Minneapolis, MN
August 23, 2022
June 26, 2022
June 29, 2022
48
https://peer.asee.org/42048
83
For the past 10 years, Dr. Idalis Villanueva has worked on several engineering education projects where she derives from her experiences in engineering to improve outcomes for minoritized groups in engineering using mixed-and multi-modal methods approaches. She currently is an Associate Professor in the Engineering Education Department at the University of Florida. In 2019, she received the Presidential Early Career Award for Scientists and Engineers (PECASE) award for her NSF CAREER project on hidden curriculum in engineering. Dr. Idalis Villanueva has a B.S. degree is in Chemical Engineering from the University of Puerto Rico at Mayagüez and a M.S. and Ph.D. degree in Chemical and Biological Engineering from the University of Colorado-Boulder. Soon after, she completed her postdoctoral fellowship from the National Institutes of Health in Analytical Cell Biology in Bethesda, Maryland and worked as a lecturer for 2 years before transitioning to a tenure-track in engineering education. Her experiences as a first-generation engineer, Latinx, woman of color, introvert, and mother has shaped the lens and research-informed practical approaches that she uses in her research.
The perceptions and experiences of freshman and sophomore engineering students when playing an online serious engineering game are explored. The engineering game of interest was designed to improve engineering intuition and knowledge of engineering mechanics in a statics course. Use of serious educational engineering games has increased in engineering education to help students increase technical competencies in engineering disciplines. However, few have investigated how these engineering games are experienced by the students; how games influence students’ perceptions of learning, or how these factors may lead to inequitable perspectives among diverse populations of students. A mixed method sequential analysis informed by the Technology Acceptance Model was performed to ascertain the experiences of one hundred and thirty-two students. Women of colour indicated that going to the next challenge level in the game made them feel as though they had increased their engineering knowledge to a higher degree than their male counterparts, this group also indicated higher levels of frustration than their male and Caucasian woman counterparts. Additional studies are need to more definitive conclusions.
Cook-Chennault, K., & Villanueva, I. (2022, August), Perceptions of Engineering Learning Software in Classrooms with Diverse Student Populations Using an Expanded Technology Acceptance Model Paper presented at 2022 ASEE Annual Conference & Exposition, Minneapolis, MN. https://peer.asee.org/42048
ASEE holds the copyright on this document. It may be read by the public free of charge. Authors may archive their work on personal websites or in institutional repositories with the following citation: © 2022 American Society for Engineering Education. Other scholars may excerpt or quote from these materials with the same citation. When excerpting or quoting from Conference Proceedings, authors should, in addition to noting the ASEE copyright, list all the original authors and their institutions and name the host city of the conference. - Last updated April 1, 2015