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2018 IEEE Integrated STEM Education Conference (ISEC)最新文献

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The effect of interactive digital storytelling gamification on microbiology classroom interactions 交互式数字故事游戏化对微生物学课堂互动的影响
Pub Date : 2018-04-19 DOI: 10.1109/ISECON.2018.8340493
A. Molnar
In this research, we study the use of interactive digital storytelling in teaching microbiology. More specifically, we carried out an exploratory study assessing the effect of using the gamification of an interactive digital storytelling on classroom dynamics and students' interaction. The results show that the presence of gamification led to an increase in classroom discussions and in students' engagement with the learning objectives taught by the interactive digital storytelling.
在这项研究中,我们研究了交互式数字故事在微生物学教学中的应用。更具体地说,我们进行了一项探索性研究,评估使用交互式数字故事的游戏化对课堂动态和学生互动的影响。结果表明,游戏化的存在导致课堂讨论的增加,以及学生对交互式数字故事所教授的学习目标的参与。
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引用次数: 7
Integrating interactive computer simulations into K-12 earth and environmental science 将交互式计算机模拟整合到K-12地球和环境科学中
Pub Date : 2018-03-10 DOI: 10.1109/ISECON.2018.8340488
M. Zhu, N. Panorkou, P. Lal, Sowmith Etikyala, Erell Germia, Pricilla Iranah, B. Samanthula, Debasmita Basu
This paper discusses our work in progress aiming to explore how computer simulations can be integrated into the K-12 curriculum of Earth and Environmental science. Several interactive simulations using Netlogo, a multi-agent modeling environment, and Scratch, a visual programming software are being developed with steerable parameters and the corresponding output plots for students to manipulate and interpret the results, respectively. Here, we present two simulations we designed on water cycle and discuss how these may help students learn about the distribution of water and its continuous move in the ecosystem.
本文讨论了我们正在进行的工作,旨在探索如何将计算机模拟整合到K-12地球与环境科学课程中。使用Netlogo(多主体建模环境)和Scratch(可视化编程软件)开发了几个交互式仿真,分别具有可控制的参数和相应的输出图,供学生操作和解释结果。在这里,我们展示了我们设计的两个关于水循环的模拟,并讨论了这些模拟如何帮助学生了解水的分布及其在生态系统中的连续运动。
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引用次数: 7
Bridging between electrochemistry and microbiology for a brighter future: Microbial fuel cells 连接电化学和微生物学,创造更美好的未来:微生物燃料电池
Pub Date : 2018-03-10 DOI: 10.1109/ISECON.2018.8340475
N. Ng
In a world of global warming and limited renewable resources, microbial fuel cells (MFCs) gain momentum in relevance and efficiency. Utilizing just organic waste and electrogenic mud microbes found in most parts of the world, these battery-like mechanisms can recycle waste to produce consumable electricity. After inserting mud and a food substrate, the microbes in the MFCs feed on the substrate and release electrons. These electrons flow through the MFC wiring from an anode to a cathode, can be used for external use, and ultimately react with oxygen to form purifiable water. MFCs from a supplier were used to test the effects of amount and different types of food substrates such as white sugar and compost on maximum electrical output. Results yielded that different cultures of mud and bacteria need certain optimal amounts and proportions of nutrients in order to yield the highest output. High amounts of sugar substrate kills the microbes due to dehydration, and the microbes need a 1:2:1 ratio of nitrogen, carbon, and phosphorous compounds (tested with soil indicators). Using the substrate that provides the highest output at a certain amount in multiple MFCs, a high electron flow was generated after connecting the MFCs in a series circuit. An external USB boost converter hardware mechanism was attached to the circuit, and channeled the electricity made into charging smartphones. In the future, the USB boost converter hardware must be able to charge a smartphone faster to improve its efficiency. Through this research, the combination of electrochemistry, mechanical engineering, and microbiology work in tandem to provide consistent accessible sources of energy in African villages.
在全球变暖和可再生资源有限的世界中,微生物燃料电池(mfc)在相关性和效率方面获得了动力。利用在世界上大多数地区发现的有机废物和生电泥浆微生物,这些类似电池的机制可以回收废物以产生可消耗的电力。在注入泥浆和食物基质后,mfc中的微生物以基质为食并释放电子。这些电子通过MFC线路从阳极流向阴极,可用于外部使用,并最终与氧气反应形成纯净水。使用来自供应商的mfc来测试数量和不同类型的食物基质(如白糖和堆肥)对最大电输出的影响。结果表明,不同的泥浆和细菌培养需要一定的最佳数量和比例的营养物质,以产生最高的产量。大量的糖底物由于脱水而杀死微生物,微生物需要1:2:1的氮、碳和磷化合物(用土壤指示剂测试)。使用在多个mfc中提供一定数量的最高输出的衬底,在串联电路中将mfc连接后产生高电子流。一个外部USB升压转换器硬件机制连接到电路上,并将产生的电力引导到智能手机充电。在未来,USB升压转换器硬件必须能够更快地为智能手机充电,以提高其效率。通过这项研究,电化学、机械工程和微生物学的结合协同工作,为非洲村庄提供一致的可获得的能源。
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引用次数: 0
The impact of an integrated Pre-K STEM curriculum on teachers' engineering content knowledge, self-efficacy, and teaching practices 综合学前STEM课程对教师工程内容知识、自我效能感和教学实践的影响
Pub Date : 2018-03-10 DOI: 10.1109/ISECON.2018.8340489
Bernadette Sibuma, Susmitha Wunnava, Melissa-Sue John, F. Anggoro, Mia Dubosarsky
This paper reports a pilot study to determine the potential impact of an integrated STEM curriculum on Pre-K teachers' engineering content knowledge, self-efficacy and teaching practice. Using a randomized control trial design, researchers examined the impact of the curriculum in 17 Pre-K classrooms (8 intervention classrooms, 9 control classrooms) in central Massachusetts. Questionnaires measuring STEM and engineering content knowledge, self-efficacy and teaching practice were administered to participating Pre-K teachers (N=42; 21 intervention, 21 control) in Fall 2017 and again in Spring 2018. Baseline analysis showed no significant differences in engineering and STEM content knowledge, pedagogical content knowledge, or teaching self-efficacy at the start of the pilot study between intervention and comparison classroom teachers. Fidelity of implementation was measured using an observation instrument developed by the project team based on a published implementation science framework. We hypothesized that teachers who implement the integrated STEM curriculum will have significantly higher engineering pedagogical content knowledge and self-efficacy than teachers in the comparison group. As well the teachers who implement the integrated STEM curriculum will show significant gains in their engineering pedagogical content knowledge and self-efficacy in teaching engineering and STEM as a result of their participation.
本文报告了一项试点研究,以确定综合STEM课程对学前班教师工程内容知识、自我效能感和教学实践的潜在影响。采用随机对照试验设计,研究人员检查了马萨诸塞州中部17个学前班教室(8个干预教室,9个对照教室)课程的影响。采用问卷调查方法对参与的幼儿园教师进行STEM和工程内容知识、自我效能感和教学实践的测量(N=42;2017年秋季和2018年春季分别进行了21次干预和21次控制。基线分析显示,在试点研究开始时,干预和比较的课堂教师在工程和STEM内容知识、教学内容知识或教学自我效能感方面没有显著差异。使用由项目团队基于已发表的实施科学框架开发的观测仪器来测量实施的保真度。我们假设实施STEM综合课程的教师具有显著高于对照组教师的工程教学内容知识和自我效能感。此外,实施STEM综合课程的教师将在他们的工程教学内容知识和教学工程和STEM的自我效能感方面表现出显着的收益。
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引用次数: 4
Serious games: Quality characteristics evaluation framework and case study 严肃游戏:质量特征评估框架与案例研究
Pub Date : 2018-03-10 DOI: 10.1109/ISECON.2018.8340460
A. J. Abdellatif, B. McCollum, P. McMullan
The use of serious games in teaching and training is increasing; however, there is a lack of suitable evaluation frameworks to evaluate the different quality characteristics in the serious games. This study highlights previous evaluation frameworks and then emphasizes different quality characteristics that have been used in evaluating serious games. The study divided the discussed quality characteristics into primary and secondary characteristics based on their use in the literature. The study proposes a framework to evaluate several dimensions of serious games by choosing and combining appropriate quality characteristics. Robocode a programming serious game was used as a case study in which the framework has been applied to it where fifteen students in Queen's University Belfast played the game and evaluated different quality characteristics based on the proposed framework. The results showed that Robocode overall evaluation is good; however, the framework recommends changes to be applied to the game to increase the game understandability to be played by the users without the need for supervision or tutors.
在教学和培训中越来越多地使用严肃游戏;然而,我们缺乏合适的评估框架来评估严肃游戏的不同质量特征。该研究强调了之前的评估框架,然后强调了用于评估严肃游戏的不同质量特征。本研究根据质量特征在文献中的使用情况,将所讨论的质量特征分为主要特征和次要特征。该研究提出了一个框架,通过选择和组合适当的质量特征来评估严肃游戏的几个维度。Robocode是一个编程严肃游戏,作为一个案例研究,其中框架已应用于贝尔法斯特女王大学的15名学生玩了这个游戏,并根据提议的框架评估了不同的质量特征。结果表明,Robocode总体评价良好;然而,该框架建议对游戏进行修改,以增加用户在不需要监督或导师的情况下玩游戏的可理解性。
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引用次数: 21
Inspiring high school students to engage with current issues in science and medicine with an interdisciplinary course entitled science and literature of disease 通过一门名为“疾病科学与文献”的跨学科课程,鼓励高中生参与科学和医学领域的当前问题
Pub Date : 2018-03-10 DOI: 10.1109/ISECON.2018.8340458
S. Kim, N. Stogdill
This paper describes a new interdisciplinary course entitled Science and Literature of Disease offered since 2015 for second-semester high school seniors at Polytechnic School, a college-preparatory school in Pasadena, CA. The course is taught by a physician and an English teacher who initiated this course to inspire the students to identify, understand, and analyze timely issues in science and medicine. Each year, approximately 15–20 students enroll and obtain credit for a science elective and AP English Literature. Students also receive credit toward receiving a Global Initiatives Certificate from Polytechnic School's Global Initiative Program (GIP). The course is student-driven and incorporates timely issues in science and disease identified by the instructors and students. Students respond positively to the course. Medical topics include the plague, tuberculosis, malaria, cancer, and AIDS. Students read Susan Sontag's Illness as Metaphor, Leo Tolstoy's Death of Ivan Ilyich, Gabriel García Márquez's Love in the Time of Cholera, On Doctoring edited by Reynolds and Stone, Cameron Conway's Malaria Poems, Somerset Maugham's Sanatorium, and excerpts from Boccaccio's Decameron. Key lessons learned are presented. Feedback from the students seems to indicate that this environment fosters a sense that the students cherish the course and the contributions of their peers, and reasons are discussed.
本文描述了一门新的跨学科课程,名为疾病的科学与文学,自2015年以来在加州帕萨迪纳的一所大学预科学校理工学院为高中第二学期开设。该课程由一名医生和一名英语老师教授,他们开设了这门课程,以激励学生识别、理解和分析科学和医学中的及时问题。每年,大约有15-20名学生注册并获得科学选修课和AP英语文学的学分。学生还可以获得学分,以获得理工学院全球倡议计划(GIP)的全球倡议证书。该课程以学生为导向,并结合教师和学生及时发现的科学和疾病问题。学生对这门课反应积极。医学主题包括瘟疫、肺结核、疟疾、癌症和艾滋病。学生们阅读苏珊·桑塔格的《疾病的隐喻》、列夫·托尔斯泰的《伊凡里奇之死》、加布里埃尔García Márquez的《霍乱时期的爱情》、雷诺兹和斯通编辑的《论医术》、卡梅隆·康威的《疟疾诗》、萨默塞特·毛姆的《疗养院》以及卜伽丘的《十日谈》节选。介绍了吸取的主要经验教训。学生的反馈似乎表明,这种环境培养了一种意识,即学生珍惜这门课程和同龄人的贡献,并讨论了原因。
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引用次数: 1
Towards playful learning and computational thinking — Developing the educational robot BRICKO 走向有趣的学习和计算思维——开发教育机器人BRICKO
Pub Date : 2018-03-10 DOI: 10.1109/ISECON.2018.8340502
Bjarke Kristian Maigaard Kjær Pedersen, K. Andersen, Anders J⊘rgensen, Simon Köslich, Fardin Sherzai, Jacob Nielsen
Educational Robotics has proven a feasible way of supporting and exemplifying Computational Thinking. With this paper, we describe the user-centered iterative and incremental development of a new educational robotic system, BRICKO, to support tangible, social and playful interaction while educating children in 1st–3rd grade in Computational Thinking. We develop the system through seven main iterations including a total of 108 participant pupils and their teachers. The methodology is a mixture of observation and interviews using Wizard of OZ testing with the early pilot prototypes as well as usability and user experience testing with the following incrementally improved digital prototypes. Our results for development and evaluation are presented for each iteration leading onto the next and describes the evolution of both the BRICKO driving robot as well as the BRICKO programming-board and its different categories of command-bricks. We discuss the methodologies used for assuring a playful and social educational robotic system and conclude that we achieved a useful prototype for supporting education in Computational Thinking.
教育机器人已经被证明是一种支持和示范计算思维的可行方法。在本文中,我们描述了一个新的教育机器人系统BRICKO的以用户为中心的迭代和增量开发,以支持有形的,社交的和有趣的互动,同时教育1 - 3年级的儿童计算思维。我们通过七个主要的迭代开发了这个系统,包括108名学生和他们的老师。该方法混合了观察和访谈,使用Wizard of OZ对早期的试点原型进行测试,以及使用随后逐步改进的数字原型进行可用性和用户体验测试。我们的开发和评估结果为每次迭代提供,并引导下一次迭代,并描述了BRICKO驱动机器人以及BRICKO编程板及其不同类别的命令块的演变。我们讨论了用于确保好玩和社会教育机器人系统的方法,并得出结论,我们实现了支持计算思维教育的有用原型。
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引用次数: 15
Using escape room-like puzzles to teach undergraduate students effective and efficient group process skills 利用密室逃脱式的谜题来教授本科生有效和高效的小组处理技巧
Pub Date : 2018-03-10 DOI: 10.1109/ISECON.2018.8340495
P. Williams
Many jobs require the ability to collaborate effectively in teams, and STEM jobs are no exception. However, few curricula have been published that are explicitly designed to help undergraduates in STEM fields internalize the skills that are central to effective collaborative work. Students are typically assumed to be able to acquire these skills on their own. But when students without training are assigned to work in teams, they are no more likely to learn effective group process skills than if they were assigned a golf club and told to go figure out how to golf. In fact, without appropriate instruction and feedback, students typically develop counterproductive habits and attitudes, such as avoiding conflict, that undercut the effectiveness of a team. In this work-in-progress paper, I describe a curricular approach that has helped my students learn how to use teams in efficient, effective ways. It allows students to practice individual skills one at a time but also presents integrative team challenges that force them to decide how and when to apply specific group process skills and strategies. These challenges consist of 90-minute scavenger hunt or escape room-like puzzles that can only be completed within the time limit if students make efficient use of their assigned teams. Students describe these ungraded puzzles as anxiety-provoking but fun, and their progressive improvement over five once-a-week puzzles suggests that they internalize effective communication skills and learn ways of efficiently using teams to solve problems.
许多工作需要团队有效协作的能力,STEM工作也不例外。然而,很少有课程明确旨在帮助STEM领域的本科生内化有效协作工作的核心技能。学生通常被认为能够自己掌握这些技能。但是,当没有受过训练的学生被分配到团队中工作时,他们不太可能学会有效的团队处理技巧,就像他们被分配到一个高尔夫俱乐部,并被告知如何去打高尔夫球一样。事实上,如果没有适当的指导和反馈,学生通常会养成适得其反的习惯和态度,比如避免冲突,从而削弱团队的效率。在这篇正在进行的论文中,我描述了一种课程方法,它帮助我的学生学习如何以高效、有效的方式使用团队。它允许学生一次练习一个个人技能,但也提出了综合团队挑战,迫使他们决定如何以及何时应用特定的团队过程技能和策略。这些挑战包括90分钟的寻宝游戏或类似密室逃生的谜题,只有在学生有效利用分配给他们的团队的情况下才能在限定时间内完成。学生们将这些未评分的谜题描述为令人焦虑但有趣的谜题,他们在每周五次的谜题中取得的进步表明,他们内化了有效的沟通技巧,并学会了有效地利用团队来解决问题的方法。
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引用次数: 19
Development of an embedded system course to teach the Internet-of-Things 开发一门嵌入式系统物联网课程
Pub Date : 2018-03-10 DOI: 10.1109/ISECON.2018.8340468
A. Ravishankar Rao, Daniel J. B. Clarke, Manthan Bhdiyadra, Siddharth Phadke
In this paper, we present the development of new course modules in the field of embedded systems, dedicated to teaching students about the internet-of-things. We discuss important issues in creating hands-on labs for students in such a course, along with the experience of teaching this course at the graduate level. We expect other instructors interested in this area to benefit from our experience. We also offer suggestions for adapting this course at the undergraduate level. Our main finding is that students are very excited to learn about cutting-edge technologies, including fast growing programming languages and platforms. Specific hands-on laboratory exercises were developed on the Raspberry Pi platform in Python to teach students about the end-to-end processing involved in acquiring, analyzing, storing and transmitting temperature sensor data. These lab exercises provided students with a detailed understanding of the end-to-end processing involved in internet-of-things applications, including sensory data acquisition, storage, transmission, retrieval and analytics. The lab exercises made the course material accessible and engaging. This addresses one of the barriers to students entering and staying in STEM fields, which is the perceived dullness of the material taught.
在本文中,我们介绍了嵌入式系统领域的新课程模块的开发,致力于向学生讲授物联网。我们讨论了在这门课程中为学生创建动手实验的重要问题,以及在研究生阶段教授这门课程的经验。我们希望其他对这一领域感兴趣的教师能从我们的经验中受益。我们还提供了在本科阶段适应本课程的建议。我们的主要发现是,学生们对学习尖端技术非常兴奋,包括快速发展的编程语言和平台。具体的动手实验练习是在树莓派平台上用Python开发的,教学生端到端处理,包括获取、分析、存储和传输温度传感器数据。这些实验练习为学生提供了对物联网应用中端到端处理的详细理解,包括感官数据的采集、存储、传输、检索和分析。实验练习使课程材料易于理解和吸引人。这解决了学生进入和留在STEM领域的障碍之一,即所教授的材料被认为是枯燥的。
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引用次数: 14
Digital piracy, technology, the legal system and computing education 数字盗版、技术、法律体系和计算机教育
Pub Date : 2018-03-10 DOI: 10.1109/ISECON.2018.8340463
Bryan S. Passione, S. Robila
Technology is evolving at an incredible pace, regularly outpacing the evolution of law. The law, by nature is reactive, and thus the legal system finds itself often unprepared to handle the novel technological innovations. Further prohibiting the adequate advancement of the law, many legal practitioners lack the requisite technical knowledge to accurately argue existing laws or to craft new laws that sufficiently respond to technological innovation. This lack of understanding leads to misapplication of the law and inappropriate hindrance of technology. This paper briefly examines the origin and evolution of Copyright law in the United States, together with efforts to stem digital piracy. It then details the development of an educational module focused on user education on copyright and intellectual property that can be deployed in introductory computing courses or provided as resource to legal professionals.
科技正以令人难以置信的速度发展,经常超过法律的发展。法律本质上是被动的,因此法律体系发现自己经常没有准备好处理新的技术创新。许多法律从业人员缺乏必要的技术知识,无法准确地论证现有法律或制定充分响应技术创新的新法律,这进一步阻碍了法律的适当发展。这种理解的缺乏导致了法律的误用和技术的不当阻碍。本文简要地考察了美国版权法的起源和演变,以及遏制数字盗版的努力。然后,它详细介绍了一个教育模块的开发,重点是用户对版权和知识产权的教育,可以部署在入门计算机课程中,也可以作为法律专业人士的资源提供。
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引用次数: 0
期刊
2018 IEEE Integrated STEM Education Conference (ISEC)
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