Paper ID #25679Facilitation of Cybersecurity Learning Through Real-World Hands-On LabsMr. Mohamed Rahouti, University of South Florida Mohamed Rahouti received an M.S. degree in Statistics in 2016 at the University of South Florida and is currently perusing a Ph.D. degree in Electrical Engineering at the University of South Florida. Mohamed holds numerous academic achievements. His current research focuses on computer networking, Software- Defined Networking (SDN), and network security with applications to smart cities. c American Society for Engineering Education, 2019Facilitation of Cybersecurity
experience with real data and real applications. While significant progress has beenmade in the former, one key aspect that has yet to be addressed is hands-on experienceincorporating real-world applications. Specifically, it is insufficient for undergraduate students tobe handed a “canned” data set and be told to analyze it using the methods that they are studying.Such an approach will not prepare them to solve more realistic and complex problems, especiallythose involving large, unstructured data. Instead, students need repeated practice with the entireDSE cycle beginning with ill-posed questions and “messy” data [1]. To this end, the followinggaps have been identified. (1) There is a lack of real data and application based interactivelearning
Page 26.178.7previous joint-function associations.4: Application: An Automated Feedback System for Engineering Design Laboratories4.1. Overview of Engineering Laboratory AssignmentTo demonstrate the real world applicationof the proposed AFS in engineeringlaboratory environments, the authorsconducted a set of experiments to test theskeletal data acquisition and subsequentdata mining knowledge discoverycomponents of this research. Data wascollected in one of the engineeringlaboratory/workshops at Penn StateUniversity. As can be seen in Figure 6, the Figure 6 :Experimental Setup of AFSAFS consists of two major components;The multimodal sensing system (i.e., Microsoft Kinect in this paper) and the visual displayfeedback system that is connected to
engineering curriculum and accreditation.Komal Rohidas Sonavane ©American Society for Engineering Education, 2024 Improving Engineering Mechanics Self-Efficacy By Focusing On Abstracting The Physical World As A Precursor To AnalysisAbstractSophomore level engineering mechanics classes typically have high rates of failure orwithdrawal. Some explanations posited for this phenomenon include lack of student preparation,the difficulty of the material, ineffective instructional methods, and lack of context. Instructorsand textbook authors attempt to overcome these issues with a range of pedagogical approachessuch as math reviews, worked examples focused on problem solving processes, “real-world”problems
buildings and bridges. Such learning deficiencies can be largely attributed to theineffectiveness of the traditional lecture-mode of teaching during which much effort is spent onthe analysis of discrete members, while less emphasis is devoted to understanding the behaviorof the entire structure in a three-dimensional (3D) structural context.In this study, we explore the potential of augmented reality (AR) to facilitate the teaching ofstructural analysis concepts. AR combines the real world with the virtual content so that itconserves users’ awareness of the real world environment in a 3D space [3]. It enables users tovisualize virtual objects and to interact with both real and virtual objects in the same context [4]thus extending their perception
following questions with minormodification for evaluating the teachers’ self-efficacy as shown in Table 1. The questions arecategorized into three sections. A. Instructional self-efficacy: These questions are to find out whether teachers feel they have more knowledge, tools, and confidence to assist themselves in teaching after they participate in the summer program. The teachers’ summer research should have loaded them with more tools and capabilities. B. Community involvement: These questions are to find out whether teachers realize that they have more access to community resources after the summer experience. The teachers’ summer activities include field trips to local industries to experience real world
are to build and dissemi-nate light weight, low-cost Desktop Learning Modules (DLMs), with interchangeable Fluid Me-chanics, Heat Transfer and Biomass Conversion cartridges. The TUES laid a foundation result-ing in a marketed technology being used in classrooms around the world in universities, commu-nity colleges and high schools, while the IUSE seeks to extend the technology to an ultra-low-cost format through design-for-manufacture with 3D printing and vacuforming.Studying the impact of these DLMs is crucial to the success of this research to determine educa-tional effectiveness. Assessment strategies are being refined, and we have now added a pre-/postmotivation survey to add to our technical assessment centered on pre-/posttest written
doing' approach where actions are taken first, Each PALAR component was adapted to fit the engineering Exploring the innovative application of the Participatory Action This project spans multiple institutions and disciplines, engaging followed by reflection. This cycle enhances problem-solving skills and context, focusing on structured yet adaptable processes suitable Learning and Action Research (PALAR) framework in undergraduate, graduate, and faculty participants in a collaborative research practical application in real-world settings. for complex educational environments. engineering education, this research addresses complex effort. Communication
excellence with a multitude of other skills including communication, teaming, ethicalreasoning, and contextual analysis.2 Yet, without exposure to real-world applications in thecontext of a technical education, students may neither develop these important skills nor gainsufficient motivation to pursue careers in engineering.There are many successful examples of ways in which real-world problem solving has beenintegrated into engineering curricula: service learning (e.g., the EPICS program3), industry-sponsored capstone design experiences, and cooperative learning internships. One commonfeature of these types of experiences is that they are often superimposed on top of a moretraditional curriculum whose courses focus on fundamental engineering
relatedcourses. The material concept was a textbook supplement that could be used with any of themajor engineering thermodynamics textbooks on the market. By providing information linkingthe thermodynamic theory to the real world applications it was believed students would be moreengaged and would gain an improved understanding of the material. This information wasstructured in the form of engineering scenarios; descriptions of real world facilities with in-depthinformation on the equipment, processes, and personnel present. Along with this narrativeinformation skill based problems were structured based on the actual equipment and its operatingdata. Design based, or open-ended, problems were also created based on past or future designchallenges within
, and enhancing virtual reality.1 These challenges are complex, multiplydetermined, and fraught with social and personal complications. As such, solving them willrequire engineers who combine both technical training and other skills (e.g., ability to work ingroups, communication, etc.).2 Such complementary skills are often difficult to develop in thecourse of traditional engineering education, which often presents technical problems in abstractand stylized form without connection to real-world applications. Such education works for manyengineers, but it risks missing those students who could be engaged by the opportunity to addressproblems of fundamental import.Here, we describe a framework for integrating the NAE GC program into engineering
Relevance, where students recognized how their project experience wouldprepare them for college and be useful to their college experience; Content Relevance, wherestudents found the content of their projects aligned with and useful to their personal interests,although some students struggled with the connection between the programming tasks andreal- world applications; and Context Relevance, where students identified connectionsbetween the project content and personal or real-world scenarios, finding the contentpersonally relevant to their day-to- day life. 3ConfidenceThe study found that teacher and peer support can impact students’ confidence
pathway. This new curriculumincludes pedagogical changes to utilize project-based learning by incorporating resources andlearning from multiple sources to best mimic real-world application, data, and design attributes. Inaddition to the associate degree, a college credit certificate in cloud computing was created tostrengthen (re-)entering students in the workforce and dual enrollment students with credentialsand employability skills by using high impact educational practices.Our cloud curriculum incorporates project-based learning approach, a real-world experienceusing the cloud technology. This poster shares strategies and pedagogical tools for teaching acloud-focused curriculum for broader impact and student success.IntroductionWith the
possess a frame of mind thatperceives challenges as something to be overcome through individual agency to solve problems[3]. Because of these benefits, there has been a long standing interest of incorporating Making inthe classroom. Despite the wide variety of options for classroom Maker kits, they often share adesign trait that makes it difficult for students to generalize concepts outside of the classroom.Jenkins and Bogost has referred to this issue as the sandbox effect, in that while students canengage in STEM concepts within the confines of the kits, the moment one attempts to apply saidconcepts outside of the kit, they aren’t as easily applicable to real world applications (e.g., “littleBits” [4] is a kit of electronic connectors that
, evaluating it against the case information and modifying the proposed diagnosis depending on that evaluation. • Real world constraints - All of the learning environments include some form of real world constraints, such as limitations on resources, the need to consider multiple and sometimes competing characteristics of "good" designs, and the types of data available on which decisions can be based. • Realistic data - Similar to the real world constraints, access to realistic data has been identified as a potentially key aspect of learning environments, providing both resources and accountability to nature. • Roles - The roles students play while engaged with the learning environment, and the
lack, resulting in significant downtimeand lost energy production. Furthermore, the limited ability of students to apply concepts fromthe classroom to real world scenarios is a serious issue [4], and is compounded by hazardousconditions. Safe practices while troubleshooting are critical to preventing injury and death in thefield.This shortage of well trained technicians is expected to be mitigated largely by advancedtechnology education. Community colleges are making a great effort to address these issuesthrough application of new technologies. Interactive simulators involving real-world scenarioshave been identified as an effective method for preparing technicians to improve safety andenhance troubleshooting strategies to help technicians
and the idea of what you want as your job are things that have separated themselves. I may have a fascination with learning theory on an item in the classroom, but see it as unhelpful in the real world.” DP15: “Working in industry exposed me to topics and skills that are valued in the work place and has influenced me to focus on these skills. From my experience, school work is mainly focused on theory and it's hard to tell what's actually going to be useful in professional practice…” DP16: “I learned that only the highest positions need theory. Most positions rely on empirical practices.” R13: “Yes, I focus on the practical application; often times the instruction will stop short by
tasks that are outside ofmy major of aerospace engineering” and 6) “This UAV Program not only influenced myknowledge on UAVs, but it also introduced me to learning new skills, artificial intelligence, andteam building.”2. Increased Ability to Apply Multidisciplinary Knowledge to Real-World ProblemsInvolvement in the project has increased the students’ ability to apply the newly acquiredknowledge and skills to the real-world problems that require multidisciplinary knowledge andskills. The students have been successful in identifying, formulating, and solvingmultidisciplinary problems. The students have also been successful in designing and conductingexperiments to test their multidisciplinary work and in collecting and interpreting
doing fun example problems. The instructor did a great job implementing real-world scenarios. Real-world examples are helpful to understand the content of the course.There are other examples that can be used in ways similar to the Hyperloop. For example, wehave built a series of problems and exercises around human-powered pumps that have beendeveloped and subsequently used for irrigation in sub-Saharan farming communities [18]. In allthese approaches students are introduced to open-ended questions and need to deal with theambiguity that is an integral part of real-world problems. This allows for creativity andinnovative problem-solving, beyond what can be achieved through the applications of equationsonly.Summary and Conclusion:To use
suggest this new facilities-based andhands-on teaching approach helps students appreciate the real-world applicability of classroomtheory.MotivationTraditional, lecture-based undergraduate engineering approaches can leave many students withan abstract or incomplete understanding of the concepts being taught. 1 Actively engagingstudents with practical applications or experimental procedures has been generally shown toprovide engineering undergraduates with a broader understanding of course theory. 2 Inductivelearning approaches, such as case study methods, show students how the theory they are learningis applicable to real-world engineering projects. 3 Students at Purdue University reported thatcase studies added realism to their coursework and
Remodeling Instructional Materials for more Effective Learning in Introductory Materials CoursesAbstractStudents have prior knowledge about how the world works, including preconceptions andmisconceptions. For more effective learning, instructional materials and activities need to berestructured/remodeled to address misconceptions and knowledge gaps as informed by assessment ofprior knowledge. In particular, we have explored and examined materials with regard to topics oflanguage and operational definitions, types of graphical representations, real world applications, andexplicit discussion of micro-macro scale connections between a material's microstructure and itsmacroscopic properties. In engineering education, instruction must
dramatic changes that deal with how we associate witheach other and it would appear that it will be instrumental in implementing future societalchanges as well. Likewise, technology has also been changing rapidly and applications enabledby the Internet have been a primary driver of these changes. In particular, the Internet of Things(IoT) has been at the forefront of a great number of new technology initiatives that deal withmachine-to-machine (M2M) interactions. Today society is on the cusp of Industry 4.0 and at thesame time is in the midst of a movement to implement the rapid electrification of the world in anattempt to mitigate climate change by adopting alternative energy sources (solar, wind, hydro,etc.) and reducing/eliminating fossil fuel
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
globally recognized for its integrated and application-driven approaches to solving real-world problems with cutting-edge simulation and visualizationtechnologies. CIVS works closely with industry, K-12 schools, colleges, and governmentalbranches to address critical issues in engineering, energy, productivity, quality, safety, education,and the environment. CIVS uses computational models to simulate real phenomena and predicttheir behavior under specified conditions, and visualization technology to create 3D images andvirtual reality environments. Integrating simulation and visualization enables effective dataanalysis and presentation, communication of ideas, and problem solving, and promotes effectivecreation of virtual teaching/learning modules
, use of emerging technologies, and mobile teaching and learning strategies.Maeve Bakic, Boise State UniversityDr. Diana Bairaktarova, Virginia Tech Dr. Diana Bairaktarova is an Assistant Professor in the Department of Engineering Education at Virginia Tech. Through real-world engineering applications, Dr. Bairaktarovaˆa C™s experiential learning research spans from engineering to psychology to learningDr. Devshikha Bose, Boise State University Devshikha Bose, Ph.D., is a Senior Educational Development Specialist at Boise State University, Idaho. Her academic research interests include just-in-time learning, online learning, flipped classrooms, hybrid learning, video-based learning objects, social media
has been used in engineering schools for a longtime, the high dropout rate shows that this way of teaching needs to be changed. One of the constantcomplaints of the engineering students is that they cannot make a connection between puretheoretical materials presented in class and real world projects. Many students who have someexperiences in the industry claim that most of the contents of even elective and so called practicalcourses have no application in their jobs. The primary goal of the Learning by Practice initiative,funded by the National Science Foundation (NSF), is to increase the engagement of mechanicalengineering students in the learning process and to prepare them for the workforce through thedevelopment and implementation of a
presented his research at a number of highly reputed peer-reviewed Information Systems conferences such as ACM SIGMIS, ICIS, WITS, HICSS and AMCIS. He is a member of the Association for Information Systems (AIS).Zechun Cao, Texas A&M University, San Antonio Zechun Cao received his master’s and Ph.D. degrees in computer science from the University of Houston. His research lies at the intersection of cybersecurity, privacy, and artificial intelligence (AI). His doctoral thesis centers around developing network and host intrusion detection methods leveraged by intelligent user behavior recognition. He also collaborates with economists and city planners on devising AI algorithms that result in long-lasting real-world
equipment. They expand on thecase study concept by including skills-based problems that can be used in place of traditionalhomework problems but written in the context of the real-world environment, as well asadditional design problems based on design methods and actual solutions at real facilities. Thispaper will highlight the final version of the Engaged material. This will include key points of theassessment data and focus group results obtained since last year. A secondary purpose of thepaper will be to discuss how this Phase 2 research has spawned several other pedagogicalresearch questions (i.e. possible new Phase 1 research). Three specific areas will be highlighted:1) a compare and contrast study of engagement and motivation in engineering
restructured their introductory computing and engineering courses with projects and assignments intended to encourage all students to remain in the disciplines. For example, computing departments incorporated real-world applications of computer science topics including crime forecasting using real crime data, image processing, cryptography, and string processing problems from biology. As a result, students gained a more in depth understanding of how computer science can be applied to real-world applications and make a significant societal impact. • Departments created multiple sections for introductory programming courses, a section for inexperienced students, and another class for experienced programmers
Paper ID #37634Board 197: A Gamified Approach for Active Exploration to DiscoverSystematic Solutions for Fundamental Engineering ProblemsDr. Mohammad Ilbeigi, Stevens Institute of Technology Mohammad Ilbeigi is an Assistant Professor in the Department of Civil, Environmental, and Ocean Engi- neering (CEOE) at Stevens Institute of Technology.Dr. Diana Bairaktarova, Virginia Tech Dr. Diana Bairaktarova is an Assistant Professor in the Department of Engineering Education at Virginia Tech. Through real-world engineering applications, Dr. Bairaktarovaˆa C™s experiential learning research spans from engineering to psychology to