beneficial to this work where pace training took place in a perceptualfashion, where participants acquired pace skills solely through a virtual training system withoutactual motor performance, and these would in turn need to be extended into motor learning whenusing the acquired pace skills in real world tasks.The work to date on auditory pacing strategies has largely been done in the physical world. Thispaper explores the efficacy of using auditory information to guide participants in controllingtheir pace to a predetermined desired value in a virtual training system.Background LiteratureReal world applications for using audio to guide rhythmic movements are common in medicine,dancing, and sports (Boyle et al., 2002; Kaplan, 2002; Kern, et al
software development tool called AppInventor. The other,“Introduction to the Lean LaunchPad Methodology” workshop was developed via ourengineering outreach division, Engineering New Mexico, from ideas presented at the LeanLaunchPad educator’s conference. These materials have been adapted for this new course andadditional materials on digital marketing have also been included.Teaching students innovation and entrepreneurship in a realistic fashion requires fresh ideas,actual products, and sales. In our course, students will encounter a truly immersive experiencethat is absolutely real world experiential learning. They will be creating, improving, and sellingtheir products to real customers. To refine and improve their product’s likelihood of
othercourses while providing the broader intellectual development resulting from working ina collaborative group environment1.E-Teams were pioneered at Hampshire College an innovative private liberal arts collegein western Massachusetts as part of the Lemelson Program in Invention, Innovation andCreativity. Students participated in courses in which teams of students formed todevelop solutions to open-ended real world problems by creating solutions withcommercial applications. These E-Teams were given the opportunity to apply for grantsto support the development of innovative ideas. The project was highly successful inengaging students in the process of collaborative innovation and teaching aboutcreativity and entrepreneurship. Participation in an E
, when they change parameters, they can immediately see the effects byrunning the simulation again. The students can in this way compare the effects of parametermanipulation in the simulation outcome. The students are introduced to topics in the freshmanyear that actually use material from various courses most of which they have not taken yet.Students at the senior level start to follow and understand at least in one way how variouscourses during their undergraduate curriculum fit together supporting the analysis and control ofmore advanced concepts or applications based on real-world data and models. The organizationof this paper is as follows: A summary of the AUV Workbench Simulator is presented in Section2. The Autonomous Unmanned Vehicle
project results in learning analytics tools for practice-basedSTEM learning that are appropriate for real-world learning environments.IntroductionThe PELARS1 project is intended as a testing ground and generator of 21st-Century STEMknowledge and skills. The project generates, analyses, uses and provides feedback for analyticsderived from hands-on, project-based and experiential learning scenarios. These scenarios are: 1. European High School level STEM classrooms. 2. Postsecondary Science and Engineering practical environments. 3. The more open-form studio environments of the Interaction Design Schools (which form the basis and inspiration for many of the project’s orientations).The project serves to help better understand learners' knowledge
scenarios, planning the story line, assigning avatars for players and non-playercharacters (NPC) and modeling necessary gadgets. Although most game engines are designed forentertainment purposes, the basic functions for graphics, physics simulation and story plots arecapable of supporting the design of educational video games. In addition, nowadays, many gameengines are not game-specific but rather are developed to support a wide range of games. Basedon their 3D graphics and real-world physics simulations, such game engines not only allow forthe development of game environments that give the users a feel of reality and being immersed,but they are also designed for ease of developments based upon them. A good example is the‘Source’ game engine
environment, the average undergraduate student is deprived of the opportunity toengage in research and experience real world problem solving specifically on a hands-on, systemlevel within the computer vision space. This paper outlines the learning journey of anundergraduate student studying the basics and practical applications of a novel computer visionalgorithm called visual looming, highlighting the challenges faced along the way and the waysthose challenges were overcome. In this paper we share the learning approach, skills acquired,and knowledge gained. Entering this study with no prior knowledge of visual looming and only basic computervision knowledge, the student was given the opportunity to discover unique and creativeapproaches to
OverviewAlthough our students receive an integrated theoretical and experiential learning throughout ourcurricula it is crucial for engineering/technology to transition from classroom work towards amore comprehensive experiential learning with applications of technology and design. The mainobjective of senior design courses in engineering and engineering technology curricula is tobridge the gap between academic theory and real world practice. As discussed in the ABETcriteria [5] senior capstone projects should include elements of both credible analysis andexperimental proofing. For the ET program at Drexel University, the senior design course is ayear-long educational journey (three quarters) that takes an idea generated by a student or anindustrial
return to make use of the various services the university offers. Mr. Perez enjoys working on the professional development of the students’ employees at the UGLC. He shares with his student employees his practical experience in using electrical engineering concepts and computer technologies to help in everyday real-world applications. Mr. Perez has worked with the UTeach program at UTEP since its creation to streamline the transition process for engineering students from local area high schools to college by equipping their teachers with teaching strategies and technologies each summer. Oscar enjoys teamwork, believes in education as a process for achieving life-long learning rather than as a purely academic pursuit
increasing number of universities have introduced laboratory courseswhich utilize state of the art technology tools to solve relevant real world problems. Many of the Page 13.836.2undergraduate courses in the Mechanical Engineering Department at the Dutch UniversityTechnische Universiteit Eindhoven, place great emphasis on the modeling of control systems7.Most of the Master of Science students at the Department of Automatic Control at the LundInstitute of Technology in Sweden are required to complete a basic control course and lab thatutilize mobile desktop processors. The Institute is known as a pioneer in the teaching of real-time programming and
SoT needs to continue improve anddevelop new majors that prepare graduates for careers in a wide scope industry and support a broadspectrum of technology. The Electrical Engineering Technology program needs to re-shape itself.The current focus of the program is Power and Industrial Control. Although this remains a key inthe school of technology focus, the program needs to grow to serve a wide scope of industrialneeds either local to state of Michigan or nationwide. This paper evaluates the current EETprogram, identifies a growth area of computer engineering technology and discusses the rationalefor the addition of the Computer Engineering Technology focus area.1 IntroductionIn today’s world of advanced computer technology, numerous
distribution in utility and industrial systems. Included are lighting, grounding design, motorcontrols, transformers, and area classification”. The course also contains the basic concepts andprinciples that are used in the applications of specific designs, installations and tests for real-world electrical power systems. In addition, the course contains demonstrations and computersimulation of electrical power systems. Both educational and industrial software are used in thecourse.The Electronics Workbench / Multisim software was chosen to be used in the electrical powersystem course for the basic electrical power systems circuit exercises because it is easy to learnand use. The circuits designed are single phase sources with single phase AC loads that
: • Case studies and "real-world" examples • Manufacturing relevance A typical module starts with a digitized video or animation demonstrating amanufacturing application of the content to be covered in that module. Figure 2 belowleads into a discussion of deformations resulting from application of cutting forces. Page 3.209.5 Figure 2. A Digitized Video of a Manufacturing Scene A set of learning objectives, as well as topical pre-requisites for the module, arethen presented. The interactive capability of the computer is utilized to carry out an on-line assessment of how well the candidates understand the pre
Improving Learning process at Different Educational Levels”, Procedia Social and Behavioral Sciences, 2, pp. 56415645 30. Pocatilu, P., Alecu, F. & Vetrici, M. (2009), “Using Cloud Computing for Elearning Systems”, Proceeding Proceedings of the 8th WSEAS international conference on Data networks, communications, computers, ACM, World Scientific and Engineering Academy and Society (WSEAS) Stevens Point, Wisconsin, USA. 31. CS2008 Taskforce, (2008), “Computer Science Curriculum 2008”, ACM / IEEE taskforce, www.acm.org/education/curricula/ComputerScience2008.pdf 32. Krook, D. (2011), “Create a PHP development environment on the Cloud, Learn how to use the IBM Cloud to build and test your PHP applications”, Copyright
, experiential learning, and group work. Gaining new skills, abilities and knowledge isnot a passive or stagnant event but is perceived to be an active, engaged process that relates newinformation to past experiences2. This is especially true in the STEM domain; Howes et al3 notethat an important developments for STEM instruction is not only the inclusion of problem solvingand application/modeling skills, but, even more importantly, is the now common expectation thatthese processes will be present. 21st Century students entering STEM professional preparationexpect that they will be involved in hands-on investigations and intellectual challenges that willresult in deeper understanding of concepts making them more immediately prepared to work onreal world
areinterrelated, nor does it normally provide meaningful hands-on experiences on real job sites.This research intends to target these two courses to affect an evolutionary transformation markedby active-learning in the classroom coupled with real-world, hands-on construction experience atlocal job sites.Project Components In meeting the project requirements, this research deploys three important projectcomponents: adaptation and translation of a successful research result for new instructionalstrategies, demonstration of student learning improvement based on an active, service-learning Page 22.1243.2approach, and dissemination of the project
Requirements ManagementTable 1. Summary of course topicsThe Software Enterprise is designed to expose students to practical, “real world” considerationsin software development. The Enterprise has several defining characteristics that separate it fromother capstone courses: • Continuous – Projects are ongoing; students who enter the Enterprise will (most likely) work with a software product line that already exists. They are asked to extend, port, modify, and/or maintain this software product line. • Multi-semester – The Enterprise is currently designed as a four-semester sequence. This sequence exposes students, in a specified order, to all phases and roles of the software process lifecycle. • Multi-project – Students are expected to work
creating a prototype, developing a new process, or improving an existing system. This focus ensures that students’ work has potential application in real-world settings, enhancing both their learning experience and their impact on the industry.Integration of New Technologies: An Overview of Senior ProjectsIn the Mechanical Engineering Technology Department, we leverage senior projects as a dynamic platformfor applied learning, enabling students to access and learn cutting-edge technologies crucial for modernengineering practices as well as real world applications. This approach allows students to explore a varietyof emerging fields beyond the traditional curriculum.One example is artificial intelligence (AI) and machine learning (ML
strategies to integrate data analyticsinto project-based learning in selected computer science and engineering courses are described.The findings and lessons learned from this study are also presented with the intention to shareour experience with the instructors and administrators to advance data science education atMSIs/HBCUs.Related WorkIn the past decade, educators and researchers realized the importance of data analytics intransforming higher education. It was shown by Maier-Hein et al. [4] that incorporating dataanalytics and exposing students to real-world datasets improved their critical thinking. Moreimpressively, data science education encourages students to explore STEM careers and also © American Society for
whichstudents learn about real-world applications of innovation and entrepreneurship through thecompletion of small, hands-on design challenges. Company representatives often lead theInnovation Challenges, in which they provide information about their company and jobs andthen facilitate a design challenge that is typically based on a company product or project in athree to four hour workshop setting. In the Fall semester of 2013, two consulting companiessponsored Innovation Challenges for program participants.Company 1Representatives from Company 1 split the event into an introductory portion and then the maindesign competition. The introduction allowed participants to become acquainted with each otherthrough a small-scale construction activity
. Therefore,the user must act responsibly to use AI as a tool not weapon.Building Collaborative Learning EnvironmentsGenerative AI platforms can be used in team-based projects, fostering collaboration betweenstudents from diverse disciplines such as computer science, environmental science, and civilengineering. Collaborative projects might include creating a wildfire risk assessment report thatcombines geospatial analyses, policy recommendations, and engineering solutions.Providing Real-World Case StudiesCase studies, such as those focusing on California’s wildfire history or Australia’s "BlackSummer," can contextualize AI applications in real-world scenarios. Students can use generativeAI to analyze historical data, predict future wildfire risks
evaluations were very encouraging. We also noted that practicing engineers canattend our yearly Central PA Symposium on Signal Integrity which has brought world-leadingexperts to the area from top industries and academia, such as Northrop Grumman MissionSystems, Intel, IBM, Qualcomm, Molex, Innovium, Rogers Corporation, Samtec, TEConnectivity, Amphenol, Missouri University of Science and Technology, and the University ofSouth Carolina among others, to update their SI skills.References[1] “Conformance Testing of 800G Ethernet Links for the Data Center,” Keysight Application note, May 2021.[2] “Designing 800G Backplanes Using Channel Operating Margin (COM),” Keysight Application Note, Nov. 2020.[3] “Military Embedded Systems Market Worth $2.5
: Reflections on Dynamical Systems Curriculum and PedagogyAbstractIn Spring of 2024, our institution offered a math course called “Dynamical Systems and Chaos”,which served as an elective course for engineering and applied mathematics students. Thepurpose was to introduce students to the analysis of long-term behaviors and stability innonlinear dynamical systems, which have applications in modeling real-world problems. Facultyused active learning pedagogy in the classroom and made regular adjustments to center studentdiscussion and questions. Beyond homework and exams, students completed a challenge projectcentered on mathematical modeling with differential equations.Topics for this course followed a typical introductory syllabus on nonlinear dynamics
strategiesE that promoted participants’ adoption of a deepapproach to learning.23 These experiences were described in three categories: reducing thepressure and stress of evaluation, incorporating real world applications, and accessing hands onopportunities.Isabel and Michael presented the idea that their courses were more fun and supportive oflearning when evaluation pressure and stress were reduced. Michael explained that learning inacademia could be more enjoyable when taking the "grade out of the equation." He went on tosay, "Because in the end, I "like' my classes, but the only thing I don't like is that I am beinggraded every single day, and I have to get certain scores to be okay." Both students explainedsome of the benefits associated with
-based engineeringdesign course. Across two course sections, four industry mentors participated in five in-classsessions throughout a 15-week semester, including two formal design reviews, culminating intheir role as judges at the engineering college’s design expo. Engaging 63 students, primarilyfrom mechanical, biomedical, and aerospace engineering disciplines, this initiative sought toexpose students to professional design practices to validate what they learn in the classroom asvaluable and applicable to real-world engineering projects. Data collection included instructorobservations and reflections throughout the semester, a focus group discussion with industrymentors, and two student surveys conducted during the middle and end of the
an ever greater degree, teaching institutions are moving towards a virtual world wherehands-on experience of equipment and artefacts are being replaced by e-learning paradigms;YouTube video and screen presentations of engineering and associated concepts. Thebenefits of making a comparison and evaluation of aeronautical engineering learningoutcomes using an airborne flight laboratory and a flight simulator laboratory is that it mayinform further development of teaching practices in a laboratory environment to better reflecta real world experience and improve learning outcomes.For instance, the human-machine-interfaces (HMI) of many modern aircraft and unmannedaircraft systems (UAS) are rapidly evolving. Touch screens and other input devices
skills that an entrylevel mechanical engineer must have when he or she applies for a job, combined withlong-term conceptual skills that will serve the engineer through their entire career. Sucha requirements document must be formulated by a combined team of industrialrepresentatives and faculty of the department attempting the implementation. At WSU,members of our Industrial Advisory Board are actively engaged in PLM projects in theircompanies. The real challenge in drafting such as specification is securing faculty buy-in. Many faculty are completely unfamiliar with PLM methods, which emphasize ageneric, widely applicable method of engineering practice. Educational investment andcareer incentives for faculty must be a priority, or any attempt
], there remain challenges associated with studentengagement that has led to less STEM graduates in recent years. Therefore, it has becomenecessary to address student engagement by fully immersing learners in real world context todevelop more challenging examples that relate their coursework to real life experiences [4].Another concerning fact is that between 400 to 800 Million of today’s jobs will be automated by2030 [5], which means that technology will become a vital tool that students must master. USDepartment of Commerce projects that 40% of existing jobs are in danger of shifting toautomation within 10 Years [6]. It is imminent that educators realize that the timewornpedagogies do not encourage student engagement, nor prepare for their
because of safetyissues, expenses, and lack of qualified teaching assistants. This paper presents the planning anddevelopment of a web-based application that can simulate a virtual laboratory for electricmachines. This Virtual Power Laboratory 1 (VPL) is developed on a universal web-basedplatform that can be accessed anywhere by most mobile devices and modern computers. As aproof of concept, nine virtual experiments have been developed for DC motors and generators.Machine concepts are summarized using text, 2D and 3D graphics as well as multimediaanimation. The animated graphical user interface (GUI) plays an important role as it enablesstudents to review and retain basic concepts by building a bridge from the virtual environment tothe real
taught in class and ultimately relate thelaboratory and real-world experience. The latter is crucial to a student of engineering as he mustbe able to identify and operate equipment relevant to his discipline. The use of traditionallaboratories in curricula however presents educators with unique attendant challenges. Notableamong these is the chronic underfunding of higher institutions of learning particularly indeveloping countries such as Nigeria4, 14. This is compounded by the rising cost of laboratoryequipment and increasing student enrollment, which implies an increase in the amount oflaboratory space required to handle the large student populations. Furthermore, some items ofequipment are so sensitive and expensive that they cannot be made