Science (CS) department got together and proposed a focused10-week long funded summer camp for two local high schools with the following objectives: 1. Provide graduate students to instruct in the areas of` mobile application development, forensics and cyber Security. 2. Provide CS one-on-one mentors for students while conducting their work-based learning experience in Computer Science. 3. Assign hands-on interdisciplinary projects that emphasize the importance of STEM fields when using and developing software applications. 4. Promote and develop soft skills among participants including leadership, communications skills, and teamwork.The proposal was funded, by DOE and the summer camps were conducted in the summer of
coding) and soft skills (such as problemconcept interpretation. solving and teamwork). Lastly, using these results, volunteers can enhance future opportunities. • Students were asked to reflect on their learning individually to provide an Individual indication of their progress interest level, and content knowledge. This was Reflection done through drawings, worksheets, and surveys. Conclusions & Future Work
years in your field?From the exercise and combination of the results from both subgroups, some commonthemes emerged as shown in Table 1. The results and feedback from the workshop wereutilized to refine the first Delphi survey and also led to the development of a Model ofComputational Capabilities. Table 1 – Common Themes from the Workshop New hires After first year on job Next few years Specific applications Technological tools Architecture & (domain knowledge) technology skills Problem solving skills Systems knowledge Soft skills (global (critical thinking
arepublished on the web. Students were required to read and rate all dissections in severalcategories to ensure that each student was familiar with other designs. Qualitative andquantitative data was collected from the students about the perceived effectiveness of thedissection activity. The students felt strongly that the dissection activity improved their skills asengineers, but did not rate the impact on their soft skills (ethics and technical writing) verystrongly. The true impact on the students will not be known until they complete their capstone Page 12.596.13design course projects. Hopefully, they are now aware of manufacturing and economic
results, in-line with a body of K12 research, projects with more authentic inquiry traits tend to be of a higher qualityand thus higher instructor-based assessment scores. When it comes to peer-assessment scores, only half ofthe authentic inquiry traits are found to have significant impact outcomes – these tend to relate to humanisticproperties and soft-skills – e.g. real-world impact, communication, collaboration, and enabling access to abroader community. Results seen in this work continue to motivate the re-use and adoption of pedagogicalpractices at the collegiate STEM level that have already been vetted by other educational communities,especially those found within the K-12 STEM educational research community.IntroductionThe most ubiquitous
selected apps, products, or interfaces of their choice.They learned how to apply heuristics to evaluate UI designs as they pertain to usability, utility,and desirability, etc. with individual user interface elements and interactions, concerning howthey impact the overall user experience. Students also learned a new vocabulary as it relates tocommon heuristics in the field as well as best practices in UI design. Further, students gainedexperience with industry-facing tools such as Figma where they built their high-fidelity UIredesigns and worked collaboratively to help critique the UI designs of peers, simultaneouslydemonstrating growth in technical and soft skills. These experiences helped students build notonly their expertise and skillset, but
gaming environmentsAbstractStudents working on hands on projects have a unique opportunity to exercise and learnengineering skills outside of what they learn in the classroom. However, students also needprofessional skills, or soft skills, that allow them to work effectively on their projects in a teamenvironment. Unfortunately, these skills are often overlooked in the students’ core classes andstudents are usually unfamiliar with these skills. Not having these skills in a project basedprogram can lead to negative outcomes for the students. New technology is rapidly changing, andnew techniques that can be used to teach engineering students these valuable skills have becomeeasier to obtain. Advancements in virtual reality (VR) and augmented
obfuscation; and will discuss thedesign of the project, the implementation of the design, code obfuscation techniques used, and whichobfuscation techniques were used to produce the mystery executable presented to the class as theirclass project. IntroductionGroup projects in engineering and computer science coursework are a critical part of the educationprocess. Not only do they enforce the concepts being taught, they also provide an environment inwhich essential professional skills (aka, soft skills) can be understood, culminating in a synergisticlearning experience. The value of such group learning has been well documented in bothengineering and computer science courses [1]-[5], and is a cornerstone to the
. He is integrally involved in the design and delivery of the Pre-Freshman and Cooperative Education Program and others of that ilk at OSU, as a part of his specific interest in soft skill development, diversity, recruitment and retention initiatives.Mr. Nicholas Rees Sattele, Ohio State University Nicholas is an Undergraduate Research Associate with The Ohio State Department of Engineering Ed- ucation. He is in the process of completing a B.S. in Computer Science and Engineering in the In- tegrated Business and Engineering Honors Program at Ohio State. His interests include incorporating Entrepreneurial Minded Learning into engineering coursework and interdisciplinary innovation. c
of the future will have dif-ferent attributes than the stereotypical 20th century engineer. These attributes include the technicalknowledge that all engineers should have and are included in traditional engineering curricula, andother characteristics related to what have often been called soft skills or professional attributes,including communication, leadership, and entrepreneurial skills.” To help instill an entrepreneurialmindset, Kern Family Foundation established a network of colleges called the Kern Entrepreneur-ship Education Network (KEEN) in 2005. Gonzaga University is one of the 19 colleges in KEEN,and it views the entrepreneurial mindset as a critical need in undergraduate engineering education.Considering students in our CS 1 is
solvingskills. In fact, it has been shown that engineer graduates possess adequate theoretical knowledgeand technical skills, but noticeably weak creativity and innovation. Interpersonal and personalskills in leadership, management, and multidisciplinary teamwork were found to be the mostoverlooked aptitudes in college despite their importance in work settings 25. With the availableWeb 2.0 applications, users can work collaboratively while chatting and conversing online. Suchfeatures help students enhance their team work skills including their oral and writing skills. Inaddition to technical knowledge and hard skills, engineers should possess soft skills in personaland interpersonal behavior to meet current employment market standards
academic experience include thestudents' lack of understanding of general theoretical concepts of physics, a decreased knowledgeon fundamental engineering principles, decreased math background and limited programming Page 24.1223.2ability, as well as “soft skills” associated with integrating and managing3,7. In fact, Barlish andTraylor8 found there was a disconnect between the skills that students obtain from their degreeprogram and the skills (as defined by the industry) necessary to be successful. Therefore, studieshave looked at how to address this deficiency through proper class sequencing9 emphasizing“life long learning” which calls on the
within undergraduateScience, Technology, Engineering, and Mathematics (STEM) programs [4]. Conventionallecture can offer advantages of simplicity of a low-tech broadcast mechanism for large classsizes and matches the expectation of some students to be lectured on the material, thusmaintaining their status quo bias [5]. However, as enrollments grow, students in large classesmay tend to lose concentration due to the crowded environment, and thus may hesitate to askquestions during class. This has motivated research to sustain content engagement [6] andovercome live lecture’s challenges at engaging critical thinking and soft skills within itsclassroom setting [7]. As a means to enable mastery learning, it is sought to utilize
. Besides, OneNote supports mobile devices asTablet PCs, PDAs, and graphics tablets for handwritten notes. Briefly, the benefits of thisapplication are its clarity, usability, and the opportunity to convey soft skills. Figure 1. Microsoft OneNote 2007 screenshot.In the following chapters, we present the preliminary results of our first evaluation. In line withthe evaluation, the second chapter describes the theoretical and practical settings of this projectin detail, and the comments of the students. Moving on, the third chapter reviews the drawbacksof the use of OneNote against the background of natural sciences and mathematics.ConceptThe lecture “New Media in Education and Research” covers the use of IT-Technologies in
, Evans and Gabriel criticize the current conception of communication skills asindependent “soft skills” and postulate that communication should be understood as social actionthat is bound in the context of engineering practice10. Hence, they suggest that communicationshould be “learned through processes of participation” where communication is directlyassociated with “performing engineering.” Our project builds on the approach suggested byEvans and Gabriel, by situating learning activities in authentic professional contexts wherestudents are expected to perform tasks that require clear and effective communication.Studies of teacher comments on student writing in the Sciences and Engineering suggest thatfeedback focuses on lower-order concerns
’ technical knowledge where as the method of implementationwas selected to improve students’ soft skills. The methodology consisted of 5 majorsteps: Step 1: In – class presentation on lifelong learning and self-directed learning Step 2: Survey (Pre-implementation survey) to measure students’ comfort level and overall understanding of the concept of lifelong learning Step 3: Selection of the implementation platform Step 4: Implementation of the self-directed learning modules Step 5: Survey (Post-implementation survey) to measure students’ responses to the experience, and also to collect feedbackStep 1: In-class presentation on lifelong learning and self-directed learningIn the beginning of the semester
face-to-face courses.IntroductionChemical Materials Science is typically taught as a 4 lecture per week course. Studentperformance is evaluated via weekly homework and 2-3 exams per quarter. Past offerings of thisand other similar materials science courses have included features such as lab experiments andopen ended materials selection projects done in groups. These group projects typically involvedwritten and/or oral reports in order to improve soft skills and allow promotive interactionbetween the students. Collaborative learning has been a key feature of many courses at our Page 15.321.2university, and has been used extensively in other
pedagogical tool in many institutions as activities in this type ofgame help the player develop soft skills such as teamwork and collaboration. It is even possible touse escape room games for technical exams 55 .As gamification is gaining popularity, so are the game strategies at the center of the researchstudies. However, gamified components are frequently limited to leader boards, badges, andpoints, and academics and researchers should look for other components beyond the three mostpopular items 56 . Collaborative design with instructional designers, UX researchers, and expertsfrom other fields may create innovate experiences using unique gaming elements.The content analysis in this paper utilized titles and abstracts for analyzing text. We were
practices for the course, which utilize handwritten image files that are retained forstrengthening the learner’s soft skills through one-on-one clarification with Content GTAs.Instructional challenges include the cold-start problem of building a viable test bank of digitizedquestions, whereas only selected topics in engineering fields have digitized test banks availablefrom textbook publishers. Additionally, the efforts invested to digitize should have significant re-use potential to preclude reinventing the wheel for a longer-term payoff that can be pooledamong alternate faculty teaching a course at their institution. Organizational challenges relate tochange theory of the participants involved, both instructors and students alike. An
byfreeing up class time to spend on activities that contribute to their soft skills such as teamwork,but also improve the extent to which individual students attain the course outcomes related to thetechnical contents of the course. But in order to reach this potential, it is important to go beyond Page 24.1395.11what has been done so far in most FC classrooms. In particular, it is necessary to engage smallgroups of students in deep discussions about the technical material; and to organize these groupson the basis of well understood theoretical principles. Our approach, and the CONSIDER systemare designed to do that. We plan to use our approach
participants were asked to organize thepost-its on their respective chalkboards to capture common or emerging themes. Some prevalentthemes are shown in Table 1: Table 1: Select Workshop Notes New hires After first year on job Next few years Specific applications Technological tools Architecture & (domain knowledge) technology skills Problem solving skills Systems knowledge Soft skills (global (critical thinking) issues) Communication skills Self motivated innovation Accountability Knowledge of a Understanding business