activities confers any benefits, and how to transfer those benefits to attract and retain students typically underrepresented in the science, technology, engineering and mathematics (STEM) fields. She is also currently developing virtual and augmented reality learning tools to help students learn concepts in the physical sciences.Cassandra Sue Ellen Woodcock, University of Michigan Cassandra (Cassie) Woodcock is a PhD Candidate at the University of Michigan. She is pursuing a PhD in Biomedical Engineering (BME) with an Emphasis in Engineering Education. Her research interests involve interdisciplinary engineering co-curricular experiences and the professional, personal, and aca- demic outcomes of students engaged in these
specifically and campus more broadly,and led to the creation of a network on individuals with a shared ethos of innovation. Thisprocess of a scalable program from co-curricular events focused on technology is on that can bemodeled at other institutions.References[1] K. Gama, B. Alencar Gonçalves, & P. Alessio, “Hackathons in the formal learning process.”in Proceedings of the 23rd Annual ACM Conference on Innovation and Technology in ComputerScience Education 2018(pp. 248-253).[2] E.A. Kolog, E. Sutinen, & E. Nygren, “Hackathon for Learning Digital Theology inComputer Science.” International Journal of Modern Education & Computer Science, 8(6),2016.[3] A. Herala, & O. Drögehorn, “Hackathons in software engineering education: lessons
opinion in a group setting, whileothers may feel rejected or neglected by the group and its activities [17].New forms of collaborative learning have been introduced in institutions as more teachers haveimplemented the style of teaching. The class setup can focus on group projects, simulations,discussion groups, geared toward stimulating the conversation. One such style, Computer-Supported Collaborative Learning (CSCL) allows students with limited face-to-faceopportunities to work together, nationally and internationally [17]. CSCL models, made possibleby technological innovations, can revolve around online forums, social networking sites, andother forms of video to facilitate communication [9]. However, careful attention should be paidto ensure
Paper ID #30914Understanding How Co-op Students View their LearningMs. Katherine M Ehlert, Clemson University Katherine M. Ehlert is a doctoral student in the Engineering and Science Education department in the College of Engineering, Computing, and Applied Sciences at Clemson University. She earned her BS in Mechanical Engineering from Case Western Reserve University and her MS in Mechanical Engineer- ing focusing on Biomechanics from Cornell University. Prior to her enrollment at Clemson, Katherine worked as a Biomedical Engineering consultant in Philadelphia, PA. Her research interests include iden- tity development
Paper ID #22860Assessing the Active Learning in Engineering Education Based on BOPPPSModelProf. Fu zhongli, National University of Defense Technology Zhongli-FU, is Associate Professor of Center for National Security and Strategic Studies(CNSSS)at Na- tional University of Defense Technology (NUDT),China. His research focuses on engineering education, including adult education and distance learning practice. He has conducted research on engineering ed- ucation as a visiting scholar in Hong Kong University of Science and Technology in 2013. He is the member of the International Association for Continuing Engineering
participation in engineering co-curricular activities confers any benefits, and how to transfer those benefits to attract and retain students typically underrepresented in the science, technology, engineering and mathematics (STEM) fields. She is also currently developing virtual and augmented reality learning tools to help students learn concepts in the physical sciences.Cassandra Sue Ellen Woodcock, University of Michigan Cassandra (Cassie) Woodcock is a PhD Candidate at the University of Michigan. She is pursuing a PhD in Biomedical Engineering (BME) with an Emphasis in Engineering Education. Her research interests involve experiential engineering out-of-class experiences and the professional, personal, and academic
Paper ID #21789Using Experiential Learning in Course Curriculum: The Case of a Core En-gineering Graphics CourseDr. Martha M. Snyder, Nova Southeastern University Martha (Marti) Snyder, Ph.D., PMP, SPHR teaches undergraduate and graduate courses in learning design and technology, design thinking, project management, and computing privacy and ethics. She also chairs doctoral student dissertations. Marti researches effective designs for teaching and learning in face-to- face, blended, online, mobile, and virtual learning environments; and issues relating to technology use among older adults. Her work crosses multiple
Paper ID #22462Integrating Design Thinking into an Experiential Learning Course for Fresh-man Engineering StudentsDr. Mark J. Povinelli, Syracuse University Dr. Mark Povinelli is the Kenneth A. and Mary Ann Shaw Professor of Practice in Entrepreneurial Lead- ership in the College of Engineering and Computer Science and the Whitman School of Management at Syracuse University where he is developing and teaching curriculum in innovation and entrepreneurship. Dr. Povinelli current research interests and curriculum development are in experiential team learning approaches to engineering education focused on design thinking
modernization and software engineering edu- cation. She has cumulated over 15 years of industrial experience with various software and IT companies. ´Prof. Christian Desrosiers, Ecole de Technologie Sup´erieure Christian Desrosiers obtained a Ph.D. in Computer Engineering from Polytechnique Montr´eal in 2008, and was a postdoctoral researcher at the University of Minnesota on the topic of machine learning. In ´ 2009, he joined ETS Montr´eal as professor in the Dept. of Software and IT Engineering. His main research interests focus on machine learning, image processing, computer vision and medical imaging. Dr. Desrosiers is codirector of the Laboratoire d’imagerie, de vision et
. These robots will be utilized for undergraduate engineering coursesand experiential learning and research projects at both undergraduate and graduate levels. Thelaboratory also includes Microbot Teachmover, iRobot Create2, Go-Pi-Go platform withultrasonic sensor equipped with a Raspberry Pi single board computer, PhantomX Pincher RoboticArm embedded with a Arduino like micro-processor board, and NXT LEGO Mindstorm RoboticInvention System (RIS), primarily for K-12 outreach activities and introduction to robotics andembedded systems to undergraduate STEM majors at UMES.For the summer exchange program in 2017 it was decided to work with iRobot Create 2, DexterIndustries Go-Pi-Go, and Microbot Teachmover platforms with the intent of involving
at Rowan and UMass, she developed a passion for undergraduate education. This passion led her to pursue a career as a lecturer, where she could focus on training undergraduate chemical engineering students. She has been teaching at UK since 2015 and has taught Fluid Mechanics, Thermodynamics, Computational Tools and the Unit Operations Laboratory. She is especially interested in teaching scientific communication and integration of process safety into the chemical engineering curriculum.Dr. Renee Kaufmann, University of Kentucky, College of Communication and Information, School of Informa-tion Science c American Society for Engineering Education, 2020Learning to talk the talk – Preparing
between faculty members. Faculty hold individual meetings (at least weekly) with the students involved in the project. Students work in small teams structured to provide a stimulating learning experience for the student and be of relevance to contemporary electrical and computer engineering. Faculty members and graduate students mentor students in each of these projects. Individual research topics tend to overlap with at least one other project. This overlap encourages interaction between the students working on related projects. This student interaction provides additional peer-to-peer mentoring between students and encourages them to work in teams to solve technical problems. We have discovered from past experiences that a great
Paper ID #25208Work in Process: Collaborative Design ProjectsDr. Mohammad Habibi P.E., University of Wisconsin, Platteville Mohammad Habibi is an Assistant Professor in the Department of Electrical and Computer Engineering at the University of Wisconsin-Platteville. Prior to coming to the UW-Platteville, he was an assistant professor of Integrated Engineering at Minnesota State University-Mankato. He earned his Ph.D. degree in Electrical Engineering from the University of Wisconsin-Milwaukee in 2010. His primary research interests are in the field of signal processing, dielectric spectroscopy, and sensors. Specifically
, both at the K-12 and university levels.The level of engagement and interest observed in students participating in robotics projects isalso of note. Merkouris et al. [5] found that students were more engaged by programming robotsthan they were for programming applications for a desktop computer. Remote education andtraining are also possible through the simulation and programming of robots. An example of thisis the Robotic Programming Network (RPN), which is an initiative that involves writing ROScode in an Internet browser and running it on a remote robot [6].2.2 Problem based learningAccording to Savery [7], problem based learning (PBL) is an instructional (and curricular)learner-centered approach that empowers learners to conduct research
Academies Press, 2018.[2] A. Bargagliotti, D. Herreiner, and J. A. Phillips, “Breaking boundaries: Presing issues in equity, computing, and problem-solving in STEM undergraduate education,” J. Res. STEM Educ., vol. 4, no. 1, pp. 2–12, Jul. 2018.[3] AAC & U, College learning for the new global century. Washington, DC: The Association of American Colleges and Universities, 2007.[4] S. Ricker, “The skill set more than 3/4 of employers want,” 10-Apr-2014. [Online]. Available: https://www.careerbuilder.com/advice/the-skill-set-more-than-of-employers- want. [Accessed: 25-Apr-2019].[5] M. Akdere, L. Hickman, and M. Kirchner, “Developing leadership competencies for STEM fields: The case of Purdue Polytechnic Leadership Academy
Paper ID #23767Increasing Student Self-Efficacy through Undergraduate Research Experi-ences: A Qualitative StudyAddison J. Litton, Utah State University Addison J Litton is an undergraduate student at Utah State University, studying Mechanical Engineering and Computer Science. He is doing research in engineering education, under the direction of Dr. Wade Goodridge and his graduate assistant Mr. Benjamin Call.Dr. Wade H. Goodridge, Utah State University Wade Goodridge is an Assistant Professor in the Department of Engineering Education at Utah State University. He holds dual B.S. degrees in Industrial Technology Education
Paper ID #25518Preparing Engineering Students for their Profession - A Novel CurricularApproachProf. Joel Howell, University of South Florida Joel Howell is a Professor of Practice in the University of South Florida’s Electrical Engineering De- partment. His focus is to help every student within the department develop skills and competencies through experiential learning activities, including community service, involvement in student organiza- tions, internships/co-ops, undergraduate research, and study abroad programs. Prior to joining USF, Joel served as an Advanced Programs Engineer and Business Development Manager for
for the VT Career and Professional Development office and has a B.S. degree in Industrial Engineering from Mississippi State University and Master of Industrial and Systems Engineering from Auburn University. She is a Gates Millennium Scholar.Dr. Reuben F. Burch V, Mississippi State University Reuben F. Burch V received his Ph.D. in Industrial and Systems Engineering from Mississippi State University in 2014. He has also received a Master of Engineering Management in Industrial and Man- ufacturing Systems Engineering from Kansas State University and a Bachelors of Science in Computer Engineering from Mississippi State University. Dr. Burch’s work history largely consists of research and development in the virtual
LearningSince undergraduate research is inherently a type of PBL, focus will now turn to a discussion ofthis topic. PBL is, itself, a form of experiential learning, where students learn by immersion and‘doing’. PBL presents a challenge or problem for students to solve or a question for them toanswer. In research projects, this challenge or question is the thesis statement of the researchproject.PBL is widely used due to its demonstrable effectiveness. It has been shown to work acrossmultiple educational levels [19]–[24] and in numerous disciplines. Example disciplines includecomputer science [25] and the aerospace [26], computer [27], electrical [28], and mechanical [29]engineering disciplines. It has also been shown to be effective outside of STEM
Paper ID #25407Examining the Relationship of Active Team-based Learning and Technologyand Engineering Students’ Research Self-efficacy in a Cybersecurity Trainee-ship ClassDr. Rylan C. Chong, Chaminade University Dr. Rylan Chong is a data scientist in the Division of Natural Sciences and Mathematics at Chaminade University of Honolulu. He earned his bachelor’s degree in Computer Science from Chaminade University of Honolulu. Dr. Chong has a master’s degree from Purdue University in Information Security. He specialized in biometric systems and human factors during his master’s degree. Dr. Chong completed his Doctor of
Paper ID #27554Fostering Belonging through an Undergraduate Summer Internship: A Com-munity of Practice Model for Engineering Research EducationMs. Nicole Bowers, Arizona State UniversityDr. Michelle Jordan , Arizona State University Michelle Jordan is as associate professor in the Mary Lou Fulton Teachers College at Arizona State Uni- versity. She also serves as the Education Director for the QESST Engineering Research Center. Michelle’s program of research focuses on social interactions in collaborative learning contexts. She is particularly interested in how students navigate communication challenges as they negotiate
, no. 9, pp. 1525–1533, 2010.[14] N. Correll, R. Wing, and D. Coleman, “A One-Year Introductory Robotics Curriculum for Computer Science Upperclassmen,” Educ. IEEE Trans., vol. 56, no. 1, pp. 54–60, 2013.[15] M. Reynolds and R. Vince, “Critical management education and action-based learning: synergies and contradictions.,” Acad. Manag. Learn. Educ., vol. 3, no. 4, pp. 442–456, 2004.[16] C. F. Siegel, “Introducing marketing students to business intelligence using project-based learning on the world wide web,” J. Mark. Educ., vol. 22, no. 2, pp. 90–98, 2000.[17] R. C. Walters and T. Sirotiak, “Assessing the effect of project based learning on leadership abilities and communication skills,” in 47th ASC Annual
exposure to the research world. Students learn valuable skills[1], [2] from this work and also gain confidence [3], [4] in their ability to solve problems.Educational projects, such as undergraduate research experiences, are an educational methodcalled project-based learning (PBL). PBL has seen extensive use due to its effectiveness acrossnumerous ages and levels of education [5]–[10]. It has also been demonstrated to be effective innumerous disciplines, including computer science [11] and computer [12] and electrical [13]engineering. PBL has also demonstrated it efficacy outside of the STEM disciplines [14], [15].In addition to its utility in teaching technical content, PBL has also been shown to be effective inproducing student growth in a
instruction to students as they progress through the senior capstone project and develop relationships with project stakeholders in industry. She also supports engineering communications program development, research, and implementation. In addition to her Ph. D. research interests in service learning, program de- sign, and qualitative research, she is also collaborating on research in the areas of communications-related success factors of recent engineering graduates in industry and effective tools for instructors of integrated engineering and communications courses. Donald Heer: Donald Heer received his B.S. and M.S. degrees in Computer Engineering from Oregon State University in 2001 and 2003, respectively. In 2003, Mr
reasons.AcknowledgementsThis paper draws upon and updates [40], [41] which discussed the first two years of thisprogram. This work was performed with support from the U.S. National Science Foundation(award # 1757659).References[1] P.-D. Shen, T.-H. Lee, and C.-W. Tsai, “Applying Web-Enabled Problem-Based Learning and Self-Regulated Learning to Enhance Computing Skills of Taiwan’s Vocational Students: A Quasi-Experimental Study of a Short-Term Module,” Electron. J. e-Learning, vol. 5, no. 2, pp. 147–156, 2007.[2] C.-W. Tsai, T.-H. Lee, and P.-D. Shen, “Developing long-term computing skills among low-achieving students via web-enabled problem-based learning and self-regulated learning,” Innov. Educ. Teach. Int., vol. 50, no. 2, pp. 121
, but understandably low as we directly answered the student questions in the weeklydesign review meetings. The junior class involved small teams of students working on algorithm development foran autonomous robot which was more advanced than the one sophomore students had workedwith. Following the pivot to remote learning, students continued to work on algorithmdevelopment via computer simulations. Lecture recordings were provided to students living intime zones different from where MIT campus resides. Students submitted weekly teamassignments and presentations, and met weekly to collaborate. Additionally, students were given‘office hours’ for consulting with the teaching assistants. Whereas the coding assignments werevirtually
these two different approaches, identify theirstrengths and weaknesses, as well as their synergies. Each virtual method presents differentadvantages and disadvantages. For instance, game-based approaches allow for widespreaddissemination and less effort in term of hardware/software from students-end, but limitinteraction with the virtual environment and instruments through keyboard and mouse. In otherhand, immersive virtual applications allow for more natural interactions and navigation;however, the cost associated with computer and virtual reality hardware, prohibits dissemination.Lessons learned will help instructors in understanding in greater depth how these methods can beused to address experiential educational challenges related to
, O. Hollands, J. Kingston, and K. Crawford,“Problem-based Learning for Foundation Computer Science Courses,” Computer Science Educationvol 10-2, pp. 109–128. 2000.[20] D.R. Woods, Problem-based Learning: How to Gain the Most from PBL, Woods Publishing,Waterdown. 1994.[21] C. Triplett, and S, Haag, “Freshman Engineering Retention,” Proceedings of 2004 ASEE AnnualConference, February 24, 2005, http/www.foundationcoalition.org/events/news/conferencepapers/2004asee/triplet.pdf[22] M.J. Prince, and R.M. Felder, “Inductive Teaching and Learning Methods: Definitions,Comparisons, and Research Bases,” Journal of Engineering Education, vol 95-2, pp. 123-138. 2006.[23] K. R. Bartkus, B. Nemelka, M. Nemelka, P. Gardner
learned from a design-based research study,” Comput. Educ., vol. 79, pp. 101–115, Oct. 2014, doi: 10.1016/j.compedu.2014.07.006.[6] A. Friesel, “International students’ Projects as a part of engineering education,” in ASEE Annual Conference and Exposition, Conference Proceedings, Jun. 2018, vol. 2018-June, doi: 10.18260/1-2-- 30709.[7] World Economic Forum, “Schools of the future: Defining new models of education for the fourth industrial revolution,” World Econ. Forum, no. January, pp. 1–33, 2020, [Online]. Available: www.weforum.org.[8] G. Marinoni, H. Van Land, and T. Jensen, THE IMPACT OF COVID-19 ON HIGHER EDUCATION AROUND THE WORLD IAU Global Survey Report. 2020.[9] J. Crawford, “COVID-19: 20
. Experiential education and project-based learningREU sites implement project-based learning, which is a form of experiential education wherestudents work on a project to learn technical, problem-solving and other skills. In the case of aREU, the project is a research project. Project-based learning has been demonstrated to beeffective across a wide variety of ages of students [6]–[11]. It has also been shown to beeffective both in science, technology, engineering and math (STEM) fields [12]–[14] and outsideof them [15], [16]. In particular, the efficacy of project-based learning has been demonstrated incomputer science [12] and in computer [14] and electrical [17] engineering.In addition to the technical and problem-solving skills, a number of other