, students are required to complete a reflection after each S-L experience.Students are asked to reflect on observations, discrepancies between their expectations andexperiences, and potential applications to their coursework. These reflections are completedindividually and in a written format, which allows students to process their own experiences andto access their responses at any point in the semester.This metacognition distinguishes service and S-L. In actively recalling and analyzing theirservice experience, the students can examine and alter their thought processes and revise theirteaching and design strategies accordingly. In this way, students’ service experiences informsubsequent practice and real-world application.Structure, Routine, and
involvement of university liaisons in theCoP. After obtaining IRB approval, we conducted virtual focus groups with five liaisons fromdistinct universities who work with eight e4usa schools. Liaisons discussed their relationshipswith their partner high schools, resources through e4usa, and education and outreach at theiruniversities. Two coders analyzed the focus group transcripts using an inductive approach toallow for emergent codes and themes. We found five main themes: Challenges, Excitements,Further Involvement, Suggestions, and University Benefits. Our findings provide direction on thebest way to support current and future liaisons. These results may also be applicable to otherprograms that aim to cultivate lasting relationships between K-12
is an abstract subject and its successful teaching relies heavily on the use oflaboratory experiments. We formulated the hypothesis that current engineering technologystudents, hands-on oriented, who belong to the millennial generation (Sweeny3), willsignificantly benefit from the combination of VE and RE allowing them to see the connectionbetween abstract principles, equations and the real world applications in a collaborative manner.Preliminary results in comparing student skills in pre-lab preparation, laboratory report gradesand student survey indicate that incorporating a virtual experiment in conjunction with a realphysical experiment appeared to be advantageous to student preparedness and the student’sunderstanding of the course
30-60, depending on project magnitude.Capstone Validation SurveyIn order to quantify the similarities between the capstone class and the life as a consultant, asurvey was created and distributed to recent graduates. The survey asked over two dozenquestions to recent graduates from the Transportation sub-discipline of the CEE program thatwere directed toward addressing the impacts of the capstone program. The students (i.e., nowpractitioners) from the last three graduating classes were surveyed.Since most practitioners from the program have at least 1.5 years of experience, and as much asfour years, they were considered to have a good perspective on real-world applicability. Thestudents that graduated three years ago have over 4 years of
Paper ID #11184From ’system modeling’ to ’controller hardware testing’ in three hours: arobotic arm controller design lab using MATLAB Real Time Windows Tar-get to reinforce classical control theoryDr. Charles Birdsong, California Polytechnic State University Charles Birdsong has expertise in automotive safety, vibrations, controls, signal processing, instrumen- tation, real-time control, active noise control, and dynamic system modeling. He received his B.S.M.E. at Cal Poly San Luis Obispo, and his M.S. and Ph.D. at Michigan State University, where he worked on active noise control applications for the automotive industry
students may respond with words,sketches, equations, graphs, derivations, etc. The instructor receives real-time feedback throughthese responses.We feel these open-ended questions can closely approximate the type of problems engineeringstudents will face on the job. Although we describe InkSurvey’s usage at an engineeringuniversity, this paradigm is broadly applicable and we make the tool available for free to alleducators.AcknowledgementsThe authors gratefully acknowledge receipt of 2004 and 2005 HP Technology for Teachinggrants, which furnished the Tablet PCs used in the development of InkSurvey. An additionalaward from HP provided the server, so that InkSurvey can be used for free by instructorsanywhere in the world. We also appreciate the
MPP is indicative of real-world wind turbine behavior, where turbines are oftendeactivated to prevent damage. This VR module not only facilitates an understanding of windturbine performance but also allows students to grasp the broader implications for sustainableenergy systems.The VR wind turbine laboratory stands as a dynamic educational platform that bridges theoreticalknowledge with practical application. It underscores the role of innovative technology in fosteringa deeper understanding of green manufacturing processes, highlighting the importance ofefficiency and sustainability in energy systems. This immersive learning experience thus equipsstudents with valuable insights into the complex factors influencing wind turbine efficiency
about a physical system, which should include all information regardingthe system asset that could be obtained from its thorough inspection of the physical system. ADT model comprises three main parts: a) the real world, b) the virtual world and c) theconnections of information associating the virtual with the real world, with the digital twinserving as a digital controller of the real-world manufacturing system [5]. Besides DT, anotherkey technology for improving the performance in manufacturing systems is ArtificialIntelligence (AI). As AI technology becomes more mature and affordable, new applications canbe introduced in production systems to support manufacturers on complex decision-making andin their business processes. Fig. 1 shows the
50% 40% 30% 20% 10% 0% Practical current Future real-world Research based Service-learning Projects that results Multidisciplinary real-world projects local projects in a physical under construction
for simulating the immersive feeling that makes VR aneffective active learning tool. In general, the virtual content can be categorized as an entirelyimaginary universe or a reproduction of the real world [29, 30]. Virtual content made as part of animaginary universe can be found in many VR applications such as the gaming industry,engineering education [31, 32, 33], safety training [34, 35], engineering inspection [36], and theupcoming Industry 4.0 or “digital twin” trends [37, 38]. However, imaginary virtual contentusually requires extensive efforts in modeling, rendering, and testing; and if the virtual content isnot well established, the negative consequences cannot be underestimated. For example, severalstudies [39, 40, 41] reported that
, immersive experiences with entirely computer-simulated sensory reception can be achieved. We utilized the Oculus Quest 2 headset to study the applications of VR. • AR is an overlay of digital content onto a physical reality. It cannot directly interact with the environment, and it is rendered by a medium that displays both the real world and digital content simultaneously, enabling the user to experience both simultaneously. • MR is a hybrid form of XR, created by combining virtual and augmented Reality. It employs an overlay of virtual content that can interact with the actual environment and therefore facilitates the interaction between realities as a result of the blending of the
sources of energy. Using electricity produced by solarenergy ensures lower carbon footprint, low maintenance costs along with reduced electricity billsfor each household1-3. With emerging technologies used in harnessing the power from theseresources, the cost of their setup, maintenance and operation has subsequently gone down. And bythis, they are becoming more logical and efficient adaptation to provide energy to all thehouseholds and factories4-6. Since it can be used as a personal power plant, the application can alsobe diverse while maintaining environment friendly area7-8.All the emerging technologies must be tested on some or the other platform. Testing them in thephysical world is very costly and inefficient with high probability of
part of such a curriculum is a learning factory, which allows engineering students toexperience the entire manufacturing cycle of a product in a realistic factory environment. Inaddition to learning the required technical skills, students can practice their collaborative skills andcommunication via teamwork in a learning factory. With virtual reality (VR), environments canbe made using game engines that simulate their real-world equivalents, providing realisticexperiences. Compared to traditional remote learning, VR-based learning together with onlineremote learning is experiential, allows for natural interaction, and is only limited by the capabilitiesof the hardware running the virtual environments. The cost of VR devices has dramatically
students to assembly practices and concepts inmanufacturing education, offering comprehensive learning outcomes. Integrating DRtechnologies, such as MR, into manufacturing education aims to achieve the following learningoutcomes: 1- Improve the students’ understanding of assembly processes/methods: MR simulations will provide students with immersive experiences, allowing them to visualize and interact with assembly procedures in a realistic environment. 2- Improve the students’ problem-solving skills: MR applications will expose students to realistic assembly challenges and scenarios, reinforcing their critical thinking and problem-solving skills to overcome obstacles. 3- Expose students to real-world application of
resembles a “ladder”, Page 22.1184.3hence the name. Each horizontal line is a separate line of code and is generally referredto as a rung. The vertical lines, or the sides of the ladder, represent the power and therungs the connections between them.PLC manufacturers knew that the current electricians and technicians that would be usingtheir products were already familiar with this form of problem solving. So they created ahigh level, real world, graphics language that could easily be understood (resemble the ladderlogic) but in reality was an interface to a programming language that utilizes logiccomponents such as: AND gates, OR gates, NOT gates, Memory
graphics communications. Many different transformationsand combinations may be envisaged at this stage. Some of them could even be used to examineET-related hypotheses and debates. Such deep insights may be obtained from these visualrepresentations of ET literature. When discussing about 3D visualization another term that needs to be discussed is‘Virtual Reality’. There exist numerous definitions for ‘Virtual Reality’. Much of the 3Dvisualization in today’s applications is done in a virtual space that is often described as ‘virtualworlds’. The reason they are called virtual worlds is that they are not actually 3D worlds in realspace, but they are digital or cyber worlds that have their own coordinate systems and define a3D virtual
that end, it is likely that the Systems Engineering area would be tailored to highlightcrucial skills for certain types of systems, operational contexts, etc.Critical Findings from Open Source LiteratureThe open source literature search identified three topics that are critical to achieving the desiredcapabilities in the context of real-world operations: 1. Non-determinism of real-world phenomena – the techniques and tools to perform mission analysis and engineering appear to be deterministic in nature [3] [5]; the real world is quite the opposite [6] [7]. 2. Explicitly accounting for systems operational availability Ao < 1 – systems Ao in real world scenarios is rarely “1” A relevant example is the operational
, leveraging its extensiveknowledge base. Mechanical engineering includes a multitude of interconnected concepts, makingit challenging for students to navigate without proper guidance. It serves as a valuable resource forstudents seeking rapid access to definitions and explanations [22]. Furthermore, it extends beyondthe confines of the classroom, offering insights into real-world applications and cutting-edgetechnologies. Therefore, the uses of ChatGPT benefits in fostering higher learning efficiency andintriguing students’ interests.However, the integration of ChatGPT in mechanical engineering education carries inherent risks,especially when users possess limited familiarity with the technology and lack appropriateguidance for its use like
the long-term impact of concept mapping on students'retention of numerical methods knowledge and their application in real-world engineering scenarios.Additionally, interventions based on the identified challenges can be implemented to improve theeffectiveness of concept mapping as a pedagogical tool in STEM education.AcknowledgementsGreat appreciation to the Kern Family Foundation for funding this research. Special thanks to the studentsfor their invaluable time in creating data for the research. Gratitude to the School of Engineering andTechnology (SET) for enabling our research.References[1] Barrella, E., Henriques, J. J., and Gipson, K. G., 2016, “Using Concept Maps as a Tool for Assessment and Continuous Improvement of a First
flexibility to the students through an open laboratory philosophy.Since the concepts of Internet-based robotics and mechatronics are best conveyed throughapplication-based learning, the course is divided into two components: a classroom lecturecomponent and an associative laboratory component. The laboratory component is central to thecourse and is available to the students outside of normal class time. This allows the students thefreedom to explore the concepts of each lesson without time constraints inhibiting learning. Inorder to provide an enhanced laboratory experience, the students work with real world industrialcomponents [1-4].Virtual reality industry is getting more recognition due to its application in various fields otherthan gaming such
about architecture, engineering and design, to anindividual exhibit on water movement and water pressure (WaterWays) at the Children’sDiscovery Museum of San Jose5. Tech City is a traveling exhibit developed by the Sciencenter inIthaca NY that allows visitors to “solve the kind of real-world problems that engineers face.”6Some exhibits use former civil infrastructure such as an offshore oil drilling rig7 or formerresearch facilities such as the San Francisco Bay Model8, to provide engaging realisticexperiences for the public. Less common and to a large extent untapped as a resource for freechoice learning, are existing public works projects.Historically, public works projects have used a variety of formats for education and outreach.These
. Figure 1: Students conducting a coastdown test.Learning ObjectivesThe module on coastdown testing described in this paper will allow students to grow in severalareas, enumerated below: - Develop an understanding of basic vehicle dynamics; particularly losses associated with vehicle motion - Become familiar with coastdown testing procedure and applications - Gain experience with experiment design and methodology - Learn about the rigorous nature of industry-approved procedures - Become cognizant of real-world data variability and measurement error, and gain experience with methods of reducing variability and error - Further preexisting knowledge in or develop new knowledge of coding in technical computing
in critical thinking, in mathematical reasoning and analysis, a firm grounding in scientific and engineering methodologies and knowledge to address the complex, multidisciplinary, and multidimensional problems that humanity faces now and will in the future. Of course, educators in all fields are actively trying to change and be more effective. However, most engineering schools have not gone through fundamental changes since 1970’s. Although engineering is fundamentally pragmatic, hands-‐on, and project and application driven, engineering education has been drifting away from that approach since 1970-‐80s. By the end of 1980’s most major
able to design and test in a virtualenvironment and have an application that is ready for integration once the hardware is complete.Having the capability for development and verification in a virtual environment and forcingstudents to use it, provides them with a valuable experience and necessary job skill. Studentswho only have experience with “try it and see how it works on the hardware” may face a steeplearning curve once they are in the real world. 6.4. Design for FlexibilityAn important feature of a development platform is how easily it can be expanded to add andcommunicate with devices other than the ones integrated into the board. In advanced classesstudents need to incorporate components that fit outside the boundaries of their
hands-on skills training.1. IntroductionIn fields ranging from design, construction, architecture, and engineering, there is an increasinginterest in the creation of three-dimensional (3D) models and the establishment of“interrelationships between modeling components” [1]. In engineering education, the ability tothink in such spatial contexts is often a barrier to entry [2], [3]. 3D technologies, such asComputer Assisted Design (CAD), are potential tools to overcome such barriers. But even whenthese 3D technologies are implemented, the challenge arises when students are expected to applytheir learned content in authentic practice. Tools like Augmented Reality (AR) can support thetransfer of information to “real world” situations, making it an
Motors, Cadnetix, and Motorola. His interests include engineering management, technological literacy, improving the competitiveness of American companies, and real-time embedded systems.Prof. Terence L Geyer, Eastern Washington University Terence Geyer is the Director of Distance Education in the Department of Engineering & Design at East- ern Washington University. He obtained his B.S. in Manufacturing Technology and M.Ed. in Adult Edu- cation in a specially combined program of Technology and Education at Eastern Washington University. His interests include collecting and re-manufacturing older technologies.Dr. Donald C. Richter, Eastern Washington University DONALD C. RICHTER obtained his B. Sc. in Aeronautical and
, the Associate Head for Undergraduate Programs, and the Director of Undergraduate Laboratories of the Mechanical Engineering Department at the Pennsylvania State University. She develops new engineering laboratory curriculum to empower students’ cognition skills and equipped them to solve real-world challenges. Her past engineering education experience includes undergraduate curriculum management, student advising, and monitoring department-level ABET assessment. Her current research interest focus on creating new learning tools to enhance student engagement.Dr. Stephanie Cutler, Penn State University Dr. Stephanie Cutler has degrees in Mechanical Engineering, Industrial and Systems Engineering, and a PhD in
and mbed are Plug & Play platforms that are verycost efficient, but it would be difficult to measure the performance since the underlying hardwareis not easily accessible. These platforms are restricted to applications where the real time is in theorder of couple milliseconds, while for example the STM32XXDISCOVERY series couldpotentially be used for high performance audio processing using the Cortex-M4 with floatingpoint operations, and all for under $20. What this platform lacks to be very popular, is acommunity that develops applications or libraries provided from the manufacturer to an initialcommunity. There are some open source platforms like the Beagleboard and the Beaglebone thathave laptop like performance, at the same time they
application).The presence of both the mine and the digital tools allows for a reflectiveness within thestudent. In that they can reflect upon the teachings from a theoretical perspective and applythat to various instances and use cases within the Simulacrum. As the mine and its subsequentdigital interventions allow for an experience in which students can repeatedly come back to,as this enables active student participation and observation through experimentation. Thefollowing examples demonstrate the application of XR tools developed for education in themining industry: • ThoroughTec Simulation’s CYBERMINE: is designed to fully replicate a mining vehicle’s cabin which virtually simulates the operation of real-world, heavy-duty mining
Graphics programming, Java programming and OpenGL. Atthe end of the weeklong session, students initiated the development of a Sudoku application for theAndroid System. Students involved in the weeklong course took a survey based on social cognitive careertheory (SCCT), which posits that individuals base career decisions on their confidence, interest, andperceived sense of mastery in a field (Lent, et al 2005). Following the course, students reported increasedinterest in computing careers and in the computing major, increased confidence that they could succeed inthe major, and perceived academic support in their department. Students commented that the structure ofthe course and real-world problem solving associated with developing apps contributed