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Teaching and Assessing Abstraction in K-12 Computational Thinking Education: A Systematic Literature Review K-12计算思维教育中的抽象教学与评估:系统文献综述
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-08-21 DOI: 10.1002/cae.70073
Annika Oser, Bernhard Standl

Abstraction is widely regarded as a fundamental skill in Computational Thinking (CT). However, the limited proficiency in abstraction demonstrated by undergraduate students when addressing algorithmic problems has prompted calls from researchers to explicitly integrate discussions on abstraction into early Computer Science education. This study employs a systematic PRISMA literature review to examine methodological approaches to teaching and assessment methods for abstraction in K-12 CT education research. The findings reveal significant inconsistencies in how abstraction is conceptualized and operationalized within CT and highlight a scarcity of qualitative rubrics for its assessment. To address these gaps, the review identifies effective methods and contexts for embedding and evaluating abstraction in both research and practice. Building on these insights, we propose a novel computational problem-solving framework that integrates vertical and horizontal dimensions of abstraction, offering a comprehensive structure to guide teaching and assessment. The paper concludes with recommendations for enhancing the pedagogy of abstraction in K-12 CT settings and outlines directions for future research.

抽象被广泛认为是计算思维的一项基本技能。然而,在解决算法问题时,本科生对抽象的熟练程度有限,这促使研究人员呼吁将抽象的讨论明确地纳入早期计算机科学教育。本研究采用系统的PRISMA文献综述来检验K-12 CT教育研究中抽象教学和评估方法的方法学方法。研究结果揭示了CT中抽象如何概念化和操作化的显著不一致,并突出了其评估的定性标准的稀缺性。为了解决这些差距,本综述确定了在研究和实践中嵌入和评估抽象的有效方法和背景。在这些见解的基础上,我们提出了一个新的计算问题解决框架,它集成了抽象的垂直和水平维度,提供了一个全面的结构来指导教学和评估。本文最后提出了在K-12 CT教学中加强抽象教学的建议,并概述了未来的研究方向。
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引用次数: 0
A Systematic Review of Technology-Enhanced Learning Approaches to Foster Construction Engineering and Management Competencies 培养建筑工程和管理能力的技术强化学习方法的系统回顾
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-08-18 DOI: 10.1002/cae.70074
Raissa Marchiori, Siyuan Song, Jewoong Moon, David Awoyemi, Arezoo Ghooreian, Erfan Ramenzapour

Technology-Enhanced Learning (TEL) has been integrated into construction engineering and management (CEM) education, offering innovative tools to improve both technical and soft skills. However, the effectiveness and scope of these technologies in addressing critical competencies have not been explored. This systematic review evaluated the current use of TEL in developing competencies in CEM education, with a focus on understanding which competencies and TEL are most frequently addressed, the learning assessment used, and the challenges on applying TEL. Following the systematic review, this study adhered to a five-step process: developing research questions, cataloging research articles, appraising the quality of the literature, synthesizing insights, and acknowledging limitations. Data was synthesized from 28 studies published between 2013 and 2023. The findings reveal a predominant focus on hard skills, particularly in safety training and project management, with limited attention to soft skills. Immersive environments like Virtual Reality and Building Information Modeling are the most commonly used TEL tools. Additionally, while instructors employ both formative and summative assessments, they often refrain from using TEL due to a lack of knowledge in utilizing these technologies and the high investment required. Future research should explore training both students and instructors to overcome the lack of knowledge regarding TEL and to develop adaptive assessment methods that equally emphasize both technical and soft skills. Expanding the use of emerging technologies like Artificial Intelligence and the Internet of Things could further enhance the effectiveness of TEL in CEM education.

科技强化学习(TEL)已纳入建筑工程与管理(CEM)教育,提供创新的工具,以提高技术和软技能。然而,这些技术在解决关键能力方面的有效性和范围尚未得到探讨。本系统综述评估了目前在CEM教育中使用TEL培养能力的情况,重点是了解哪些能力和TEL最常被提及,使用的学习评估,以及应用TEL面临的挑战。在系统综述之后,本研究坚持五个步骤:提出研究问题,对研究文章进行编目,评估文献质量,综合见解,并承认局限性。数据综合了2013年至2023年间发表的28项研究。调查结果显示,人们主要关注硬技能,特别是在安全培训和项目管理方面,而对软技能的关注有限。虚拟现实和建筑信息建模等沉浸式环境是最常用的TEL工具。此外,虽然教师同时采用形成性和总结性评估,但由于缺乏利用这些技术的知识和所需的高投资,他们往往不使用TEL。未来的研究应探讨如何培训学生和教师,以克服对TEL知识的缺乏,并开发同样强调技术技能和软技能的适应性评估方法。扩大人工智能和物联网等新兴科技的应用,可进一步提高教育教学在澳电教育中的成效。
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引用次数: 0
Game-Based Learning in Mobile Robotics: Teaching ROS2 Through a Competitive Game 基于游戏的移动机器人学习:通过竞争性游戏教授ROS2
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-08-10 DOI: 10.1002/cae.70071
Cipriano Galindo, Javier Monroy

Robotics is a discipline gaining in relevance in the last decades. Although it becomes appealing for students, undergraduate courses related to robotics involve certain mathematical and programming skills that usually discourage students. In addition, teaching techniques followed by instructors largely affect the engagement of students and thus their academic results. A well-studied way to overcome this situation is applying the so-called Learning through play paradigm in the form of game-based learning (GBL), which considers games to improve the learning experience. In this study, we leverage an ad hoc computer video game to increase the students' engagement and marks in an undergraduate course of robot programming using the robotic framework ROS2 and the 3D simulator CoppeliaSim. The experience was conducted on the academic year 2024/2025 when 45 students enrolled the course. The results have been evaluated using questionnaires and statistical comparison with the previous 4 academic years.

机器人技术是近几十年来越来越重要的一门学科。尽管机器人对学生很有吸引力,但与机器人相关的本科课程涉及某些数学和编程技能,这通常会让学生望而却步。此外,教师采用的教学技巧在很大程度上影响了学生的参与度,从而影响了他们的学习成绩。克服这种情况的一种充分研究的方法是以基于游戏的学习(GBL)的形式应用所谓的“通过游戏学习”范式,即认为游戏可以改善学习体验。在本研究中,我们利用一个特别的电脑视频游戏来提高学生在机器人编程本科课程中的参与度和分数,该课程使用机器人框架ROS2和3D模拟器CoppeliaSim。该体验是在2024/2025学年进行的,当时有45名学生注册了该课程。通过问卷调查和与前4个学年的统计比较来评估结果。
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引用次数: 0
Python-Powered Structural Analysis: Modeling and Solving 2D Truss Systems With the “Anastruct” Module python动力结构分析:用“anstruct”模块建模和求解二维桁架系统
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-08-10 DOI: 10.1002/cae.70072
Pankaj Dumka, Dhananjay R. Mishra, Rishika Chauhan, Nitesh Pandey

This article presents an efficient approach for modeling and solving the planar trusses using the “anastruct” module which is a specialized Python library for analysing the structures. By using this existing tool, the procedure automates the tiresome manual calculations, thereby enabling precise determination of the axial forces within the truss members under various loading and boundary conditions. To evaluate the effectiveness of the module, five typical truss problems of increasing complexity were solved, demonstrating its applicability to both academic learning and practical engineering tasks. It has been observed that in all the cases the “anastruct” has given result which are precisely aggreging with the existing literature. A pilot study on 30 structural analysis students revealed the “anastruct” tool's visualization and calculation benefits, but highlighted a need for more stiffness matrix documentation. This study highlights the adaptability of Python for the structural analysis and provides a foundation for incorporating advanced functionalities like nonlinear behavior and dynamic analysis in future studies thus laying the groundwork for further advancements in structural modeling and analysis automation. The pedagogical importance of this tool has also been discussed which will offer an actionable insight for the educators and the people engaged in the development of the curriculum.

本文提出了一种利用“anstruct”模块对平面桁架进行建模和求解的有效方法,该模块是一个专门用于分析结构的Python库。通过使用这个现有的工具,程序自动化了繁琐的人工计算,从而能够精确地确定在各种载荷和边界条件下桁架构件内的轴向力。为了评估该模块的有效性,解决了五个典型的复杂桁架问题,证明了其在学术学习和实际工程任务中的适用性。已经观察到,在所有的情况下,“反结构”给出的结果与现有文献完全一致。一项针对30名结构分析专业学生的初步研究表明,“anstruct”工具具有可视化和计算方面的优势,但同时也强调需要更多的刚度矩阵文档。该研究突出了Python在结构分析中的适应性,并为在未来的研究中纳入非线性行为和动态分析等高级功能奠定了基础,从而为结构建模和分析自动化的进一步发展奠定了基础。我们还讨论了这一工具在教学上的重要性,它将为教育工作者和参与课程开发的人员提供可行的见解。
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引用次数: 0
Development of a Real-Time Monitoring Sensor Box for the Purpose of Chemistry Lab Usage 化学实验室用实时监测传感器箱的研制
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-08-06 DOI: 10.1002/cae.70070
Molnár Ákos-Sándor, Barabás Réka

This study presents a sensor box designed to conduct scientific research and to motivate other young students in a chemistry university environment to learn about sensors and their usefulness. The main focus of this study is on the usability and designs of this particular sensor box that we developed using accessible components: a Raspberry Pi 5, an Arduino Uno, and DFRobot's Pro sensors for temperature, conductivity and pH measurements along with developing the necessary software to conduct these measurements in the most convenient way, which includes creating a GUI, a data saving script, and automating the measurement process. To test the functionality of this sensor box, we utilized it to monitor hydroxyapatite (HAP) formation reaction to observe the changes in conductivity and pH throughout the process.

本研究提出了一个传感器盒,旨在进行科学研究,并激励其他年轻学生在化学大学的环境中了解传感器及其用途。本研究的主要重点是我们使用可访问组件开发的这个特定传感器盒的可用性和设计:Raspberry Pi 5, Arduino Uno和DFRobot的Pro传感器,用于温度,电导率和pH测量,以及开发必要的软件以最方便的方式进行这些测量,其中包括创建GUI,数据保存脚本和自动化测量过程。为了测试该传感器盒的功能,我们利用它来监测羟基磷灰石(HAP)形成反应,观察整个过程中电导率和pH值的变化。
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引用次数: 0
A Comparison of the Programming-Oriented Computational Thinking Skills of Engineering and Nonengineering Students at Turkish Universities 土耳其大学工科与非工科学生面向程序设计的计算思维能力比较
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-08-01 DOI: 10.1002/cae.70069
Nihal Menzi Çetin

This study examines the programming-oriented computational thinking (PoCT) skills of engineering and nonengineering faculty students, comparing them in terms of grade level and the three subdimensions of PoCT: Conceptual knowledge, algorithmic thinking, and evaluation. Additionally, the study investigates the extent to which students' PoCT skill levels can be predicted by programming language self-efficacy and design thinking skill through hierarchical regression analysis. The data of 571 computer science students from two types of faculties in Turkish universities were analysed. The findings revealed that engineering students had superior computational thinking skills to their nonengineering counterparts, as well as a slightly higher predictive power of programming self-efficacy and design thinking on computational thinking. These results offer valuable insights and strategies for developing instructional practices that address the disadvantages faced by nonengineering disciplines.

本研究考察了工科和非工科学生的面向程序设计的计算思维(PoCT)技能,比较了他们的年级水平和PoCT的三个子维度:概念知识、算法思维和评价。此外,本研究还通过层次回归分析探讨了程序设计语言自我效能感和设计思维技能对学生PoCT技能水平的预测程度。分析了来自土耳其大学两类院系的571名计算机科学专业学生的数据。结果显示,工科学生的计算思维能力优于非工科学生,并且编程自我效能感和设计思维对计算思维的预测能力略高。这些结果为开发解决非工程学科所面临的缺点的教学实践提供了有价值的见解和策略。
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引用次数: 0
Development and Evaluation of an Educational Environment for Designing Hardware Architectures of Support Vector Machines-Based Classifiers 基于支持向量机的分类器硬件架构设计教育环境的开发与评估
IF 2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-07-29 DOI: 10.1002/cae.70068
Enrique Guzmán-Ramírez, Ivan Garcia, Carla Pacheco, Esteban Guerrero-Ramírez

In an increasingly complex world where increased interactions between users and systems are taking place and a greater amount of information must be processed, Machine Learning techniques are becoming increasingly relevant as they help researchers to generalize how the different variables in a process are related and, consequently, reduce the margin of error in the estimation of results. One of these techniques is Support Vector Machines (SVM), which are characterized for being simple, flexible, and computationally efficient. They are also useful for classifying and analyzing data for regression tasks in multiple areas such as natural language processing, image classification, bioinformatics, signal processing, as well as robotic systems. In this regard, several current studies have optimized performance and cost by implementing SVM in hardware, particularly on Field-Programmable Gate Array (FPGA) as they are suitable for dealing with challenging embedded system constraints. Consequently, undergraduates must be familiarized with this approach to be more competitive when entering the labor market in the real industry. Therefore, it is imperative to create teaching alternatives that provide practical knowledge about SVM, not only from a software perspective, but also on the design and modeling of hardware architectures that describe their structure and can be implemented in a specific device. With this aim in mind, this study presents a learning-by-doing educational approach for teaching the principles of SVM by promoting their modeling, implementation, and evaluation on FPGAs. Furthermore, the results derived from an empirical evaluation on 55 undergraduates from the Universidad Tecnológica de la Mixteca, México, provided evidence that the proposed approach can stimulate the development of skills required in the labor market related to the design and modeling of hardware architectures and, at the same time, allows students to undertake design challenges involving SVM and reconfigurable logic.

在一个日益复杂的世界中,用户和系统之间的交互越来越多,必须处理更多的信息,机器学习技术正变得越来越重要,因为它们帮助研究人员概括过程中不同变量的关系,从而减少结果估计的误差范围。其中一种技术是支持向量机(SVM),其特点是简单、灵活和计算效率高。它们也可用于分类和分析多个领域的回归任务数据,如自然语言处理、图像分类、生物信息学、信号处理以及机器人系统。在这方面,目前的一些研究通过在硬件中实现SVM来优化性能和成本,特别是在现场可编程门阵列(FPGA)上,因为它们适合处理具有挑战性的嵌入式系统约束。因此,大学生必须熟悉这种方法,以便在进入实际行业的劳动力市场时更具竞争力。因此,必须创建教学替代方案,提供有关SVM的实用知识,不仅从软件角度,而且从描述其结构并可在特定设备中实现的硬件架构的设计和建模方面。考虑到这一目标,本研究提出了一种边做边学的教育方法,通过促进支持向量机在fpga上的建模、实现和评估来教授支持向量机的原理。此外,对来自墨西哥米斯特卡大学(Tecnológica de la Mixteca)的55名本科生进行的实证评估结果表明,所提出的方法可以刺激劳动力市场中与硬件架构设计和建模相关的技能的发展,同时允许学生承担涉及支持向量机和可重构逻辑的设计挑战。
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引用次数: 0
The Impact and Pathways of Digital Game-Based Learning on STEM Undergraduates' Engineering Concepts: Integrating Self-Determination Theory and Flow Theory 基于数字游戏的学习对STEM本科生工程概念的影响与途径:整合自我决定理论与心流理论
IF 2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-07-23 DOI: 10.1002/cae.70066
Yuqing Chen, Qing Guo, Qihan Qiu, Cuilan Qiao, Jingying Wang

Game-based learning (GBL) has demonstrated effectiveness across various disciplines, yet its application in engineering education remains limited. Understanding engineering concepts is essential not only for engineering students but for all STEM undergraduates. This study investigates the potential of GBL to enhance STEM students' comprehension of engineering concepts, and explores the underlying influence pathways by integrating self-determination theory (SDT), flow theory (FT), and personal gaming history. Structural equation modeling was employed to analyze the relationships among these variables. Results indicate that completing game tasks significantly improves students' understanding of engineering concepts. Among the influence pathways, need frustration emerged as a major barrier (path coefficient = −0.355), while need satisfaction strongly promoted both flow experience (0.779) and game motivation (0.703). Additionally, personal gaming experience, flow experience, and game motivation positively influenced game satisfaction (path coefficients = 0.114, 0.559, and 0.329, respectively). These findings support the effectiveness of GBL in engineering education. To optimize learning outcomes, game design and use should address students' basic psychological needs, minimize need frustration, and foster flow and motivation, thereby enhancing engagement and conceptual understanding.

基于游戏的学习(GBL)已经证明了其在各个学科中的有效性,但其在工程教育中的应用仍然有限。理解工程概念不仅对工科学生,而且对所有STEM本科生都是必不可少的。本研究通过整合自我决定理论(SDT)、心流理论(FT)和个人游戏历史,探讨了GBL对STEM学生理解工程概念的潜在影响途径。采用结构方程模型分析各变量之间的关系。结果表明,完成游戏任务可以显著提高学生对工程概念的理解。在影响路径中,需求挫折感成为主要障碍(路径系数= - 0.355),而需求满足对心流体验(0.779)和游戏动机(0.703)均有显著促进作用。此外,个人游戏体验、流体验和游戏动机正向影响游戏满意度(路径系数分别为0.114、0.559和0.329)。这些发现支持了GBL在工程教育中的有效性。为了优化学习成果,游戏设计和使用应该满足学生的基本心理需求,最大限度地减少需求挫折,培养心流和动机,从而提高参与度和概念理解。
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引用次数: 0
Application of Visual Teaching in Engineering Geology 可视化教学在工程地质中的应用
IF 2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-07-20 DOI: 10.1002/cae.70067
Junyi Gao, Zhiqiang Zhou

Engineering Geology is a mandatory course for undergraduates majoring in civil engineering at colleges and universities, where much of the knowledge is inherently abstract. The teaching methods employed by instructors play a crucial role in helping students understand the course material. This study highlighted several effective visual teaching methods that facilitate students' comprehension of abstract geological concepts. It specifically discussed various visual teaching methods, including classroom object diagrams, classroom video playback, and field geological practices. Visual teaching methods for different slope models, tunnel models, and fractured rock mass models were developed using numerical software. An online questionnaire survey was conducted to assess the acceptance of these methods among second-year undergraduates. The results indicated that the combined effect of these methods was most favorable. Therefore, this visual teaching strategy holds promise for broader application in engineering geology education.

工程地质学是高校土木工程专业本科生的必修课,其中很多知识本质上是抽象的。教师使用的教学方法在帮助学生理解课程材料方面起着至关重要的作用。本研究强调了几种有效的可视化教学方法,以促进学生对抽象地质概念的理解。具体讨论了课堂实物图、课堂视频播放、野外地质实践等多种可视化教学方法。利用数值软件开发了不同边坡模型、隧道模型和裂隙岩体模型的可视化教学方法。我们进行了一项在线问卷调查来评估二年级本科生对这些方法的接受程度。结果表明,这几种方法联合使用效果较好。因此,这种可视化教学策略在工程地质教学中具有广阔的应用前景。
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引用次数: 0
Study on the Benefits of Virtual Reality as a Support for STEM Learning 虚拟现实作为STEM学习支持的益处研究
IF 2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-07-16 DOI: 10.1002/cae.70065
Riccardo Giussani, Nicolò Dozio, Niccolò Becattini, Gaetano Cascini, Francesco Ferrise, Federico Morosi

The use of virtual reality (VR) in higher education and training has been widely explored in various fields, with divergent results. This study examines whether VR is a suitable learning support tool compared to traditional methods, such as 2D static slides or physical models, focusing on usability, workload, and learning effectiveness in an engineering education context. A total of 184 first-year BSc engineering students voluntarily participated in an experimental activity. Participants were divided into three groups, each experiencing a different learning condition: slides-based, VR-based, and physical model-based. The study design ensured comparability across conditions using 3 out of 4 levels provided by the ICAP (Interactive, Constructive, Active, Passive) framework. Usability was assessed using the System Usability Scale, workload via the NASA Task Load Index, and learning outcomes through a task-based test. The study found no significant differences in test scores across the three conditions. However, participants in the VR-based and physical model-based conditions reported significantly higher usability and lower perceived workload compared to the slides-based condition. The VR-based condition provided an immersive environment while maintaining comparability in cognitive engagement. The findings demonstrate that VR can serve as an effective alternative to traditional learning methods, particularly for enhancing usability and reducing cognitive workload. However, its integration must be carefully designed to ensure cognitive engagement and optimize learning outcomes. This study highlights VR's potential in engineering education and underscores the importance of aligning tools with pedagogical goals.

虚拟现实(VR)在高等教育培训中的应用已经在各个领域得到了广泛的探索,并取得了不同的成果。本研究考察了与传统方法(如2D静态幻灯片或物理模型)相比,VR是否是一种合适的学习支持工具,重点关注工程教育背景下的可用性、工作量和学习效率。184名一年级理学士工科学生自愿参加了一项实验活动。参与者被分成三组,每组经历不同的学习条件:基于幻灯片,基于vr和基于物理模型。研究设计使用ICAP(互动、建设性、主动、被动)框架提供的4个级别中的3个确保了不同条件下的可比性。可用性通过系统可用性量表进行评估,通过NASA任务负载指数进行工作量评估,通过基于任务的测试进行学习结果评估。研究发现,三种情况下的测试成绩没有显著差异。然而,与基于幻灯片的条件相比,基于vr和基于物理模型的条件下的参与者报告了更高的可用性和更低的感知工作量。基于vr的条件提供了一个身临其境的环境,同时保持了认知参与的可比性。研究结果表明,VR可以作为传统学习方法的有效替代方法,特别是在提高可用性和减少认知工作量方面。然而,它的整合必须精心设计,以确保认知参与和优化学习成果。这项研究强调了VR在工程教育中的潜力,并强调了将工具与教学目标相结合的重要性。
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引用次数: 0
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Computer Applications in Engineering Education
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