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2022 IEEE Global Engineering Education Conference (EDUCON)最新文献

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Learning by gaming: Improvement of User Experience of a Simulation Game for Teaching the Digital Transformation and its Administration Cockpit 游戏学习:数字化转型及其管理座舱教学模拟游戏的用户体验改进
Pub Date : 2022-03-28 DOI: 10.1109/EDUCON52537.2022.9766623
Maksym Bondarenko, Ihor Kudryk, Borys Levkovskyi, M. Utesch, H. Krcmar
Simulation business games have recently become a suitable tool that gives students an understanding of how companies and their markets function, as well as the interaction of the components necessary to build a business. Interpreting business processes and business models is a key competency for future graduates in information systems, which is hard to teach without dealing with real-world problems. Simulation games are one of the possible approaches for teaching business processes to information systems students. This paper presents a description of the development of two web modules: for the administration of simulation games and the interface of the business game itself. After collecting data, requirements for the prototypes of Admin-Cockpit, and the simulation game itself, which were conducted in focus groups, the implementation phase began. The main requirements for the applications were successfully implemented in the prototypes and afterward were evaluated. In the output, we have a working prototype of the business game module and the Admin-Cockpit module for configuration. In summary, our contribution is a planned and implemented redesign of the game, positively affecting students’ engagement and interest. Additionally, was developed an improved and expanded version of Admin-Cockpit for game management, giving configuration options and statistics collection. Thus, we can conclude that this work has a positive contribution to the development of simulation game design and development, which was also confirmed by the results of the surveys.
模拟商业游戏最近已经成为一种合适的工具,让学生了解公司及其市场如何运作,以及建立企业所需的组件之间的相互作用。解释业务流程和商业模式是信息系统未来毕业生的一项关键能力,如果不处理现实世界的问题,这是很难教的。模拟游戏是向信息系统专业的学生教授业务流程的一种可能的方法。本文描述了两个web模块的开发:模拟游戏管理模块和商业游戏本身的界面模块。在收集了数据、对《Admin-Cockpit》原型的需求以及模拟游戏本身的需求之后,我们便开始了执行阶段。应用程序的主要需求在原型中成功实现,然后进行评估。在输出中,我们有一个业务游戏模块和用于配置的Admin-Cockpit模块的工作原型。总之,我们的贡献是对游戏进行了计划和实施的重新设计,积极地影响了学生的参与度和兴趣。此外,还开发了一个改进和扩展版本的Admin-Cockpit,用于游戏管理,提供配置选项和统计数据收集。因此,我们可以得出结论,这项工作对模拟游戏设计和开发的发展有积极的贡献,这也得到了调查结果的证实。
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引用次数: 1
[Copyright notice] (版权)
Pub Date : 2022-03-28 DOI: 10.1109/educon52537.2022.9766667
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引用次数: 0
Teaching effective Cybersecurity through escape the classroom paradigm. 逃离课堂的有效网络安全教学模式。
Pub Date : 2022-03-28 DOI: 10.1109/EDUCON52537.2022.9766684
Joan E. DeBello, Suzanna E. Schmeelk, Denise M. Dragos, Erald Troja, Laura M. Truong
Cybersecurity has become ubiquitous with the exponential growth of consumer applications and Internet of Things (IoT) devices. It is a discipline which intersects other important industries such as energy, manufacturing, and healthcare. Cybersecurity curriculum has traditionally been taught through a mixture of technical-track and non-technical-track (policy, legal and ethical) related courses. In this paper, we chronicle our Division’s efforts to gamify the technical-track curriculum through the Escape the Classroom (ETC) paradigm. The aim of the curriculum gamification is to provide students a fun, interesting, and rewarding experience while learning Cybersecurity through the appropriate Bloom taxonomy levels. The paper discusses our approach and highlights challenges that our faculty encountered while applying ETC towards the Cybersecurity curriculum.
随着消费应用和物联网(IoT)设备的指数级增长,网络安全已经无处不在。这是一门与能源、制造业和医疗保健等其他重要行业交叉的学科。网络安全课程传统上是通过技术轨道和非技术轨道(政策、法律和道德)相关课程的混合来教授的。在本文中,我们记录了我们部门通过逃离课堂(ETC)范式将技术轨道课程游戏化的努力。课程游戏化的目的是为学生提供一个有趣的,有趣的和有益的经验,同时通过适当的Bloom分类水平学习网络安全。本文讨论了我们的方法,并强调了我们的教师在将ETC应用于网络安全课程时遇到的挑战。
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引用次数: 2
ArSL21L: Arabic Sign Language Letter Dataset Benchmarking and an Educational Avatar for Metaverse Applications ArSL21L:阿拉伯手语字母数据集基准测试和面向元宇宙应用的教育化身
Pub Date : 2022-03-28 DOI: 10.1109/EDUCON52537.2022.9766497
Ganzorig Batnasan, Munkhjargal Gochoo, Munkh-Erdene Otgonbold, F. Alnajjar, T. Shih
It is complicated for the PwHL (people with hearing loss) to make a relationship with social majority, which naturally demands an interactive auto computer systems that have ability to understand sign language. With a trending Metaverse applications using augmented reality (AR) and virtual reality (VR), it is easier and interesting to teach sign language remotely using an avatar that mimics the gesture of a person using AI (Artificial Intelligence)-based system. There are various proposed methods and datasets for English SL (sign language); however, it is limited for Arabic sign language. Therefore, we present our collected and annotated Arabic Sign Language Letters Dataset (ArSL21L) consisting of 14202 images of 32 letter signs with various backgrounds collected from 50 people. We benchmarked our ArSL21L dataset on state-of-the-art object detection models, i.e., 4 versions of YOLOv5. Among the models, YOLOv5l achieved the best result with COCOmAP of 0.83. Moreover, we provide comparison results of classification task between ArSL2018 dataset, the only Arabic sign language letter dataset for classification task, and our dataset by running classification task on in-house short video. The results revealed that the model trained on our dataset has a superior performance over the model trained on ArSL2018. Moreover, we have created our prototype avatar which can mimic the ArSL (Arabic Sign Language) gestures for Metaverse applications. Finally, we believe, ArSL21L and the ArSL avatar will offer an opportunity to enhance the research and educational applications for not only the PwHL, but also in general real and virtual world applications. Our ArSL21L benchmark dataset is publicly available for research use on the Mendeley.
对于听力损失的人来说,与社会大多数人建立关系是很复杂的,这自然需要能够理解手语的交互式自动计算机系统。随着使用增强现实(AR)和虚拟现实(VR)的虚拟世界应用程序的流行,使用基于AI(人工智能)的系统,使用模仿人的手势的化身远程教授手语变得更加容易和有趣。针对英语SL(手语)有各种建议的方法和数据集;然而,它对阿拉伯手语是有限的。因此,我们提出了收集和注释的阿拉伯手语字母数据集(ArSL21L),该数据集由来自50个人的不同背景的32个字母符号的14202个图像组成。我们在最先进的目标检测模型(即4个版本的YOLOv5)上对ArSL21L数据集进行了基准测试。其中,YOLOv5l的COCOmAP为0.83,效果最好。此外,通过在内部短视频上运行分类任务,我们提供了分类任务的唯一阿拉伯手语字母数据集ArSL2018与我们的数据集之间的比较结果。结果表明,在我们的数据集上训练的模型比在ArSL2018上训练的模型具有更好的性能。此外,我们已经为Metaverse应用程序创建了可以模仿ArSL(阿拉伯手语)手势的原型化身。最后,我们相信,ArSL21L和ArSL化身将提供一个机会,不仅可以增强PwHL的研究和教育应用,还可以在一般的现实和虚拟世界中应用。我们的ArSL21L基准数据集在Mendeley上公开可供研究使用。
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引用次数: 9
Teaching and Facilitating an Online Learning Environment for a Web Programming Module 网络编程模块在线学习环境的教学与促进
Pub Date : 2022-03-28 DOI: 10.1109/educon52537.2022.9766757
U. Naeem, L. Bosman, S. S. Gill
Over the last decade, there has been a gradual increase in the number of learners on Computer Science-based programmes, which in turn has led to a situation where educators have been teaching large classes. This is a challenge, as it can be difficult for educators to provide personalised support for each learner. The pandemic has only exasperated this further, given the online delivery of courses. The work in this paper describes the implementation of a pedagogic framework that was deployed during the delivery of a flrst-year web programming module. The motivation behind the development of this framework was driven by the need to facilitate an online learning environment for a large class, which adapted existing pedagogic approaches such as problem and project-based learning with the view to enabling learners to develop their problem-solving skills. In addition to this, an online lab co-ordination system was formulated to measure engagement and provide support to the learners.
在过去的十年中,计算机科学课程的学习者数量逐渐增加,这反过来又导致了教育工作者教授大班的情况。这是一个挑战,因为教育工作者很难为每个学习者提供个性化的支持。考虑到课程的在线交付,疫情只会进一步加剧这种情况。本文中的工作描述了在交付第一年web编程模块期间部署的教学框架的实现。开发这一框架的动机是为了促进大班在线学习环境的需要,它适应了现有的教学方法,如基于问题和项目的学习,以使学习者能够发展他们解决问题的技能。除此之外,还制定了一个在线实验室协调系统,以衡量参与度并为学习者提供支持。
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引用次数: 2
Quantifying the Impact of Online Teaching of Fundamentals of Communication Systems on Students’ Achievements 量化《通信系统基础》在线教学对学生成绩的影响
Pub Date : 2022-03-28 DOI: 10.1109/EDUCON52537.2022.9766488
A. Abdrabou
Teaching some courses offering basic theoretical knowledge to electrical engineering students, such as Fundamentals of Communication Systems, in a face-to-face setting is different from teaching them online (during the COVID19 pandemic). This is mainly due to the reduced student-instructor interaction during online sessions and the difficulty in demonstrating the operation of systems by simulation software packages while interacting with students. This paper quantifies how the delivery mode of an introductory theoretical course about the fundamentals of communication systems impacts the performance of electrical engineering students using outcome-based learning (OBL), where a variety of assessment tools are used to measure the performance of students. The results indicate a decline in the attainment of the majority of the course learning outcomes with a varying degree, which impacts the corresponding program learning outcomes. An exception to this is a course learning outcome related to the practical design of transmitters and receivers.
对电气工程专业的学生进行面对面教学的一些课程,如《通信系统基础》,与在线教学(在新冠肺炎大流行期间)不同。这主要是由于在线课程中学生与教师的互动减少,以及在与学生互动时难以通过仿真软件包演示系统的操作。本文量化了关于通信系统基础的入门理论课程的交付模式如何使用基于结果的学习(OBL)影响电气工程学生的表现,其中使用各种评估工具来衡量学生的表现。结果表明,大多数课程学习成果的达成程度都有不同程度的下降,从而影响了相应的课程学习成果。一个例外是与发射器和接收器的实际设计相关的课程学习成果。
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引用次数: 0
Half-full or half-empty? The impact of influential events pre- and intra- COVID 19 pandemic on enrolment, progression and completion of online courses 半满还是半空?2019冠状病毒病大流行前和期间的重大事件对在线课程的注册、进展和完成的影响
Pub Date : 2022-03-28 DOI: 10.1109/EDUCON52537.2022.9766490
Emilio Cabezas-Zevallos, Luis Acosta-Soto, Jorge Alfonso Rodriguez-Tort, S. Hosseini
The SARS-CoV-2 outbreak in 2019 brought an enormous uncertainty and unexpected consequences to the world and in Mexico, students, staff, and professors of higher education were no exception. The online lifestyle became vital for continuous education through various means of remote learning including alternative credentials offered via Massive open online course (MOOCS). Upon announcement of lockdown across the country, Tecnologico de Monterrey, a leading university in Mexico and Latin America, provided free access to the content of Coursera to its community to facilitate a sustained learning environment for all the members. The prolonged COVID-19 pandemic and related news have negatively immersed the community in an environment of fear and anxiety. To monitor the learning progress of the members, understand their response to unprecedented circumstances and provide the community with timely support, we have monitored the course pursuit, progression and the status of completion in Coursera registered by 36,591 users. The data provided insight to the gender of the users enrolling to 6 distinctly different categories of courses and the degree of commitment they demonstrated to the undertaken learning activities. The results showed Computer Science and Programming as one of the most requested course types, and, together with Engineering MOOCS greatly dominated by male users. A timeline of influential events that took place nationally and/or internationally over the course of the 11 months from January 2020 to February 2021 was comprised and compared to the registration, progression and completion of the courses in an attempt to understand the response of our community to the milestones of this concerning global health event. While the results highlight a general struggle to remain motivated and finalize the registered courses, the national and international positive and negative connotations created considerably different responses in participants across different time periods. The current article takes a close look into dynamic of the users of the online courses across this challenging milestone.
2019年的SARS-CoV-2疫情给世界带来了巨大的不确定性和意想不到的后果,在墨西哥,高等教育的学生、教职员工和教授也不例外。通过各种远程学习方式,包括大规模开放在线课程(MOOCS)提供的替代证书,在线生活方式对继续教育至关重要。墨西哥和拉丁美洲的顶尖大学蒙特雷理工大学(tecologico de Monterrey)在宣布全国封锁后,向其社区免费提供了Coursera的内容,为所有成员提供了持续的学习环境。新冠肺炎疫情的长期性和相关新闻,使社会陷入了恐惧和焦虑的负面环境。为了监测会员的学习进度,了解他们对前所未有的情况的反应,并为社区提供及时的支持,我们监测了36,591名注册用户在Coursera上的课程追求、进展和完成状态。这些数据提供了对参加6个明显不同类别课程的用户的性别以及他们对所进行的学习活动所表现出的承诺程度的见解。结果显示,计算机科学和编程是最受欢迎的课程类型之一,并且与工程类mooc一起,男性用户占主导地位。编制了2020年1月至2021年2月11个月期间在国内和/或国际上发生的有影响力事件的时间表,并与课程的注册、进展和完成情况进行了比较,试图了解我们社区对这一事关全球卫生事件的里程碑事件的反应。虽然调查结果强调了保持积极性和完成注册课程的普遍努力,但国家和国际的积极和消极内涵在不同时期的参与者中产生了相当不同的反应。本文将深入研究在线课程用户在这一具有挑战性的里程碑中的动态变化。
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引用次数: 0
Fostering Creativity in Seniors and Freshman Students of Engineering 培养大四学生和大一学生的创造力
Pub Date : 2022-03-28 DOI: 10.1109/EDUCON52537.2022.9766511
O. I. Higuera-Martínez, Liliana Fernández-Samacá, Andrea C. Alvarado-Fajardo, Luis A. Mesa-Mesa
This paper devotes to showing an Online Project-Based Learning (PBL) intervention based on the creative process for engineering undergraduate courses. The intervention considers the creative process elements, namely, person, process, product, press, and phases, and the aspects of the PBL alignment model proposed by Kolmos, de Graff, and Du. The goal is to harmonize the elements of the creative process and characteristics of PBL alignment involving creative tools to encourage creative thinking in undergraduate students. The impact evaluation of the PBL intervention considers a pre and post-test of creativity, some deliveries of learning activities, and a questionnaire that focuses on crucial aspects of PBL. The results show an increase of factors as fluency and flexibility into the ‘Person’ element of the creative process, highlighting the importance of fostering creativity in engineering courses.
本文致力于展示基于创新过程的在线项目学习(PBL)干预工程本科课程。干预考虑了创造性过程元素,即人、过程、产品、媒体和阶段,以及Kolmos、de Graff和Du提出的PBL校准模型的各个方面。目标是协调创造性过程的要素和涉及创造性工具的PBL校准的特征,以鼓励本科生的创造性思维。PBL干预的影响评估考虑了创造力的前后测试,一些学习活动的交付,以及关注PBL关键方面的问卷调查。结果显示,创造性过程中“人”元素的流畅性和灵活性等因素有所增加,突出了在工程课程中培养创造力的重要性。
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引用次数: 2
How can we evaluate? A Systematic Mapping of Maker Activities and their Intersections with the Formal Education System 我们如何评估?创客活动的系统映射及其与正规教育系统的交集
Pub Date : 2022-03-28 DOI: 10.1109/EDUCON52537.2022.9766456
Dirceu A. Maraschin, Karlise Nascimento, Cris Elena Padilha, Lucas Mendes Tortelli, T. Primo, T. Tavares
Human nature differs from all other beings by its cognitive capacity. Above all, we can say that humans have the “superpower” of knowledge with the possibility of transforming their environment through their skills and expertise. Education is, in its essence, the transmission of knowledge and sharing of experiences. Thus, education needs to be in constant transformation following the evolution of humanity. From this perspective, Maker Education has been gaining popularity and being inserted in formal learning environments in order to develop new ways of teaching and developing skills that the modern world requires. However, well-defined objectives and validations that produce credible evidence are essential for new practices to be substantiated. In education, it must do this through assessment process. Therefore, this paper presents a systematic mapping of the literature aimed at identifying which methodologies, instruments, and technological tools have been used for evaluation in Maker Education. Thus, this paper seeks to contribute to discussions, reflections, and guidance on evaluating learning in Maker Education. A total of 982 research papers were screened, leaving 26 for analysis after inclusion steps. The results of this mapping showed a diversity of methods being applied in the development of maker activities and the frequent use of questionnaires as an assessment tool. In addition, the US was the country with the highest incidence of maker activities, although seven other countries were mentioned. We conclude by reflecting on the existence of a demand for technological tools that support the evaluation process in Maker Education.
人类的认知能力不同于其他生物。最重要的是,我们可以说人类拥有知识的“超能力”,有可能通过他们的技能和专业知识来改变他们的环境。教育的本质是知识的传播和经验的分享。因此,教育需要随着人类的进化而不断变革。从这个角度来看,创客教育已经越来越受欢迎,并被插入到正式的学习环境中,以开发现代世界所需的新的教学方式和发展技能。然而,明确定义的目标和产生可信证据的验证对于新实践的证实是必不可少的。在教育中,它必须通过评估过程来做到这一点。因此,本文提出了一个系统的文献映射,旨在确定哪些方法、工具和技术工具已被用于创客教育的评估。因此,本文试图对创客教育的学习评价进行讨论、反思和指导。共筛选982篇研究论文,经过纳入步骤后,剩下26篇进行分析。这种绘图的结果表明,在发展创客活动和经常使用调查表作为评估工具方面,采用了多种方法。此外,尽管提到了其他七个国家,但美国是创客活动发生率最高的国家。最后,我们反思了对支持创客教育评估过程的技术工具的需求。
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引用次数: 0
Mapping the Future Sustainable, through the Theory of Comprehensive Everything or the 5th Wave/Tomorrow Age Theory, with a focus on Hybrid SMEs/SME 5.0 Educationally 通过综合万物理论或第五波/明天时代理论描绘可持续发展的未来,重点关注混合型中小企业/中小企业5.0教育
Pub Date : 2022-03-28 DOI: 10.1109/EDUCON52537.2022.9766668
H. Mohammadian
Since the 1970s, advances in technology have affected everything, including education, training and the business environment, and jobs have always been challenged between education, economic, social, and environmental disruptions in the best way possible to ensure educational business continuity. Meanwhile, educational technologies have been able to improve educational businesses. In fact, the creation of new concept of SMEs as the driving force of educational development, and 7PS pillars play a key role in the process of community development and educational sustainability. Due to the advancement of technologies, these companies have had one of the fastest growths in the I4.0 and in future of I4.0 (I 5.0) will have the most competition in technology and innovation with each other in the world. According to the 5th wave theory, to enter the edge of tomorrow, they need to be prepared to face tomorrow’s crises by identifying and preventing today’s challenges and future shocks. In this regard, the role of education in human resource competencies is very essential. Technical and occupational skills training, social and communication training, personal and personality competencies, conversational intelligence, and methodological and creative traits in human resources can promote sustainability in SME businesses. In fact, with constantly evolving engineering education, today a new form of SMEs (Hybrid SMEs) has emerged that considers competitive advantage not only based on the quality of knowledge-based products and services, but also their competitive advantage is the ability to change 7PS pillars changes. Hybrid SMEs/SME 5.0 seek to create acceptable organizations and markets to address specific socio-edu-cultural and environmental issues. Therefore, it is necessary to recognize and manage today’s challenges and, according to the 3D model of Socio Eco Environment SMEs, for 1-) forecasting, 2-) preventing, and 3-) facing tomorrow’s crises. The ideological principles of Tomorrow’s SMEs/SME 5.0 are based on creating value for healthy living, educational, environmental, and social justice, environmental sustainability, and superior quality products and services.
自20世纪70年代以来,技术的进步影响了一切,包括教育、培训和商业环境,工作总是在教育、经济、社会和环境中断之间受到挑战,以最好的方式确保教育业务的连续性。与此同时,教育技术已经能够改善教育业务。事实上,中小企业作为教育发展动力的新理念的创造,以及7PS支柱在社区发展和教育可持续发展的过程中发挥着关键作用。由于技术的进步,这些公司在工业4.0中增长最快,在未来的工业4.0 (i5.0)将在世界上进行最激烈的技术和创新竞争。根据第五波理论,为了进入明天的边缘,他们需要通过识别和预防今天的挑战和未来的冲击来准备面对明天的危机。在这方面,教育在人力资源能力方面的作用是非常重要的。技术和职业技能培训、社会和沟通培训、个人和人格能力、对话智力以及人力资源方面的方法和创造性特征可以促进中小企业的可持续发展。事实上,随着工程教育的不断发展,今天出现了一种新型的中小企业(混合型中小企业),他们认为竞争优势不仅基于知识产品和服务的质量,而且他们的竞争优势是改变7PS支柱变化的能力。混合型中小企业/中小企业5.0寻求建立可接受的组织和市场,以解决具体的社会、教育、文化和环境问题。因此,有必要认识和管理今天的挑战,并根据社会生态环境中小企业的三维模型,1-)预测,2-)预防,3-)面对明天的危机。“明日中小企业”/“中小企业5.0”的理念原则是为健康生活、教育、环境和社会公正、环境可持续性以及优质产品和服务创造价值。
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引用次数: 2
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2022 IEEE Global Engineering Education Conference (EDUCON)
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