts. The development andassessment of the knowledge base is primarily the work of students but is somewhat hidden fromthe users. The “chatbot” is currently being tested by four engineering professors and onebusiness professor with seven undergraduate courses. The paper outlines the response of studentsto this learner centered environment and its impact on student motivation, engagement, andultimately academic success. The success of this learning environment is also explained in termsof its relationship to the four dimensions
objectives are designed to provide soft-ware engineering students with the skills required to provide quality applicationsin multi-disciplinary, embedded product environments. While theoretical materialis presented in a lecture format, practical experience is provided to teams of stu-dents through a set of lab based projects implemented on a variety of embeddedplatforms and micro-controller architectures. This paper focuses on the challengesfaced developing and supporting a set of educational projects that engage and main-tain students’ interest yet are cost effective, flexible and representative of practicalcommercial products.IntroductionThe Computer Science Department at CSU Northridge identified a subject arealacking sufficient attention in our
division, the idea to develop, oversee and assess engaging students to expand their knowledge and creativity by innovating new technologies application for Engineering Education is currently under way to engage the university and the community. Concluding, Mr. Lugo’s ambition is to encourage students to focus in science, technology and engineer abilities in order to expand their professional potential. c American Society for Engineering Education, 2017 YEAR THREE: LONGITUDINAL ANALYSIS OF 3D TECHNOLOGY IMPACT ON STEM BASED COURSES; SPECIFICALLY INTRODUCTION TO ENGINEERING COURSES.Introduction Throughout history there have been many
Impact of Peer-Generated Screencast Tutorials on Computer-Aided Design EducationAbstract This paper presents the design strategies of an engineering education research project fundedby the National Science Foundation (NSF) and discusses the preliminary findings. Studyparticipants were the students who enrolled in the "Mechanical Engineering Drawing" courseand learned about computer-aided design (CAD). We grouped students into two sections ascontrol section versus experimental section. Control group students received a traditional andteacher-centered instruction. The screencast tutorials were provided to them by their instructors.In the experimental section, students designed their own screencast tutorials. They shared
Professional Communication, Technical Communication Quarterly, Technical Communication: Journal of the Society for Technical Communication, and the International Journal of Engineering Education. She is also the recipient of a Tablet PC Technology, Curriculum, and Higher Education 2005 award from Microsoft Research to assess the impact of tablet PCs and collaboration-facilitating software on student learning. Page 12.278.1© American Society for Engineering Education, 2007 Assessing the Impact of Pen-based Computing on Students’ Peer Review Strategies Using the Peer Review Comment
bonus levels and bonus missions, etc to increase student engagement 17 .Studies examine the impact of gamification on students’ learning activities in differentperspectives such as performance, engagement, behavior, motivation, participation, and retention,etc 6 13 4 12 . However, gamification in education does not always work and sometimes even hasnegative effects. Their effect vary in different educational learning contexts 4 . 23 .3 DesignOur main objective is to augment current feedback in Web-CAT with RPG elements to encouragegrowth-mindset belief and encourage positive behavior patterns such as time management.Inspired by gamification education work 6 13 4 12 , we have several candidate RPG components toselect from, such as
Paper ID #7137Work-in-Progress: The Impact of MatLab Marina - A Virtual Learning En-vironment on Student Learning in a Computing for Engineers CourseDr. Priya T Goeser, Armstrong Atlantic State University Dr. Priya T. Goeser is an associate professor of Engineering Studies at Armstrong Atlantic State Univer- sity in Savannah. She received her Ph.D. in Mechanical Engineering from the University of Delaware. Her current research interests are structural health monitoring, functionally graded materials and innovative teaching methods in engineering education.Dr. Wayne Johnson, Armstrong Atlantic State UniversityDr. Shonda L
projects, and teaching imageprocessing and two-dimensional filters in a social media theme are examples of numerousapproaches that would engage students and lead into their deep learning.AcknowledgmentThe author would like to acknowledge the Doctoral Teaching Program in College of Engineering atThe University of Akron for providing teaching fellowships for S. Cyrus Rezvanifar.References[1] Pea, R. D., & Kurland, D. M. (1984). On the cognitive effects of learning computerprogramming. New ideas in psychology, 2(2), 137-168.[2] Feurzeig, W., et al. (1981). Microcomputers in education. National Institute of Education.Venezuela Departmentof Health, Education and Welfare.[3] Robins, Anthony, et al. (2003). Learning and teaching programming: A review
in classroom settings. As an anecdotal example, a professor at University of Notre Damedescribes teaching virtually during COVID-19 lockdown as follows: “I am continually repressing my lifelong, trained habit of uttering simultaneous encouragement through ‘continuers,’ those back-channel cues that encourage the speaker to go on.” [11]Group feedback including laughter, fatigue, visual engagement, head tilting, and auditory cues are nolonger accessible to teachers during COVID-19. This may have a serious negative impact on the ability ofteachers to adapt their teaching to the responses of the class. For instance, in physical classrooms, when ateacher notices students becoming drowsy, they may opt to ask questions of the class or add some
meetings with representatives from Blackboard were scheduled, and though their helpshowed promise, it never led to a functional solution. Instead, an independent ELMS system wasdeveloped by the primary author that particularly focused on the requirements needed forengineering homework problems.The new system would assign unique problem parameters for each student, and grant access tothose given values through all steps of a multistep problem. Many of the homework problemsdeveloped for the Thermodynamics II course have over twenty answered steps that give studentsfeedback throughout a complex one- to two-hour problem. The individualized problem parametersensure that each student is engaged in the homework if they are to receive credit. The impact
computer science and engineering, this Fall semester course is required for any studentinterested in studying in one of the six undergraduate major programs. The impacts of this intervention areanalyzed according to Social Cognitive Career Theory (Lent, Brown, & Hackett, 1994, 2000) which posits thatbeliefs about the self and knowledge about careers are socially influenced, amenable to intervention, andpowerful drivers of the development of career interests, goals, and actions. A pre/post survey design includingthe items of the Computing Attitudes Survey (Dorne & Tew, 2015), major and career interests, as well as open-ended items. A qualitative analysis of student claims of field-based identities in both computer science andengineering and
done on the lasting impacts of the concepts taught during Exam 2 (i.e. doesthe perceived value of an iPad on specific course objectives substantially impact content retentionof those concepts later in the student’s academic career?) As we progress into the fourth year ofthis ongoing research, some of the questions to be addressed include: does engaging a student withtechnology on a difficult learning objective give them better mastery of that content area later inthe academic career; how does changing the perceived value of a course with technology, impactthe long-term perception of students value of essential learning objectives and their performanceand mastery of them throughout their career; does exciting students early on with
the study could be the implementation of the iPad in high-er-level engineering classes. More work needs to be done on the lasting impacts of the conceptstaught during Exam 2; i.e. does the perceived value of an iPad on specific course objectives sub-stantially impact content retention of those concepts later in the student’s academic career? As weprogress in the third year of this ongoing research some questions like the following can be stud-ied, does engaging a student with technology on a difficult learning objective give them bettermastery of that content area later in the academic career? Also, how does changing the perceivedvalue of a course with technology, impact the long-term perception of students value of essentiallearning
sustainability are enforced but nottrusted. The problem seems to resonate on the motives not the practice, hence, it is veryimportant to quantify sustainability and show measurable merits that encourage professionals toadhere to sustainability. Textbook pedagogy succeeds in explaining the procedure but failed toprovoke the student’s interest, therefore, a new methodology is needed to teach sustainability tofreshmen engineering students by means of interactive and collaborative approaches. The coregoal of this work is to engage the students’ skills and enhance their social, environmental andeconomic confidence to generate solutions that are both sustainable and humane. One of theobjectives is to expose the students to engineering tools such as CAD
outstanding buildings in the region where he provides support to students, faculty, and staff in implementing technology inside and outside the classroom, researching new engineering education strategies as well as the technologies to support the 21st century classroom (online and face to face). He also has assisted both the campus as well as the local community in developing technology programs that highlight student skills development in ways that engage and attract individuals towards STEAM and STEM fields by showcasing how those skills impact the current project in real-world ways that people can understand and be involved in. As part of a university that is focused on supporting the 21st century student demographic he
Use on Facilitating Student InteractionsAbstractThe objective of this study is to examine how Tablet PCs affect the interaction between studentswhen working in pairs on in-class assignments, and to study the effects of shared Tablet PC useon learning. Prior studies have demonstrated that engaging students in the learning processthrough active discussion and/or problem-solving with their peers improves learning. Tablet PCsallow students to engage in learning activities while using unique digital Inking and sharingcapabilities.In this pilot study, significant differences were observed between students working on paper andTablet PCs (“Paper” and “Tablet,” respectively) in terms of the frequency of observations
personal engagement in assignments (3.69) o Provided personal satisfaction in completing assignments (3.68) • On a scale of 1 to 5, students reported that the labs in the course impacted their motivation and confidence for their capstone design project or career most in the following ways: o Increased self-directed learning skills (3.76) o Provided motivation for performing well in project tasks and responsibilities (3.67) o Influenced confidence that the design project or career is within their abilities (3.5)Open answer responses over all 3 semesters revealed a range of student thoughts andperspectives. The majority of the individual responses affirmed the course
the real world by an overlay display ofthese objects. Moreover, collaboration via AR can be realised by using smartphones andtablets. This comprises the advantage of using devices which the students do not need to learnthe operation of since they are in everyday use. However, there is still a lack of research onthe impact the use of AR has especially on team communication, learning processes, and thegeneral outcomes of collaborative teamwork.Against this background, a prototype of a collaborative AR app was developed as well as astudy design was set up for investigating the effects of AR on the teamwork in collaborativelearning processes. The study comprises a pre-post-test design in combination with anexperimental setting. While the pre- and
technology. The significance of these results contributes to the growing research on the use ofvisualization media and active and group-based learning. However, these pilot study resultsrequire further data before the research team can conclude that the activity that they design had asignificant impact on the students’ motivation and engagement. While the results illustrated amedium to large effect size, from Cohen’s d, the collected data’s sample size is still not largeenough. Furthermore, this first pilot study is an initial step that provides a solid foundation forthe research team to continue evaluating the impact of this activity. Lastly, as the team preparesto collect data to evaluate if students are meeting learning objectives
experience that students find acceptable.1,4 However, these analyses alsoreveal variations in results at a micro-level, resulting in questions regarding the quality ofparticular on-line offerings. Thus, it is appropriate for accreditation bodies and academicdepartments to investigate the efficacy of particular on-line versus traditional offerings. Thispaper presents a case study that demonstrates a method for gathering data which can be used inthis context. It can contribute to the development of on-line instruction and the understanding ofits effectiveness for conveying different subject matter, such as quantitative versus qualitativecontent.Members of the college Assessment and Continuous Improvement Committee at the Universityof Houston engaged
will be focusing more deeply on student impacts around the ubiquity ofcomputing and its applications.AcknowledgementsFunding for this work was provided by Amazon Future Engineer.References1. Wing, J.M., Computational thinking. Communications of the ACM, 2006. 49(3): p. 33- 35.2. Rooney, K. and Y. Khorram, Tech companies say they value diversity, but reports show little change in last six years, in CNBC. 2020.3. US Bureau of Labor Statistics, Computer and Information Technology Occupations : Occupational Outlook Handbook. 2020.4. Astrachan, O. and A. Briggs, The CS principles project. ACM Inroads, 2012. 3(2): p. 38- 42.5. Mahmoud, Q.H., Revitalizing computing science education. Computer, 2005. 38(5): p
technologists agree thatsocial media have good potential applications to support learning 1-3. Increasingly, abstractarguments about potential applications of social media are followed up with scholarship thatdocuments specific uses of Web 2.0 tools in education and the impact they have on students.This paper presents the results of an exploratory study that investigated the application of asocial medium – specifically, microblogging – in the large lecture classroom in order to assesswhether microblogging can make participation in the large lecture classroom more comfortablefor students with high communication apprehension. We present original data collected in thecontext of a freshman Technology large-lecture course in which microblogging service
engage and attract individuals towards STEAM and STEM fields by showcasing how those skills impact the current project in real-world ways that people can understand and be involved in. As part of a university that is focused on supporting c American Society for Engineering Education, 2017 Paper ID #18676the 21st century student demographic he continues to innovate and research on how we can design newmethods of learning to educate both our students and communities on how STEM and STEAM make upa large part of that vision and our future. c American Society for Engineering Education, 2017 WORK
was conducted to further assessthe impact of the tablet PC and the InkSurvey software in the probability and statistics course. Inthe spring of 2009, one of the participating instructors had taught the probability and statisticscourse using the same notes but without the tablet PCs and InkSurvey. Given this, studentperformances on the final in Spring 2009 (before the use of the tablets and InkSurvey) werecompared to student performances in Spring 2011. The 2009 data provided a natural controlgroup. The final from Spring 2011 was based on the Spring 2009 final. The finals were identicalexcept for three problems were removed from the Spring 2011 final due to length concerns. Anadjustment in scores was made to the Spring 2009 finals by removing