Graduate student in Mechanical Engineering in PVAMU, in-class assistant in Mechanical Engineering Drawing. c American Society for Engineering Education, 2016 Using Peer-Generated Screencast in Teaching Computer-Aided DesignAbstract This paper presents a new method of using peer-generated screencast in the computer-aideddesign (CAD) education. Instead of using instructor-made screencasts, students were asked tomake their own screencasts, review each others‟ screencasts, and provide feedback. To explorethe impact of student-made screencast exercises on students' learning outcomes, we conducted apretest posttest quasi-experimental research. A life-long learning survey, an engineering attitudesurvey, an exit
shift the role of the instructor from "sage" to "guide"3 while allowing increasedinstructor-student interaction time and an increase in active-learning opportunities for students.A confluence of factors including technology, increased attention on STEM education, andmarket conditions have yielded a vast array of tools for capture and dissemination of educationalcontent as well as automated and individualized formative and summative assessment. In turnthis "flipped" classroom approach has found broad adoption in K-12 education and more recentlyin higher education institutions. However, in the context of STEM (Science, Technology, Math,& Engineering) education (and computer engineering, in particular) sparse literature exists onwhich
, University of California San Diego Dr. Sheena Ghanbari Serslev’s research interests include creativity and learning, program assessment, and faculty development. She strives to create engaging and accessible environments that promote teaching and learning.Madison Edwards c American Society for Engineering Education, 2020Attitude shifts and transformation during Computer Science and Engineering Student Internships Mia Minnes Computer Science and Engineering University of California, San Diego minnes@eng.ucsd.edu Sheena Ghanbari Serslev Teaching and Learning Commons
that students weremore engaged and asked more questions during Nearpod lectures. During the Nearpod lecturesstudents asked 2-3 times as many questions as the non-Nearpod lectures. Survey results showedthat the students overwhelmingly rated Nearpod as helpful to their learning and materialretention. Based on the results of the survey, Nearpod should be incorporated into all mycomputer science classes.1 IntroductionMany students think of computer science as a difficult topic to learn6,7. Teachers struggle toconvey the complex topics and dropout rates in introductory computer science courses arehigh6,7. Teaching today is made even more difficult by the fact that modern students are oftenlooking at their phones during class time. Some research
] 2021 English Pandemic based adoption of contract grading. Present work 2021 Computer Science Adaptation of labor based grading contracts to computer science applications.MethodsClassroom ChangesPrior to adopting labor based grading, we used an assortment of traditional lectures with a heavy use ofwhiteboard, flipped classrooms, and active learning in our classrooms. The assessment methods usedwere individual or pair oriented without any focus on building a community based learning environment.There were two to three exams typically administered and contributed to a significant portion of theoverall grade. As a result of implementing
learn about computer during my 10th-grade year. The journey of starting andprogramming and the impact of artificial intelligence (AI). When expanding the club was both challenging and rewarding,I started the Computer Programming and AI Club at Boston providing valuable lessons in leadership, organization, andCollege High School in 10th grade, we only had three members. engagement [1].By using a mixture of creative marketing, fun activities, andteamwork, I helped grow our club to 16 members the following When I first started the club, participation was low, with onlyyear, peaking at 43 people signing up during the school’s club fair. three members attending meetings. Lack of knowledge
Paper ID #44826ChatGPT in Computer Science Education: Exploring Benefits, Challenges,and Ethical ConsiderationsDr. Lina Kloub, University of Connecticut Lina Kloub is an Assistant Professor in Residence in the Department of Computer Science and Engineer- ing at the University of Connecticut. She earned her Ph.D. from the University of Connecticut in 2021 and has since dedicated herself to teaching undergraduate courses. Lina’s dual interests in Bioinformatics and education guide her academic journey. As an educator, Lina’s primary goal is to create an inclusive and motivating learning environment. She works closely
or without the pandemic. However,the pandemic is likely to accelerate the changes. The demand to move from traditional learningto online learning may be even higher in computing and information technology programs due togrowing enrollment and tight resources. After the outbreak is controlled, the trend to moveonline probably will continue.This paper will cover the experience in online teaching and learning in our Information andComputer Technology Programs. Strategies of converting in-person courses to online courseswill be discussed.2. MOTIVATIONInformation technology operations in industry have moved from in-house to the cloud steadilyover the past two decades. Since mid-2000s, we have followed the trend and converted many in-person
Paper ID #9842Science Learning with Design, Engineering and Robotics (Curriculum Ex-change)Mike Ryan, Georgia Institute of TechnologyDr. Marion Usselman, Georgia Institute of Technology Marion Usselman is a Principal Research Scientist and Associate Director for Federal Outreach and Re- search at the Georgia Institute of Technology’s Center for Education Integrating Science, Mathematics and Computing (CEISMC). She earned her Ph.D. in Biophysics from the Johns Hopkins University and has been with CEISMC since 1996 developing and managing university-K-12 educational partnership programs. She currently leads up a team of
freshmen struggle deciding which field of study they should enter. There are manycomputing fields and this can confuse new students who are interested in computing, especiallybecause the fields are so closely related. For example, many students don’t know the differencebetween computer science (CS), information systems (IS), and information technology (IT). Itwould be wonderful to have a simple way to determine which of these computing fields wouldbest suit each student. How do the differences between students help us determine the right fit forincoming computing students?One way to look at the differences among computing fields is to examine the students in eachfield — especially how they learn. CS, IS, and IT all focus on different areas of
2006-2058: INTEGRATING FEEDBACK TECHNOLOGY INTO THEELECTRICAL AND COMPUTER ENGINEERING CLASSROOMCordelia Brown, Purdue University Cordelia M. Brown is a Visiting Assistant Professor in Electrical and Computer Engineering, and Engineering Education. She received her Ph.D. in Electrical Engineering at Vanderbilt University, her M.S. in Electrical Engineering at Vanderbilt University, and her B.S. in Electrical Engineering at Tuskegee University. Her research interests include assessment of instructional methods, laboratory design, collaborative learning, and retention and recruitment issues in engineering education.Monica Cox, Purdue University Monica Farmer Cox is an Assistant Professor
Paper ID #22808Gamification in Computer Science Education: a Systematic Literature Re-viewMrs. Mourya Reddy Narasareddy Gari, North Dakota State University I am Ph.D student at North Dakota State University. My research work is to see how different Learning strategies affect the student learning.Dr. Gursimran Singh Walia Gursimran S. Walia is an associate professor of Computer Science at North Dakota State University. His main research interests include empirical software engineering, software engineering education, human factors in software engineering, and software quality. He is a member of the IEEE Computer Society
AC 2010-1620: A WEB-BASED BAYESIAN VAN HIELE PROBLEM SOLVER FORCOMPUTER PROGRAMMINGJ. Wey Chen, Southern Taiwan University Dr. J. Wey Chen is a Visiting Professor in the Department of Information System at Southern Taiwan University. He formerly served a two-year appointment (2007-2009) as the Department Chair of the Department of Information Management at Southern Taiwan University and was the Computer Science Department Chair at Western State College of Colorado. His scholarly interests range widely, from computer science curriculum design to e-learning and software engineering practices. Page
Frontiers of ComputingabstractCreating pathways that stimulate high school learners’ interest in advanced topics with the goal ofbuilding a diverse, gender-balanced, future-ready workforce is crucial. To this end, we present thecurriculum of a new, high school computer science course under development called ComputerScience Frontiers (CSF). Building on the foundations set by the AP Computer Science Principlescourse, we seek to dramatically expand access, especially for high school girls, to the mostexciting and emerging frontiers of computing, such as distributed computation, the internet ofthings (IoT), cybersecurity, and machine learning. The modular, open-access, hands-oncurriculum provides an engaging introduction to these advanced topics in
Paper ID #11474SeeMore: An Interactive Kinetic Sculpture Designed to Teach Parallel Com-putational ThinkingBushra Tawfiq Chowdhury, Virginia Tech Bushra Tawfiq Chowdhury is a PhD student in the in the Department of Engineering Education at Virginia Tech, Blacksburg, VA, USA. Her research interests are in computational thinking, collaborative learning, and informal learning environments.She received her M.S. in Security Informatics from Johns Hopkins University and B.S. in Computer Science from Dhaka University. Bushra has experience in undergraduate teaching and consulting in the education and development sectors.Sam
Paper ID #27185TITLE: Rethinking the Gateway Computing Curriculum Across Engineer-ing DisciplinesDr. Michael Joseph Reese Jr., Johns Hopkins University Michael Reese is the Associate Dean & Director at the Johns Hopkins Center for Educational Resources. Dr. Reese previously worked as an Educational Technologist at Caliber Learning and Booz-Allen and Hamilton. He also consulted with the University of Maryland School of Nursing on the launch of their first online degree program. He earned a Ph.D. in sociology at Johns Hopkins. His dissertation modeled how educational innovations diffused in higher education. He also
Student Learning Outcomes Introduction to computer Students will be able to explain the basic principles of aided manufacturing computer aided manufacturing. Students will be able to use the wireframe and transform 2D geometry construction commands, such as lines and circles to create 2D geometries in MasterCAM. Students will be able to define stock size for CAD models 2D Toolpaths commands and and apply different types of 2D toolpaths on the models. Toolpath verifications Students will be able to review and verify toolpaths
self-selection of course material, self-pacing and group activity; diverse .backgrounds and learning styles may be better accommodated The interactive book, computer classroom, effective learning methods, student evaluations and fitureplans will be discussed. The Interactive Book Embedding mathematical models directly in a fill-featured mathematical programming language unitesthe powerful learning tools of mathematical abstraction and symbolization with visualization and trial and errorexperimentation. There are perhaps a dozen attributes that one would evaluate in choosing a mathematicalprogramming language for teaching
University. This studyprovided useful suggestions to improve the learning experience: first, students must complete aquiz after reviewing the material and before attending class; second, keep videos between 20-30minutes long, to ensure students remained focused; third, review the content of the videos beforestarting the class activities; fourth, adding multimedia features to lectures to create more engagingmaterial. Talbert 10 implemented an inverted class model in an introductory programming class,“Computer Tools for Problem Solving,” using Matlab at Grand Valley State University. Thisstudy showed how the inverted method not only allowed the students to understand and practicecontent, but it also prepared them to be better learners. Thomas 11
the time, even during class. This research aimed to see if this could beleveraged to the instructor’s advantage by introducing a mobile application that the studentscould use to learn computer science material. Augmented Reality was used to add to the appealof the app and increase student interest. The free app I used for the research was developed bysenior capstone students at Embry-Riddle Aeronautical University and published on the AppleApp Store and Google Play Store. This game is classified as an exergame6, as it includes a mapand leverages the benefits of physical activity while learning. Areas of study included studentperception of the enjoyment level of the application, the usefulness in learning and retaining thematerial, and
and minority students to pursue engineering and computing careers.Shenghua Zha Assistant Professor of Instructional Design and Development, Learning Technology Department of Counseling and Instructional Science College of Education and Professional Studies University of South Alabama © American Society for Engineering Education, 2022 Powered by www.slayte.com Research Experiences for Teachers Summer Program in Biologically-inspired Computing SystemsAbstractFunded by the NSF Division of Computer and Network Systems, this grant establishes a newResearch Experiences for Teachers (RET) Site at the University of South Alabama (USA). Inthe
Session 1520 Instructing Courses With Mathematical Content Via the Web and Computers Glen Smerage University of FloridaIntroductionEngineering courses involve mathematics in presentations of theory and skills, demonstrations,exercises, and work by which student learning is evaluated. The Web, a personal computer, andmathematical software are excellent means for incorporating mathematics into courses. During thepast four years, the author has developed and applied approaches to employing those means incourses with
Real-Time Formative AssessmentAbstractIncreasingly affordable mobile computing devices can be used effectively to facilitate real-timeformative assessment. Students equipped with pen-enabled Android devices, iPads, iPhonesand/or tablet PCs can use digital ink to reveal their thinking as they construct newunderstandings of concepts.InkSurvey is free, web-based software (ticc.mines.edu) designed specifically for collectingstudent responses for real-time formative assessment. During the learning process, the instructorposes open format, embedded questions to probe student understanding. Students respond withwords, drawings, graphs, or equations “inked” on either their own devices or those provided bythe institution. The construction of these
can be a hindranceto learning. [1] Experiential learning, project-based learning, and service learning are all teachingmethods used to help students learn theory by connected it to real-world situations in which the theorycan be used to solve problems. This paper describes an effort to use game-based learning to designlessons that would enhance learning of complex problem solving and reduce the perceivedabstractness of theory presented in a Production and Inventory Control course for juniors in anIndustrial Engineering program. Computer Simulation and Game-Based LearningComputer simulation and game-based learning were used in the design of two lessons in a Productionand Inventory Control course in order to help students
players engage in fighting with bugs, defeat themby solving programming problems, keep track of their scores, manage their characters, andinteract with other players to build relationships. The game is implemented to utilize addictiveand compelling aspects of MMORPGs such as scoring system, beating the game, role-playing,and online relationship, to retain players longer, promote players to solve more quests, andencourage players to discuss and learn from each other more actively. The game allows theinstructor to create a virtual lab to promote peer learning and tutoring. In a virtual lab, playerscan encounter peers who can teach each other or TAs who can provide more guided help. Thegame can be run on mobile devices as well as a desktop computer
instructor of computer science at Penn State Brandywine. She earned a B.S. degree in Elementary Education with a Mathematics Concentration from West Chester University and a M.S. degree in Computer Education from Philadelphia University. She has professional experience in customer service, departmental supervision, application support, and technical analysis. Her research interests lie in the use of programming languages, web-based learning and its applications. Page 14.903.1© American Society for Engineering Education, 2009 New Approach to Teaching an Introductory Computer
Computer Science and Engineering CurriculumAbstractThe area of Mobile Computing has been growing tremendously in recent years. A major aspectof this growth has been the addition of networking technologies, operating systems, and databasemanagement systems to mobile devices. Today, mobile devices might be one of the mostpervasive pieces of electronic equipment in our society. A recent study has estimated the totalnumber of subscribers of mobile phones in the world to be three billion. As the use of mobiledevices within society is quickly expanding, mobile learning (m-learning) has emerged as apotential educational environment to support learning. Mobile devices can be integrated intoclassroom teaching to promote
Paper ID #30974The Use of Computer Programming in a Secondary Mathematics ClassJaCoya Thompson, Northwestern University JaCoya Thompson is a PhD student in the Computer Science Department at Northwestern University. She is a research assistant on the Computational Thinking in STEM project. Her research interests include the use of computational tools to support novice learner’s exploration of mathematics concepts in formal learning environments.Dr. Sally PW Wu, Northwestern University Sally P.W. Wu is the Director of Curriculum Development at Northwestern University. Her work on the Computational Thinking in STEM
AC 2011-2522: INTEGRATING ADAPTED PHYSICAL ACTIVITY PROJECTSINTO A COMPUTER ENGINEERING CAPSTONE CLASSLynne A Slivovsky, California Polytechnic State University Lynne A. Slivovsky, Associate Professor of Electrical and Computer Engineering (Ph.D., Purdue Uni- versity, 2001), has led service-learning initiatives both within the College of Engineering and across the university at California Polytechnic State University, San Luis Obispo. In 2003 she received the Frontiers In Education New Faculty Fellow Award. Her work in service-learning led to her selection in 2007 as a California Campus Compact-Carnegie Foundation for the Advancement of Teaching Faculty Fellow for Service-Learning for Political Engagement. She
Paper ID #21287Applied Computing for Behavioral and Social Sciences (ACBSS) MinorDr. Farshid Marbouti, San Jose State University Farshid Marbouti is currently an Assistant Professor of General Engineering at San Jose State University. He completed his Ph.D. in Engineering Education at Purdue University. He has an M.A. in the Educational Technology and Learning Design and an M.S. and B.S. in Computer Engineering. His research interests are engineering design education, feedback, and using learning analytics to improve first-year engineering students’ success.Dr. Valerie A. Carr, San Jose State UniversityProf. Belle Wei