Tremberger, David Lieberman, and Tak Cheung CUNY Queensborough Community College Physics DepartmentAbstractThe latent variable modeling technique has been used to detect the presence of internal force inhigh impact projects. The technique can also be implemented in undergraduate researchexperiments where latent factors, present in simulated data, may be detected as part of a discoveryexperience. The example presented here uses the accelerations and weights of two masses inmotion to illustrate the method. The learning objectives include the understanding of methodsinvolving regression in contrast to those based on covariance, the numeric computation of pertinentcoefficients, the exclusion of proposed causative models with
Engineering and Business Administration Raritan Valley Community College, Branchburg, NJAbstractRaritan Valley Community College (RVCC) launched an innovative Engineering-Businessinterdisciplinary project to manufacture a real product for a real customer. The product, a no-battery, “green energy” customizable shake-light, was manufactured by student-workers with theobjective to expose students to a real manufacturing business environment and to fosterinterdisciplinary collaboration and communication. The profits of the business were donated to alocal Food Bank to demonstrate how business can positively impact the community. A furtherobjective of the project was to provide students a genuine hands-on experience to relate
computer, or with an immersive virtual reality (VR) headset. Videoswere published and distributed such that the instructional videos could easily be incorporatedinto a curriculum. Results of the project will be assessed for both immersiveness as well aspedagogical value.Keywords: Virtual Reality, Augmented Reality, 360o Video, Teaching with InnovativeTechnologyIntroductionMany engineering programs incorporate hands-on experience in manufacturing methods andfabrication. The experience levels of students prior to the training can vary widely, and it’s notunusual for some students to have no familiarity with the equipment, let alone its operation.Integrating a virtual, immersive, experience as the first step of the training process may serve tooffset
. Fall 2017 Mid-Atlantic ASEE Conference, October 6-7 – Penn State BerksReferences1 Becker, Katrin. "Commercial Off-the-Shelf Games (COTS)." Choosing and Using Digital Games in the Classroom. Springer International Publishing, 2017. 101-118.2 Mitchell, A. & Savill-Smith, C. The use of computer and video games for learning: A review of the literature Learning and Skills Development Agency, 20043 Rosas, Ricardo, et al. "Beyond Nintendo: design and assessment of educational video games for first and second grade students." Computers & Education 40.1 (2003): 71-94.4 Annetta, Leonard A., et al. "Investigating the impact of video games on high school students’ engagement and learning about genetics
. This paper also includes brief descriptions of student projects along with testingand fabrication results.Keywords: Electromagnetic Fields, Project Based Learning, Hands-on ExperienceIntroduction: Fundamental concepts of Electromagnetic Fields is the building block for manyengineering designs and applications such as wireless communications, radar systems,transportations, RFID systems, medical imaging systems, and bio-electromagnetics.Fundamentals of Electromagnetic Fields includes abstract Physics and Mathematics. Studentshave difficulties to make a connection between Electromagnetic Fields (EMF) and engineeringapplications due to the abstract nature of the subject matters. Some institutions reported thatstudents’ interest in EMF was waning
students are assessed based on their progress in theproject and the final product of the design-build project is used for testing by students.Method and ResultsIn a traditional Solid Mechanics Lab, commercially available universal testing machines, torsiontesters, impact testers and other instruments are utilized to provide the required testing experienceof the material properties that are expected in the mechanical engineering curriculum. The testingand the subsequent analysis and reporting have become routine. To stimulate the interest of thestudents for better engagement and learning outcomes, and to realize the power of innovativethinking an experiment of assigning design, build, and test projects that ultimately allows studentsto measure the
1 devised a clever way to involve freshman engineering students in designthrough the design/redesign of paper clips. Using minimal resources and with minimalprerequisites, students were exposed to the compromises involved in the design of a real product 1 .In another example, Latcha and Oakley 2 describe a Capstone course where students design andconstruct toys or games. This course exposes students to the severe economic constraints oneffective toys and gives them the opportunity to have their designs presented to industry.Both of these project examples involve teaching practices that are recognized throughout thegreater community of educators as high-impact practices 3 . Design project work, especially withconstruction, requires that