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Engineering Education Trends in the Digital Era最新文献

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Challenge-Based Learning 不同的学习
Pub Date : 2020-02-21 DOI: 10.4018/978-1-7998-2562-3.ch007
E. Vilalta-Perdomo, Rosario Michel-Villarreal, G. Lakshmi, Chang Ge
This chapter illustrates a research focused on how to effectively implement the challenge-based learning (CBL) approach in a higher education institution (HEI) in the UK. The challenge was linked to contemporary research conducted by a group of academics, which concerned how digital technologies can positively impact the local economy. The project was named ‘UoL4.0 Challenge', and it proved that designing and implementing CBL educational environments can increase students' propensity to work actively and proactively. The exercise also suggested that CBL may support students in the application of their academic skills and digital capabilities to support their communities. This study presents a description of the case and a reflection on lessons learned with an aim to provide guidelines for other educators and policymakers that are interested in implementing I4.0 educational initiatives at local or national levels. It is also suggested that CBL may play a fundamental role in implementing the triple-helix model of innovation.
本章阐述了一项关于如何在英国高等教育机构(HEI)中有效实施基于挑战的学习(CBL)方法的研究。这一挑战与一组学者进行的当代研究有关,该研究关注数字技术如何对当地经济产生积极影响。该项目被命名为“UoL4.0挑战”,它证明了设计和实施CBL教育环境可以提高学生积极主动地学习的倾向。这项工作还表明,CBL可以帮助学生运用他们的学术技能和数字能力来支持他们的社区。本研究对案例进行了描述,并对经验教训进行了反思,旨在为其他有兴趣在地方或国家层面实施工业4.0教育举措的教育工作者和政策制定者提供指导。研究还表明,企业创新行为可能在实施三螺旋创新模式中发挥基础性作用。
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引用次数: 0
Use of Collaborative Technologies in Engineering Education 协同技术在工程教育中的应用
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-2562-3.ch006
Hasan Çakır, Erhan Ünal
The purpose of this chapter is to explain the collaborative problem-solving approach and collaborative technologies that help engineering students to establish and improve collaboration in their coursework. To this end, the theoretical background of collaboration in education and the importance of the learning environments are discussed. Possible effects of a constructivist learning environment on engineering students' educational output are explained. Following that, the collaborative problem-solving approach and collaborative technologies are presented. Then, the collaborative problem-solving method framework and how collaborative technologies can be used with this method in the learning environment of engineering education are explained in detail. Finally, recommendations about future work are presented.
本章的目的是解释协作解决问题的方法和协作技术,帮助工程专业学生在他们的课程中建立和改进协作。为此,本文讨论了协作教育的理论背景和学习环境的重要性。建构主义学习环境对工科学生教育产出可能产生的影响。在此基础上,提出了协同解决问题的方法和协同技术。然后,详细解释了协同解决问题的方法框架,以及如何在工程教育的学习环境中使用协同技术。最后,对今后的工作提出了建议。
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引用次数: 1
Educational Data Mining 教育数据挖掘
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-2562-3.ch004
Aslıhan Tüfekci, Esra Ayça Güzeldereli Yilmaz
The education-training process and all activities related to it have the power to direct the future of societies. From this point of view, the process should be analyzed frequently in terms of input, output, and other process elements. Educational data mining is a multidisciplinary research area that develops methods and techniques for discovering data derived from various information systems used in education. It contributes to the understanding of the learning styles of learners and enables data-driven decision making to develop existing learning practices and learning materials. The number of academic and technical research on educational data mining is on the rise, and this has led to the need to systematically categorize the existing practices. This systematic mapping study was conducted to provide an overview of the current work on educational data mining and its results are based on 153 primary sources including journal papers, articles published in magazines, conference and symposium papers, theses, and others.
教育培训过程和与之有关的一切活动都有能力指导社会的未来。从这个角度来看,应该根据输入、输出和其他过程元素频繁地分析过程。教育数据挖掘是一个多学科的研究领域,它开发了从教育中使用的各种信息系统中发现数据的方法和技术。它有助于理解学习者的学习风格,并使数据驱动的决策能够发展现有的学习实践和学习材料。关于教育数据挖掘的学术和技术研究数量正在增加,这导致需要对现有的实践进行系统的分类。这项系统的地图研究是为了提供当前教育数据挖掘工作的概述,其结果基于153个主要来源,包括期刊论文、发表在杂志上的文章、会议和研讨会论文、论文等。
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引用次数: 0
Using Gamification and Serious Games to Design a New Curriculum 运用游戏化和严肃游戏设计新课程
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-2562-3.ch010
Kutay Tinç, M. Karadayı
Using game elements in class to support the participation of students in learning or designing games that can help educators teach certain subjects more efficiently has been a popular topic in recent years. The former is a matter of gamification, which refers to the application of game elements to other activities so that the activity becomes more engaging or interesting. On the other hand, the latter is about designing a serious game, which can be defined as a game with an explicit and carefully thought out educational purpose. In this study, focused on merging the use of gamification and serious games for a specific engineering course, the authors discuss how the curriculum for this course should be designed so that both sides of the spectrum are facilitated. An application of this union is given with a survey showing the reaction of students to the gamified curricula integrated with a serious game.
近年来,在课堂上使用游戏元素来支持学生参与学习或设计能够帮助教育者更有效地教授某些科目的游戏一直是一个热门话题。前者是一个游戏化问题,指的是将游戏元素应用到其他活动中,使活动变得更吸引人或更有趣。另一方面,后者是关于设计一款严肃的游戏,它可以被定义为具有明确且经过深思熟虑的教育目的的游戏。在这项研究中,作者将重点放在将游戏化和严肃游戏的使用合并到一门特定的工程课程中,讨论了如何设计这门课程的课程,以便促进这两方面的学习。通过一项调查显示了学生对游戏化课程与严肃游戏相结合的反应,给出了这一联盟的应用。
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引用次数: 0
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Engineering Education Trends in the Digital Era
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