specifically designed for the program.ConclusionsHaving concluded the execution of the summer program, the team has started to reflect on NSFproject outcomes. The stated goal of the program was for 80% of the S-STEM Scholars tograduate with a STEM degree within four years. The 4-year graduation rates in STEM forCohorts 1 through 3 were 83%, 53%, and 84%, respectively. Program goals were met in two ofthe three years for which data is available. As mentioned above, the extent to which COVID-19had an impact on retention and graduation is unknown.Program sustainability is a significant challenge given that the scholarship funding covered fullcost of attendance for students, i.e. tuition, fees, books, housing, and meals. Sustaining theprogram will require
requirements and are admitted to anExploratory Studies major in the university’s University College. Historical data indicates thatapproximately 170 students per year with a high school GPA of 3.00 or higher are admitted toExploratory Studies because they do not meet the College of Engineering admissions criteria. Ofthose, roughly 78 students remain at the University after one year. Of those 78, only about 45students per year transition to College of Engineering majors by the end of their first year, withthe majority of these students transferring to engineering technology majors. The low transferrate for students to the College of Engineering in general and to engineering majors in particulardoes not accurately reflect the ability of these students
find efficient solutionsto the problem. When this logical sequence of steps or instructions are developed to form aneffective procedure, this process can be automated to solve similar problems. Debugging refersto identifying and fixing errors in the algorithm, both during the development of the algorithmand when students attempt to transfer the algorithm to a new context. Iteration is the process ofrevisiting effective algorithms to improve their efficiency until an optimum state is reached.Generalization occurs when the algorithms and CT skills are transferred to effectively addressproblems in other domains. Because iteration and generalization require the problem context toallow sufficient time for reflection and modification of the solution
learningcommunity (FLC) with a local two-year institution to foster a collaborative community andsupport faculty in adopting APEX materials, which included helping them to consider, plan,apply, and reflect on effective practices for integrating computing into their courses. Buildingupon these pilot efforts, we are actively expanding adoption of the APEX program in severalways. First, we have begun holding summer and winter training workshops for faculty at severaladditional community colleges. Second, we are refining and improving the FLC experience aswe initiate new FLCs with these institutional partners. Finally, we will continue to assess theprogram’s efficacy through a research plan that evaluates student and faculty experiences,allowing us to optimize
State University, Mankato. She has a Ph.D. in Engineering Education, an M.S.Ed. in Curriculum and Instruction - Science Education, and a B.S. in Materials Science and Engineering.Dr. Michelle Soledad, Virginia Tech Michelle Soledad, Ph.D. is a Collegiate Assistant Professor in the Department of Engineering Education at Virginia Tech. Her research and service interests include teaching and learning experiences in fun- damental engineering courses, faculty development and support initiatives – including programs for the future engineering professoriate, and leveraging institutional data to support reflective teaching practices. She has degrees in Electrical Engineering (B.S., M.Eng.) from the Ateneo de Davao University
techniques. A few reasons could explain the results. One, as the students spend a disproportionateamount of time using analytical solutions, they are more likely to recall instances where theirknowledge was limited. Conversely, good programming technique is not utilized heavily in thecore curriculum, so they do not have the chance to continuously struggle with new material, andthus have an inflated sense of knowledge concerning the material. Another reason could be that,it is possible that the coding-heavy nature of the course enabled the students to remember goodprogramming practices, and this is reflected in the subsequent semesters. The lowest self-rating was given to the question “I can code my own numerical solutionsto PDEs
immediacy ofcontrol), (usability experience e.g., perceived usefulness and perceived ease of use), psychologicalfactors (e.g., presence, motivation, perceptions of cognitive benefits, and reflective thinking),learner traits (e.g., spatial abilities and learning styles), and learning outcomes (includingperformance achievement, perceived learning effectiveness, and satisfaction).Lee’s conceptual framework highlighted causal links between VR features and psychologicalfactors that are germane to fostering meaningful learning in instructional VR environments. Themodel is illustrated below with links showing direct effects and a dashed line showing indirecteffects of variables on the outcomes they proposed. In their conceptual framework, Lee
performance settings • Watch and discuss multiple videos of motion analysis Motion applications. Written reflection on worksheet. • Class discussion and active modeling of how to experimentally measure knee flexion and jump height during a standing jump Apply math concepts, like geometry • Paper-based analysis using ruler, compass, and geometry for and direct measurement, to analyzing a CC: Math HSN.Q.A.2 planar view of standing jump. Individual
to baselinemeasurements. After 1 hour each group presented their findings to the class with the TA supportingmore holistic discussions relating to the physiology of observed effects. At course completion, all participants wrote a one-page reflection essay on their perceptions of‘asynchronous’ and ‘synchronous’ online lab experiences. Sentences contextually relevant toeither experience or providing feedback on lab development, were manually separated into twolarge text files and MATLAB R2021b Text Analytics Toolbox was used to analyze the distinctcategories of student responses for determination of keywords and student sentiment [8]. Text waspreprocessed as per the toolbox’s documentation and word frequency for each category wascounted with
gathered by analyzing students’descriptions and facilitators’ reflections of their experiences with the intervention. These resultsprovided insights into how connected students felt to the experience. RECRUITMENT AND DATA COLLECTION. All procedures were reviewed andapproved by the University of Virginia Institutional Review Board. Students did not receivecompensation for participation in the surveys. Responses from the pre-survey were collected fromSeptember 21 and September 27, 2021. The in-class workshop occurred on September 28. Post-survey data collection occurred from September 30 to October 21. Table 2 depicts participationwithin the pre-survey and post-survey. Participation in the survey refers to students who (1)consented to participate
the theory espoused by Kolb2 describingfour modes of learning as: • Concrete experience • Reflective observation • Abstract conceptualization, and • Active experimentation 2Masad and Zollinger 2004 ASEE Annual Conference-Gulf Southwest SectionEvery student possesses portions of each learning mode but actually has a preferred or adominant learning style and typically consists of 2 modes of learning. However, Kolbstates that the most effective learning takes place when the student learns from each modeof learning.Concrete experience can provide the student a personnel
4377/4177 – Electronics II (VLSI)Odd Year 3321/3121 – Signals and Systems 4368 – Applied Signals & Systems 4390 – Mechatronics DLD Course ObjectivesThe DLD course mirrors the program philosophy, and therefore should cover the “fundamentals”of DLD, while keeping current with engineering practice. Objectives for the course reflect thismixture of goals. They include prerequisite knowledge and skills assumed by graduate schools inelectrical engineering, as many of our students continue to these. Also, they include anunderstanding or appreciation of digital systems design in industry, as many of our students will atsome point work on these
aims to encourage continuousimprovement in engineering and technology education and ensure that graduates have thenecessary knowledge and skills to meet industry and society's evolving needs.ABET accreditation holds significant value for students, faculty, and programs, as it proves thatthe program has met rigorous standards and is dedicated to providing quality education.Accreditation by ABET also offers recognition and professional development opportunities forgraduates.2.4. Service LearningService learning is an educational method that blends community service with academicinstruction, reflection on the service experience, and connecting it to personal and social growth.Its aim is to offer students practical opportunities to use their
;E Department.The school’s mission centers around empowering girls to be confident, intellectual, and ethicalleaders who advance the world. With the school’s mission in mind, the CS&E Departmentdefined a curricular scope and sequence aimed at introducing the various disciplines ofengineering, focusing on engineering as a “helping profession” and cultivating students’engineering habits of mind and identity. The focus of this paper is to zoom in on a 2nd gradelesson that reflects the goals of the CS&E curricular scope and sequence.At the Primary School level, which includes grades K-5, the pre-transformed curriculumenhanced students’ knowledge of and skills with block-based coding and robotics. Building onthis strength, and after a
greater inclusivity in gaming, also illuminated the toxic qualities and exclusionaryattitudes prevalent in the video game sphere [13], [18]. The biases in games and the gaming industry are partially a reflection of those creatingvideo games. The International Game Developers Association (IGDA) found that about 71% ofdevelopers are binary (cis) men and 69% of developers are white; in comparison, only 24%identified as binary (cis) women, 3% of respondents identified as non-binary, and 24% identifiedas BIPOC [19]. This lack of diversity fits the overall perception of the video game industry as"overwhelmingly white, male, and straight" [20]. Like the cultures surrounding games, videogame companies are notoriously subject to scandals about
professional learning model supports middleschool science and STEM teachers, many of whom have limited experience with computationalthinking, to implement these units in their classrooms.Professional LearningWe designed a professional learning approach, called the CT-Integration Cycle (Biddy et al.,2021; Gendreau Chakarov et al., in press), that supports teachers to design, adapt, implement,and reflect on instructional activities that use programmable sensor technologies. Thisprofessional learning model usually consists of an in-person summer workshop series and fourfull-day workshops throughout the school year. Due to the COVID-19 Pandemic, the summerworkshop shifted to a remote platform, and the school year workshops shifted to 90-minutebiweekly
acrucial, albeit often overlooked, element of promoting the success, persistence, and retention ofminority students within STEM disciplines [11]. Furthermore, recent studies have highlightedthe relationship between race and gender (for example) in STEM identity development,demonstrating the importance and effectiveness in understanding identity in shaping Blackstudent experiences, particularly regarding student engagement as well as barriers to successwithin STEM majors [12] [13].Regarding HBCUs, these institutions seek to provide and preserve cultural aspects that are notgenerally reflected or offered to minoritized students within Predominately White Institutions(PWIs) and broader society. In reviewing the impact of institutional climate on
transcribed by a third-party service and permanently deletedonce reviewed and cleaned.Reflexivity and Positionality. Prior to data analysis, the researchers engaged in the process ofreflexivity, in which experiences, beliefs, values, and assumptions on the ways in whichmentoring is used in academe to support the career development of faculty were reflected uponindividually and discussed collectively (Watt, 2007). Reflexivity is integral in qualitativeresearch because it forces the consideration and exposure of researcher bias through analyticalreflection and dialogue. The theoretical underpinnings of the pragmatic lens were revisitedduring the reflexivity process to ensure practical implications were foundational to the way inwhich the transcripts
, and the role of engineersin societal decisions about technology” [4, p, 683]. Macroethics are reflected in engineering codesof ethics. For example, the American Society of Civil Engineers (ASCE) code of ethics addedenvironmental protection, sustainability, and treating all persons fairly/equitable participation in1976, 1996, and 2017 [5], respectively. The update in 2020 moved to a hierarchical stakeholdermodel that places obligations to society and the environment first [6]. The ASEE code of ethicsincludes sustainable development and social justice [2]. Engineering educators need to teachstudents about both macroethical issues and microethics [2], and stay current as the ethicalexpectations of the profession evolve.Engineering education
thatcan paint the evolution of students’ knowledge and skills over time over a set of learningexperiences (Clements & Sarama, 2004; Simon, 1995; Sztajn et. al., 2012; Corcoran, Mosher &Rogat, 2009; Maloney and Confrey, 2010). We use a theoretical framework based on adaptiveexpertise and design thinking adaptive expertise to further advance a design learning continuum(Hatano and Inagaki, 1986; Schwartz, Bransford & Sears, 2005; McKenna, 2007; Neeley, 2007).Project OverviewThis research project has been to explore and understand how open-ended, hands-on makingwork and activities are reflected in the learning trajectories of students and their learning gains inthe product-based learning, undergraduate engineering classroom. The aim is to
. During his time at Rose-Hulman, Sriram has served as a consultant in Hadoop and NoSQL systems and has helped a variety of clients in the Media, Insurance, and Telecommunication sectors. In addition to his industrial consulting activities, Sriram maintains an active research profile in data science and education research that has led to over 30 publications or presentations. At Rose-Hulman, Sriram has focused on incorporat- ing reflection, and problem based learning activities in the Software Engineering curriculum. Sriram has been fundamental to the revamp of the entire software engineering program at Rose-Hulman. Sriram is a founding member of the Engineering Design program and continues to serve on the leadership
contribute to the development of students’ self-efficacy, identity, andsense of belonging? and 2) How does early exposure to computer science through courseworkand career awareness affect the experience of CS/M Scholars? Data sources are focus groupinterviews, surveys of the Scholars and a comparison group, and Scholars’ written summaries ofconversations with their mentors. The summary presented here draws upon the latter two datasources. The summaries written by students reflect their perceptions of the mentoring experienceand along with the focus groups and surveys provide multiple points of triangulation, givingimportant insight into their experience with the program overall.Survey Sample – Scholars & Comparison StudentsAll CS/M Scholars are
collaboration inshared physical spaces. Faculty and GTA reflections on the changes to teaching and learning dueto the online pivot provide insight into support that can be provided to help instructional stafffacilitate implementation of ACL across various modes of instruction. The guiding question forthe current study was: How did the rapid shift to online instruction due to COVID-19 affectadoption of ACL in calculus courses?MethodsThis paper describes insights from interviews with faculty and GTAs who were teaching andsupporting Calculus I and Calculus II courses in the Spring 2020 semester. All faculty and GTAsinvolved in these courses and additional faculty involved in the course-based community ofpractice were invited by email to participate in
of 294 students are assessed over five semesters. Average class grades andgrade distributions are statistically compared using ANOVA and Z test, respectively. Moreover,a 15-question survey was used to evaluate PBL through a five-level Likert scale. Selectedstudent comments from end-of-semester course surveys are included when informative. Finally,qualitative instructor reflections are presented.Preliminary Results and Reflections Course Grades: Grades were not curved in any semester and the type and level of formativeand summative assessments were equivalent, thus the mean average class grades offer directcomparison of mastery of learning outcomes assessed. There was no statistical differencebetween the final grades (p=0.2; average 91.3
they foundthroughout the challenge and that might have been useful for all sessions. The journal and theglossary not only reflected UIs found in many investigative point-and-click games (e.g., Phoenix Figure 1: Investigator A Terminal A) Students were given a unique Case ID. After pressing start, the terminal appeared with
technical and professional knowledge to authenticproblems [7,8]. The shifts reflect the growing need for an engineering workforce prepared toaddress the increasingly complex and interconnected problems that engineers will face in the 21stcentury [9,10]. The growth in the number of first-year project-based undergraduate engineeringcourses and senior capstone design courses [11,12] provide opportunities to prepare engineeringstudents with progressive knowledge of engineering. In these courses, students engage inauthentic project-based learning activities designed to support their professional engineering skilldevelopment and increase their capacity for effective communication and problem solving[1,11].In conjunction with curricular shifts and the
mixture ofanecdotes, advice, and study findings contributing to participants’ knowledge of transitions intoengineering education, the RIEF grant process, and mentorship in engineering education. Groupactivities at the virtual workshops were focused on participants’ reflecting about their ownmentorship experiences and needs, their motivations for participation in EER, and ways theycould actively enhance their involvement in the EER community.Community Building in Year 2Our team’s Summer 2021 networking event was designed to reduce these barriers to entry intoengineering education research by facilitating mentor-mentee introductions. Participants in theevent are asked to create a short slide introducing themselves as either prospective mentors
when they apply to either graduate school or apply for an industrial position. Thesearticulation skills are practiced in class in the form of personal reflections. The four requirementsof the project are that the scholars work in a group, they use their new and growing STEMskillset, the project must benefit the community, and it must be sustainable. In this casesustainable means that the project itself can continue for multiple years, with new studentspossibly taking over. The projects that are currently under way include STEM educationprogramming, Mental Health Information, Expanding Local Food Options, and AssessingCollege Energy Usage.Program GoalsThe program, as funded by the NSF S-STEM grant, has four goals set forth in the
?shown in Figure 1, the vast majorityof mechanical engineering graduates (including those with masters degrees) go into practice, soit follows that the educational system should emphasize the preparation of graduates forengineering practice. Some of the weaknesses observed by industry representatives in recentmechanical engineering graduates are stated below. Observations from industry2: Graduates do not reflect the current and growing diversity in the general population Engineering graduates lack practical, hands on experience Graduates are not able to formulate and solve complex, multidisciplinary, system- level real world problems. Graduates are not prepared to provide leadership and drive innovation at the
seems to reflect an attitudeon the part of industry that the company liaisons will have to do a lot of work for little or nobenefit. Another concern which potential sponsors often express is that much of the material inany project offered would be proprietary. Since the final design reports are in the public domain,many times companies decline to participate on this basis alone. To get around this obstacle, Igenerally point out that we can change specific numbers in the reports, so that there would betwo versions, one for the company and one for the university. In several of the projects whichhave been completed in the last seven years, some process information has been omitted tosatisfy industrial interests.2. Characterizing Projects