of Engineering program in Materials Science and Engineering in Fall 2025.Ananya Singh, The University of Toledo Ananya Singh is a Bachelor’s student at the University of Toledo, majoring in Computer Science and Engineering. She is an undergraduate research assistant at the RIM Lab, where her research focuses on machine learning and its applications in IoT. Her work includes integrating AI with IoT systems to develop innovative solutions for real-world problems such as wildfire detection, where she led the development of drone-based sensing systems and predictive analytics for early fire alerts. Ananya has co-authored research paper in the areas of explainable AI, autonomous systems, and drone technology. She
employed to implement PBL.INTRODUCTIONProject-based learning (PBL) is a model that organizes learning around projects. According tothe definitions found in PBL handbooks for teachers, projects are complex tasks, based onchallenging questions or problems, that involve students in design, problem-solving, decisionmaking, or investigative activities; give students the opportunity to work on projects overextended periods of time; and culminate in realistic products or presentations1, 2.Over the last decade due to the good feature of Project Based Learning (PBL) such aschallenging students with real world problems and empowering students with responsibility fortheir own knowledge, a number of PBL research projects have been carried out worldwide3, 4, 5
1451 standards and discusshow to create WSNs and intelligent interactive devices, and interface with smart sensors andtransducers. Moreover, the WirelessHART(Highway Addressable Remote Transducer), IEEE1451, ZigBee / 802.15.4, and 6LoWPAN standards will be explained. Networking actuators andsmart sensors and real-world technical challenges will also be highlighted.Advances in computing and instrumentation have sparked the need of engineering technologygraduates who can update and improve manufacturing facilities and product design. This paper isan attempt to expose engineering technology students earlier to WSNs and other emergingtechnologies in lieu of taking WSN track in their technology curriculum.1. IntroductionThe field of wireless
integrative teamwork,(2) newly created professional activities such that specific outcomes are created that cannot becreated independently, (3) flexibility such that members compromise and react creatively todisagreement and unexpected issues, (4) collective ownership of goals such that there is a sharedresponsibility among team members through the joint design, definition, development, andachievement of shared goals, and (5) reflection on process such that self-evaluation and feedbackare formalized as part of the collaboration efforts.Service LearningService learning provides an opportunity to incorporate real-world experiences into theengineering curriculum while providing a valuable service for an entity such as a nonprofitorganization or a
flows to two-phase flows. His pedagogy emphasis is in enhancing teaching effectiveness in transport phenomena. ©American Society for Engineering Education, 2025 i360oVR: An Interactive 360-Degree Virtual Reality Approach for Engineering EducationAbstractVirtual Reality (VR) has demonstrated great promise in creating immersive learningenvironments across various educational domains. However, most VR learning modules aredeveloped using entirely artificial environments, often constructed via game engines. Whileengaging, these virtual worlds may lack authenticity, which can detract from students' real-worldlearning experiences. On the other hand, VR modules based on 360o filming
. Engineering education incorporates somesystems-oriented concepts through initiatives such as design and systems thinking [1] andconceiving-designing-implementing-operating [2], both of which emphasize elements ofsynthesis and taking a systems-level perspective in design applications.Transitioning design-oriented lessons to short-duration classroom activities is challenging due tolong timescales and high costs typically associated with real-world product lifecycles. This paperintroduces a series of hands-on classroom activities to introduce participants to systemsengineering concepts by simulating product design and manufacturing processes using LEGObricks. Classroom simulations provide an opportunity for play—“a fun, voluntary activity thatoften
various types of springs and their applications. It consists ofseveral tasks. In one task, the student team is presented with ten different springs (Figure 1) andasked to identify each by type (compression, extension, torsional, wave) and end type, and meas-ure each free length and coil diameter. The team is then challenged to answer several questionspertaining to applications, providing examples for the use of each type of spring. The team isalso asked to identify real-world objects that have spring-like behavior and describe the source ofthe elastic nature. In a separate activity, the student team analyzes an automotive rear seatback latch (Figure 2)and key fob (Figure 3). (The authors are grateful to STRATTEC Security Corp for these dona
), such that the theoretical components could be taught over 2lectures per week (Mondays and Wednesdays), and the examples and application componentsover 1 lecture per week (Fridays). Instead of presenting the examples and application componentsusing an expository teaching style, we transformed the third lecture hour into a computational labfollowing a flipped classroom style, where students worked on computer-based activities applyinglinear algebra concepts to solve real-world examples. These examples were first introducedduring the Monday/Wednesday lectures to highlight how applications are strongly connected withtheoretical concepts, with the intent to create a two-way flow between lecture and labs. Thereal-world examples were designed to both
were usually augmented orsuperimposed on top of the real-world environment. Figure 1. Research design and data collection.The next decision was to determine what game engine to use to develop the application.Following the recommendations from the literature, choices were narrowed down to two mainoptions, Unreal Engine and Unity. To ensure an informed choice was made, small testapplications were developed using both platforms and were evaluated against benchmarksincluding application size, customizability, performance, and graphics. The size of applicationswith the Unreal engine was significantly larger than the ones with Unity, indicating a largerstorage and more processing power requirements for the headset to run the
important result from this project is that link budget, signal to noise ratioand bit error rate analysis will be predicted a priori in a classroom environment, thenmeasured in the real world. This exercise allows the students to ask "what-if questions", thenseek out solutions. The project involves knowledge in the following areas: • antenna design, Page 5.381.6 • electromagnetics, and • tracking and pointing algorithms of the outgoing RF beam to an orbiting satelliteIn the second project, the students work together as a team to determine the feasibility of asatellite communication device for a given application. Engineering tradeoffs need
success.In the proposed approach, students engage in projects that not only address real-world problemsor challenges but also contribute to serving the needs of a community or organization - when adeliverable is created and shared with the community. These projects typically involveidentifying community needs (Step 2), designing and implementing solutions (Step 1), collectingand processing data (Steps 3 and 4), and reflecting on the impact of their work on both learningoutcomes and community well-being (Step 5).The set of sensors used in the proposed approach can be seen in Figure 2, where the cameras areshown in detail (Figure 2.a), and also the system assembled on top of a vehicle is presented(Figure 2.b). It used five GoPro cameras (three
products. The great debt owed to engineers,and thus engineering education, is that the world has become largely manageable —indeed civilized — in ways for which we are all thankful.There is, however, a curious dichotomy that pertains to engineering and the civilizationit has improved; indeed, an ironic split. For, while engineering has to be a disciplinethat is linear to the core, the civilization itself — Western civilization, for now — hasbecome postmodern, and postmodernism is least of all linear.Philosophically, postmodernism is a sense of groundlessness underlying the refutationof traditional systems of interpretation, especially those of the Western consciousness.It is a view that emphasizes the temporal sweep of appearance without a fixed
transformative social innovations and business models to transform thesetechnology solutions into sustainable and scalable ventures that enable and accelerate positivesocial change throughout the world. Page 15.522.4HESE seeks the convergence of the tripartite university missions of teaching, research andoutreach to educate globally-engaged social problem solvers and create sustainable value fordeveloping communities, while generating and disseminating knowledge and lessons learned.The real-world context and focus on indigenous communities around the world fosters “inreach”:bringing back knowledge, perspectives, problems and solutions to inform, guide and
. Design a solution to a complex real-world problem by breaking it down into smaller, more manageable problems that can be solved through engineering. HS-ETS1-3. Evaluate a solution to a complex real-world problem based on prioritized criteria and trade-offs that account for a range of constraints, including cost, safety, reliability, and aesthetics, as well as possible social, cultural, and environmental impacts. National for ELA ELA/Literacy – SL.11-12.1d- Respond thoughtfully to diverse perspectives; synthesize comments, claims, and evidence made on all sides of an issue; resolve contradictions when possible; and determine what
industrial world. Over aperiod of time, techniques and content which are included in a successful program become oldand need revisions.A method often undertaken by universities is a follow-up study of their alumni. This data is usedto measure the success of the program’s graduates as well as the program’s curriculum content.But it is also important to receive other input from potential employers of the program’sgraduates and the industrial world itself. Considerable information can be obtained from theemployers regarding the value they placed upon the graduate’s educational training, theirperception of the ideal construction curriculum, and possible other course selections. A study ofthese people could provide a program with what areas are more
published the basis for the criteriaused to accredit four year Engineering Technology Bachelor degree programs in the “McCallick Report.”Industry saw the first four-year accredited ET programs at Purdue, Brigham Young University and University ofHouston in 1967.* However today, according to the 1992 TAC/ABET 60th Annual Report, there are 303accredited Bachelor of Science/Engineering Technology programs at 116 colleges and universities. It is evident 2that the number of ET programs has exploded over the past 25 years. However, the next 25 years is not likely to repeat itself. ET graduates and programs must thoroughlyunderstand the rapid changes that face the industrial world
experiences that simulate various real-world manufacturing processes and apply continuous improvement practices to visualize andquantify the impact of these changes on the VR manufacturing system. The objectives of themodule are to enhance students' understanding of concepts related to continuous improvement,introduce practical problem-solving skills, and encourage critical thinking in relation tomanufacturing excellence. The findings of this paper provide insights into whether theintegration of VR training experiences in the classroom can enhance students' comprehension ofcontinuous improvement in manufacturing. By providing evidence to the efficacy of thisinnovative pedagogical method, this paper contributes to the advancement of
develop learner-centered virtual design studios that can be reached to a large studentpopulation via the web. Enhancing World Wide Web developments, the new opportunities forinteractivity and flexible access to various media format (text, sound, static illustrations, 2D and3D dynamic illustrations, Virtual Reality worlds) challenge the traditional experience in shapinglearning environments for web-based education4. The student-centered distance-learningarchetype should include dynamic demonstration of theoretical engineering models allowing Page 9.124.1students to manipulate, experiment, and translate theories into real-world applications
projects and design methodology. Incorporation of design educationinto this previously engineering science course has produced many positive results. Students arebetter motivated for course materials when subjects are presented on a need-to-know basis.They also learn the subjects at a deeper level at a setting where application of coursefundamentals is required to solve real world problems.I. IntroductionTo prepare our graduates to meet the challenges of the new millennium, the mechanicalengineering faculty at the University of Wisconsin-Platteville have revised the curriculum.Integration of design throughout the curriculum and reduction of the curriculum core to allowflexibility in course selection were the two main goals. During the revision
explain game play, and demonstrates actual playing of theirexergame. A team of judges evaluates the presentations and identifies the outstanding efforts byeach team as well as names the overall winner. Figure 1 shows a winning team’s exergame. Figure 1 2015 winning team demonstrates playing of their exergameParticipant FeedbackTECHFIT collected participant feedback via pre-program and post-program surveys. A subset ofthe evaluator’s analysis of this data collected from the 22 teachers in the 2015 cohort and 157students in the 2014 cohort follows. [14]All teachers agreed or strongly agreed that TECHFIT enhanced their understanding of howscience, technology and engineering concepts can be applied to real-world problems. They
technicalengineering skills to solving real-world problems. Our combined, validated instrument wasadministered as part of class activities during the first week of an introductory engineeringcourse for all first-semester freshmen at a single university. Students completed the survey priorto engaging in any design activity with their assigned peer groups. Demographic information,including race, gender, and first generation and international student status, was collected as partof the survey, with these questions positioned at the end of the instrument to minimize stereotypethreat [16,17].Confirmatory factor analysis and internal consistency tests were performed with the instrumentand yielded moderate fit (RMSEA=.058, SRMR= .071, CFI=.857, TLI=.841 and
21 – 23, 2013. Copyright ©2013, American Society for Engineering Educationthe user in the design, development, and control of complex systems in a much shorter time [2-10]. As a result, STEM fields are under pressure to incorporate the use of advanced tools intotheir curriculum so their graduates can be well trained in the use and application development toserve the needs of the industrial community.In a typical Engineering curriculum, hands-on and real world problem-solving approaches are anintegral part of the design learning process. Such a process can be broadly described andcategorized into defining a need, background research, design criteria and constraints, buildingand testing a prototype, redesign and retest if
. analysis was implemented using Python 3.8 with pandas (version 1.3.3) for underscores the importance of highlighting the real-world benefits of AI to no. 3, pp. 257-276, March 2023, doi: 10.1109/JPROC.2023.3238524. enhance its acceptance among students. [2] Y. -C. Wang, J. Xue, C. Wei and C. . -C. J. Kuo, "An Overview on Generative AI at Scale With Edge–Cloud Computing," in In academic sectors as well, recent developments have shown that AI data manipulation
were implemented this early in the curriculum at ourinstitution. Such efforts have however been reported in literature [10], indicating similar goals ofhelping to enhance student learning; linking theory with real-world applications, and helping todevelop career-ready students prepared for job market requirements when they graduate. Thatstudy described implementation of two energy-related student projects using COMSOL andmentioned that assessment of students’ satisfaction with the experience based on survey data wasoverall positive, but survey data was not included [10]. Our project incorporated three scaffolded and contextualized simulations that develop:(a) technical competency in modeling, (b) deeper understanding of thermo-fluids
participation. She teaches a one term HFOSS course to both senior and graduate level students. The goal of the course is to engage all students in participation that ranges from improving documentation to submitting patches. Learning to teach students how to participate in HFOSS is an ongoing process. As part of the continuing efforts to pursue that knowledge Becka is a graduate of the 2013 POSSE workshop.Dr. Ben Coleman, Moravian College Ben Coleman is a member of the Department of Mathematics and Computer Science at Moravian College, a small, liberal arts college in eastern Pennsylvania. His research interests are in software engineering, particularly in areas related to pedagogy and bringing real-world, hands-on
, exhibited familiarityand competency in using BIM, and acknowledged the significance of SD. However, architecturestudents may emphasize the practical application of BIM and SD in real-world constructionprojects. In contrast, construction management students may prioritize using BIM for projectcoordination and scheduling. Similarly, [10] investigated the impact of BIM integration on SDeducation and found that students exposed to BIM-based Sustainable Design education had abetter understanding of the concepts and were more likely to apply them in their future careers.Another study, [1] explored the alignment between architecture and construction managementstudents' perceptions of BIM and SD through collaborative project-based learning. The studyfound
cerebral palsy. Thenine group members share a single Second Life avatar. The objective of this project is to provideits members with a forum, in which they can share in the everyday personal interactions thatmost people take for granted and get to experience being around other people without beingjudged. Another project that has its own in-world island in Second Life is Brigadoon61, aninnovative online community for people dealing with Asperger's Syndrome and Autism. In thesame way as Live2give, this project’s goal is to try out the social interactions that for people withthese medical conditions are so hard to experience in the real world.ConclusionsSeveral applications of commercially available computer game engines for implementing
summary ofhis or her results and is prompted to apply them to a practical situation. For example, Figure 7shows the screen of the working model for settlement calculations using the results obtained fromthe virtual consolidation test. The student uses the calculator from the pull down menu andcomputes the settlement. If the settlement value is incorrect, he or she is given three tries beforebeing directed to remedial actions. A set of interactions is developed to test each studentunderstanding of the test and its application to real world problems. Page 4.24.7Figure 7 Screen illustrating how a student would use the results to calculate settlement
minorityserving institution. The electric drives and machines course is a 4-credit senior-level core course,having 3-Hour/week lecture and 3-Hour/week laboratory components. The objectives of theexperiment include that the participating students will be able to describe contemporary windturbine power generation principles and that the students will successfully be utilizing majordesign and analysis software tools during the simulation and testing of real world applications.As the wind energy emulation experiment was based on existing and common laboratorycomponents, the final experiment integration was achieved without any capital investments forthe host institution. Also, the laboratory students, mostly Hispanics, were exposed to animportant renewable
manufacturers’application notes. The Internet provides data sheets, example code, application notes,development tools and other materials. These are freely available from nearly everymanufacturer and from other interested parties.We also felt that students would be more motivated if the class and development system had aclear and useful goal. Therefore the lab exercises were all steps in developing a serial portcontrolled, multitasking, real-time data acquisition system with onboard LCD display. Inteaching some real-time and higher-current interfacing techniques a stepper motor controller wasalso developed.Figure 1 Development system PCB layout showing principal featuresThe development hardware consists of a double-sided PCB that is socketed to accept