typically showcasescommands and concepts in isolation. Their instructional paradigm uses randomized, command-generated inputs or idealized data without a direct connection to a real-world context. Inattempting to teach MATLAB in isolation, the typical use context is not factored in that initialexperience. As a result, there is little opportunity to develop a familiarity with MATLAB asmore than just a collection of programming commands rather than to know it as a practicalengineering tool for assessment through the collection and analysis of data.On top of that, there are some inherent pitfalls to overcome in teaching any design application.Be it MATLAB or SOLIDWORKS; these tools are large and complex with thousands ofcommands. Even though we ask
student learning shall be addressed.Creation of Virtual Reality LabThe VR lab is a collection of individual modules that are meant to go hand-in-hand with in-classeducation. Currently there are three virtual modules: photolithography, scanning electronmicroscope (SEM), and plasma etching, with the potential for more being developed. The firststep to creating these labs was the creation of the real-world, in-class materials. These materialsinclude lectures, slide presentations, diagrams, and homework given to students. Figure 1 is anexample of some diagrams used to teach students about nanotechnology. Following that,educators also created photolithography, SEM, and plasma etching labs using real-worldmaterials and processes. It was only after
Graphical User Interface (GUI) applications makes NetLogo a popular use to developmodels for agent-based system requiring an interactive interface.INTRODUCTIONComputer simulation in general means building a computer model of a process or a system. Itallows us to use computer resources to simulate various activities that go into a system and get theresults or observations that would occur in the real system. There are multiple advantages tocomputer simulation. It allows building models which otherwise would be costly to build in thereal world. It allows to visualize a concept of a process without building it physically and check ifit is correct, viable or needs modification. It allows to model the real-world systems such as cityplanning, traffic
of laboratory exercises. Online educational resources often concentrateon teaching theoretical concepts, such as proving theorems or solving equations, and have verylittle or no coverage of practical laboratories. Laboratory experiments are an essentialcomponent of science and engineering education as they provide hands-on experiences forunderstanding theoretical concepts or directly addressing real world problems. Students oftenlearn more from lab exercises than purely theoretical problems. One approach to compensate forthis deficiency is to provide recorded videos of real lab experiments which familiarize studentswith the process of how a certain lab is conducted. However, this method alone does notadequately substitute for the physical
collegefreshman students due to its complexity and the numerous formulas the students need tomemorize. The issue is compounded by the lack of adequate connection between classroomlearning and the engineering applications in the real world. This not only causes anxiety amongpart of the student body but also ill-prepared them for subsequent courses requiring suchknowledge. A student can barely pass calculus I and still be lacking some critical skills inhandling trigonometry problems in statics and circuits [1].The engineering application of trigonometry is everywhere, such as in automobile enginecrankshaft design, in robotic arm movement programming for assembly line operation, and inland survey result calculation. To promote the study of trigonometry and
Engagement and Marketing 3 Construction Sequence Visualization 3 Quality Control and Inspections 2 Coordination and Clash Detection 2 Change Management 1 As-Built Documentation 1 Remote Collaboration 3 0 2 4 6 Figure 2. VR in the construction processApplication for construction education:VR is revolutionizing how students learn about building. It provides interactive andindividualized learning by simulating real-world construction sites, equipment usage
and understanding among students. Thesestudies collectively highlight the importance of practical applications, the challenges intransitioning between different forms of representation (symbolic and geometric), and thesignificance of understanding the relationships between equations and their symbolization. Itreveals the educational strategies for teaching systems of equations to engineering students, whorequire a solid grasp of these concepts for real-world problem-solving. Table 1. Literature about teaching systems of equations. Literature Topic Findings Relevance for Engineering Students [25] Introduced a traffic flow Students were able to
beneficial to the students. In this paper, the idea of presenting 3D objects on theInternet and interactively changing them on the Internet is presented.Internet-based TechnologiesThere are many Internet technologies available in the market that can be used to developInternet-based applications. The most popular are Hypertext Markup Language (HTML),Extensible Markup Language (XML), JavaScript, Java, Shockwave, Virtual RealityModeling Language (VRML), Streaming Video Technology, Active Server Pages (ASP),Practical Extraction and Report Language (Perl), and databases. In this project, HTML,JavaScript, VRML, Shockwave and Perl were chosen to develop the internet-basedmultimedia modules and the virtual world. These technologies were chosen because they
, companies, research laboratories, homes and government offices.The World Wide Web is the graphical user interface to the Internet. One can access theInternet using a wide variety of applications; the most common of which are the Webbrowsers.The amount of data that can be transmitted increases as the bandwidth of the Internetgrows. This allows for more 3D-model visualization over the Internet that can be CPUintensive in addition to accommodating large file sizes. For example, even in VRML, acommon 3D file format for web use, the files are generally designed to be small but eventhese files can quickly become complex when trying to realistically model an actualobject or system. Thus, it is expected that the increase in bandwidth will be offset bymore
tied back to traditional course content if the use was not correlated by faculty. In thesecases, students desired that the course instructor provide more “real world” application, and thatpractical lab use integrate theory and practice.Use as independent homework, outside structured lab/classroom settings, was designed to supportboth traditional class instruction and lab work. In new-use settings, this homework often was forextra credit or exploratory purposes and was an extension of regularly assigned work. As usebecame more embedded and the instructor(s) more familiar, inclusion in homework reflectedadvanced opportunities to practice/learn material. As noted above, this expansion includedapplications in new courses, but more often was to new
student engagement and performance, fostering a dynamic learning environment. • Our course design integrates hands-on projects with laboratory exercises, enabling the practical application of theoretical knowledge in real-world scenarios. • We provide a detailed and extensive curriculum that covers a broad spectrum of IoT security topics, ensuring a comprehensive understanding essential to tackle various security challenges. • We measure the course’s impact on student learning outcomes through student surveys and demonstrate our results.Organization: Section 2 gives the related work and compares our work with the existing work.Section 3 presents our approach including the structure and design of class modules
effectiveness in comparison to traditional methods ofteaching. In this project, first, virtual models as training environments are created by scanningreal-world environments and used to train students via computers and VR headsets connected tothese created virtual models. As a follow-on evaluation, students’ performance is then assessedduring a real-world, in-person energy audit to understand the effectiveness of the various modesof training. Their effectiveness on student learning is then evaluated by conducting surveys andcomparing performance metrics. The results can be used by organizations and programs toimprove the training of the energy workforce.IntroductionAs the United States moves towards decarbonizing its infrastructure systems and efforts
are an integral part of many engineering curricula due to theopportunity to provide hands-on experiences for students to learn how to collect and analyzedata. While laboratory experiences diverge from a formal classroom lecture to allow students toconduct experiments related to real-world disciplinary concepts, many engineering laboratoriesuse a “cookbook” and procedural based structure. These traditional laboratories, however, havebeen proven to only address the lower levels of knowledge and comprehension of BloomsTaxonomy as opposed to reaching the higher levels of application, analysis, synthesis, andevaluation.1-3 Therefore, even though students are engaged in hands-on activities during labinstruction, educators can question several key
do they provide means for realistic and essential interaction: users have to usekeyboard and mouse to control their avatars and deal with simplistic icons and menu items toperform interaction.Voice-over-IP applications allow real-time audio communications where some of them (such asSkype12, Access Grid 15) allow video conferencing. These projects are specialized inteleconferencing and do not provide 3D-space and virtual objects for interaction.CAVE 14 and similar projects create illusion of immersion into the virtual world; some of themeven use physics for interaction 26. However unlike our project, they require special hardwareand can not become globally accessible.Potentially the synthesis and further development of existing ideas and
the academic setting, however, may make it difficult for students tomentally situate themselves in the disciplinary context. Each learning environment described inthis paper includes scaffolding intended to emphasize the “real world” setting.Within this overarching theory, each collaborator has focused on different aspects and useddifferent, complementary theoretical lenses. In this first year of the collaboration, we focused onarticulating these differences and reaching a common, detailed theoretical foundation from whichwe can investigate productive disciplinary engagement across the different contexts. Whileadditional work is necessary, in this paper we report on our progress to date.Demanding STEM Learning Environments Across Cultures and
data is also an open source applications. Learning Modules The learning modules present students with the “real world” decisions required to implement statistical quality control. Many of these decisions are denied students taught by traditional methods of lecture plus homework. There are two major categories of learning models for statistical quality control: design of experiments (DOE) and statistical process control. The statistical process control learning modules are more mature than the design of experiments learning modules as two of these modules were developed in the Phase I activities. There are five proposed learning modules for
conductedin a peer-to-peer learning manner. The Apply phase is realized through an experiential learning approach, wherestudents commit to the application or development of AI tools to address real-world problems. This extra-curricular framework effectively extends the classroom with a hands-on, experiential learning environment thatengages and equips students with additional skill sets and provides them with a real-world context to apply theirknowledge. Table 1 summarizes the learning activities related to AI technologies, including five hands-onworkshops (HW) and five experiential learning projects (EP). Among the five experiential learning projects,three of them are collaborations with external parties. We hire undergraduate student research
, applications of GIS technology have increased considerably, as a widergroup of agencies and managers adopt the technology. International agencies such as the UnitedNations and the World Bank are utilizing the GIS to manage economic development, naturalresources, and the ecosystems in various parts of the globe. In the United States, severalagencies of the Federal government are currently using the technology to manage resources,support and monitor the impact of policies, and enforce environmental regulations. At the Stateand local government levels, GIS is being used for disaster evacuation planning, coastal resourcemanagement, emergency response, to model and sustain growth, plan and manage resources,plan economic development, and support land
real-world application of theory by the industry partners develop and expose students to actual industry applications via case studies, lab assignments, homework assignments, applied examples, and course modules that are based on real-world applications develop a better understanding of the core industrial needs for students seeking employment develop research concepts develop scholarly publications based on the projects advertise degree programs and/or certification programs in the collegeAnother tangible student-oriented benefit from industry engagement is the employment andinternship opportunities that result for students. Although CITE or faculty members haven’t
. Problem-centered learning has four phases: (a)activation of prior experience, (b) demonstration of skills, (c) application of skills, and (d)integration of these skills into real-world problems [2]. Investigating the instructional designtheories, Merrill [2] identified five prescriptive design principles, which state that learning ispromoted when: a. Learners are engaged in solving real-world problems b. Existing knowledge is activated as a foundation for new knowledge c. New knowledge is demonstrated to the learner d. New knowledge is applied by the learner and e. New knowledge is integrated into the learner’s world.Reigeluth [3] elaborates on these task-centeredness, activation, demonstration, application, andintegration in the
following reasons: 1. The huge size of the topic in terms of the number of software quality management models and standards available today (see Figure 2 below). 2. The lack of any substantial job experience in the subject from most of the students. 3. The difficulty of designing a term project the students can do in a real-world environment. 4. The difficulty of learning something that, unless it is observed and lived in a real environment, the students will not get a good understanding of the concepts underlying the theory and begin appreciate its benefits.This paper reports a case study in teaching a graduate-level software quality management courseusing industry assessments as a learning vehicle. The issues discussed
1 3.57 - Factor analysis 1 3.57 Qualitative analyses - Descriptive analysis 4 14.3 - Content analysis 3 10.7RQ8. What were the game platforms used in the articles on serious games in engineeringeducation?Frequency of the game platforms used in serious games in engineering education is shown in Table9. Most of the considered articles (22 out of 28 articles) use the web-based application as the gameplatform. Three studies used virtual reality as the game platform, and real-world, board games andmobile games was reported in one article each. Table 9
outcomes and the students’satisfaction on laboratory experiences.Virtual reality applications in engineering education Page 25.1461.3VR applications have great potentials for use in education at all levels. VR interfaces have thepotentials to complement existing approaches in education. In virtual worlds, learners can besimultaneously provided with three-dimensional representations, multiple perspectives andframes-of-reference, simultaneous visual and auditory feedbacks. With careful design andimplementation, these capabilities can be synthesized to create a profound sense of motivationand concentration conducive to mastering complex materials. 9
300 College Park, Dayton, OH 45469 Phone: (937) 229-2475AbstractThis paper will describe and discuss the learning strategies applied in an EngineeringManagement Organizational Behavior course to enhance and encourage students to go beyondrote memorization and simple understanding of concepts to application, synthesis, evaluation andcreation for an organization. The learning strategies to be considered are: 1) research anddelivery of a real-world case study application of an organization applying the organizationalbehavior concepts; 2) within-class active learning exercises applying the organizational behaviorconcepts; 3) developing a written paper applying the concepts
, experiential learning, collaborativeenvironments, and real-world applications. Notably, current AI education platforms lack sufficientfocus on these areas. While efforts are being taken to address these issues, more adult educationprograms need to be specifically designed for the training needs of leadership in AI.This research investigates the efficacy and outcomes of an AI education workshop, uniquelydesigned for large scale organization leaders, employing hands-on projects, collaborativelearning, and problem-solving scenarios grounded in real-world applications, that considerstechnical, ethical, policy and organizational culture dimensions. The workshop incorporatesexperiential learning methods, case studies, problem-based learning, and group
, Page 13.776.4 and even PLCs that are present in real-world industrial applications of PLCs. • Following a detailed presentation of RSLogix500 programming, attention is then turned to the human-machine interface software RSView32. This application allows real-time monitoring and changing of variable values within the SLC 5/05 in a highly graphical, user-friendly environment by means of data tags. Features of the application such as trending (multi-variable real-time temporal plots), data logging, alarm setup, display, and acknowledgement, and animation of variable values (e.g., representations of operating gages) are demonstrated live in the classroom and these generate a lot of student interest
to enhance their knowledge of both microcontrollers and analog circuits, such as A/DC(analog-to-digital conversion), D/AC and integrated-circuit temperature sensors. The system alsoprovides students real-world examples of microcontrollers application and helps studentsunderstand how a microcontroller, C language programming, and analog circuits work togetherto become an embedded system. In addition, it provides a tool for the students to programhardware specific driver codes and to test the system to meet design requirements. The designinvolves integration of an 8051-based microcontroller, a 12-bit serial A/D converter, an 8-bitD/A converter, an instrumentation operational amplifier, a keypad, and a liquid crystal display.Once the C-language
Kolb [12], emphasizes the importance of active engagement with the material,allowing students to connect theory to practice through real-world applications. This approach isespecially beneficial for students from underrepresented backgrounds, who may otherwise lackaccess to quality STEM education and related resources. Summer camps focused on STEM haveemerged as impactful platforms for delivering experiential learning. Their intensive, immersivenature provides an environment conducive to deep learning, sustained engagement, and skilldevelopment. For instance, Yilmaz, et al. [13] highlight that STEM-focused summer camps canspark long-term interest in scientific fields, while Hammack, et al. [14] found that participants insuch programs are more
research knowledge including optimization methods, artificial intelligence, and stochastic process in transportation engineering.David Pines, University of Hartford Page 12.924.1© American Society for Engineering Education, 2007 Integrating Simulation into Transportation Engineering EducationAbstractThe reason for less emphasis on experiential learning lies in the fact that real-world experience intransportation is difficult to apply to classroom learning, because the risks and costs ofexperimenting with transportation policies and concepts in the real world are prohibitively high.Under this circumstance, simulation has shown
pedagogicalchallenge, the use of live data set from an interactive process reveals the immediate consequenceof the analysis and the control method in a real process. A multivariable process stationinvolving pressure, temperature, flow and liquid level is utilized to simulate an industrialprocess. The process variables are monitored and manipulated using a variety of sensor,actuators, NI PXI data acquisition hardware and LabVIEW software. The wireless and webbased information technology is utilized to retrieve and transmit the refined real time processdata to the remote laptop and personal digital assistant (PDA) devices in the classroom. Usingthe statistical methodology and the web applications, students can interact with the processactuators remotely using