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Exploring Novel Digital Assessment Methods in a Bioengineering Virtual Laboratory Training 在生物工程虚拟实验室培训中探索新的数字化评估方法
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2026-01-20 DOI: 10.1002/cae.70142
Samuel Girmay, Rahul Mangayil, Heli Viskari, Antti J. Karttunen

The role of digital learning assessment in a web-based � � 36� � 0� � $36{0}^{circ }$ virtual bioengineering laboratory training has been investigated. Four different digital assessment methods were implemented into a learning experience. Feedback collected from students revealed that even though students preferred more the traditional assessment methods, they considered the new assessment methods to be more valuable for their learning. Overall, the study provides systematic insights into conventional and novel assessment methods in the context of virtual laboratory training and emphasizes critical need for continued experimentation and innovation in assessment design to enhance learning outcomes and adapt to the evolving landscape of digital bioengineering education.

研究了数字学习评估在基于网络的36°$36{0}^{circ}$虚拟生物工程实验室培训中的作用。四种不同的数字评估方法被应用到学习体验中。从学生的反馈中发现,尽管学生更喜欢传统的评估方法,但他们认为新的评估方法对他们的学习更有价值。总体而言,该研究对虚拟实验室培训背景下的传统和新型评估方法提供了系统的见解,并强调了评估设计中持续实验和创新的迫切需要,以提高学习成果并适应数字生物工程教育的不断发展。
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引用次数: 0
A Serious Game-Based Approach to Microcontroller Education: An Empirical Assessment of Usability and Flow 一个严肃的基于游戏的微控制器教育方法:可用性和流的经验评估
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2026-01-18 DOI: 10.1002/cae.70145
Ercüment Güvenç, Enes Malik Başarslan, Saadet Kuru Çetin, Gürcan Çetin, Murat Sakal

In engineering education, supporting theoretical knowledge with practical applications significantly enhances learning effectiveness. In this study, a Unity-based 3D serious game was developed for Arduino-based microcontroller education, and its instructional effectiveness was evaluated through a controlled experimental design. The game integrates fundamental microcontroller commands, hardware connections, and real-world tasks within an immersive learning environment. To examine both cognitive and experiential outcomes, a comparative pre-test/post-test design was employed with an experimental group exposed to game-based laboratory instruction and a control group receiving conventional instruction. Learning performance was assessed using curriculum-aligned achievement tests, while students' interaction experiences were evaluated through validated self-report instruments. Perceived system usability was measured using the Task-Computer System Usability Questionnaire-Short Version, and flow experience and concentration were assessed using the Flow Short Scale. The results indicate that students engaging with the serious game achieved significantly higher learning gains than those receiving traditional instruction. Furthermore, perceived system usability positively correlated with flow experience, highlighting that effective interaction design enhances engagement and immersion. Overall, the findings underscore the potential of curriculum-aligned serious games as an effective and engaging instructional approach for microcontroller education in engineering programs.

在工程教育中,理论知识与实际应用相结合可以显著提高学习效果。本研究针对基于arduino的单片机教育,开发了一款基于unity的3D严肃游戏,并通过对照实验设计对其教学效果进行了评估。该游戏将基本的微控制器命令、硬件连接和现实世界的任务集成在一个沉浸式的学习环境中。为了检验认知和体验结果,采用了一种比较的测试前/测试后设计,实验组接受基于游戏的实验室教学,对照组接受常规教学。学习表现是通过课程成绩测试来评估的,而学生的互动体验是通过有效的自我报告工具来评估的。感知系统可用性采用任务-计算机系统可用性问卷-短版进行测量,心流体验和专注度采用心流短量表进行评估。结果表明,参与严肃游戏的学生比接受传统教学的学生取得了显著更高的学习收益。此外,感知到的系统可用性与心流体验正相关,强调了有效的交互设计可以提高参与度和沉浸感。总的来说,研究结果强调了与课程相匹配的严肃游戏作为工程项目中微控制器教育的有效和引人入胜的教学方法的潜力。
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引用次数: 0
Development of a Smart Lamp Device Using Project-Based Learning and the ADDIE Model for Teaching IoT to Software Engineering Students 使用基于项目的学习和ADDIE模型开发智能灯设备,用于向软件工程专业的学生教授物联网
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2026-01-15 DOI: 10.1002/cae.70143
Edgar Cano-Cruz

The rapid expansion of the Internet of Things (IoT) demands instructional models that effectively bridge theory and practice. This study explores the integration of Project-Based Learning (PBL) with the ADDIE instructional design model in an undergraduate Information Technology Projects course. As a capstone activity, students designed and built a Smart Lamp using an ESP32 microcontroller, sensors, MQTT communication, and a mobile user interface, iterating through ADDIE phases with formative feedback. A mixed-methods evaluation combined SAM-based rubrics, user-experience testing, and self- and peer-assessment (n = 30 students; n = 20 external users). Results indicated strong technical performance (overall M = 4.2/5 across competencies), high collaboration indicators (M = 4.4/5), and positive end-user satisfaction (M = 4.4/5). A nonparametric exploratory comparison revealed no significant differences between students with and without prior IoT experience, highlighting the inclusiveness of the approach. Overall, findings demonstrate that coupling PBL with ADDIE fosters motivation, knowledge transfer, and effective hardware–software integration while providing a replicable structure for IoT education. Implications for course design include aligning learning outcomes with ADDIE phases, incorporating iterative usability testing, and integrating cloud-connected prototypes as authentic assessments for future implementations.

物联网(IoT)的快速发展要求教学模型能够有效地将理论与实践相结合。摘要本研究探讨专案式学习(PBL)与ADDIE教学设计模式在资讯科技专业本科课程中的整合。作为顶点活动,学生们使用ESP32微控制器、传感器、MQTT通信和移动用户界面设计并构建了一个智能灯,通过ADDIE阶段进行迭代,并获得形成性反馈。混合方法评估结合了基于sam的规则、用户体验测试和自我和同行评估(n = 30名学生;n = 20名外部用户)。结果表明了强大的技术性能(跨能力的总体M = 4.2/5),高协作指标(M = 4.4/5)和积极的最终用户满意度(M = 4.4/5)。一项非参数探索性比较显示,有和没有物联网经验的学生之间没有显著差异,突出了该方法的包容性。总体而言,研究结果表明,PBL与ADDIE的结合促进了动机、知识转移和有效的软硬件集成,同时为物联网教育提供了可复制的结构。对课程设计的影响包括使学习成果与ADDIE阶段保持一致,结合迭代可用性测试,并将云连接的原型集成为未来实现的真实评估。
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引用次数: 0
A Project-Based Learning Approach: Designing MATLAB-Aligned Mixed-Signal Circuit Components With Open Source Tools 基于项目的学习方法:用开源工具设计与matlab对齐的混合信号电路元件
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2026-01-10 DOI: 10.1002/cae.70141
Xiaopeng Yu, Lei Xie, Ziyu Guo, Anzhuoyang Wang, Zhenghao Lu

This paper presents a project-based learning approach to improve students' ability to apply systematic design methodologies during their transition from general Electrical Engineering (EE) courses to Integrated Circuit (IC) design programs. With the advent of Electronic Design Automation (EDA) tools and Artificial Intelligence (AI) techniques, there is a growing need for students to develop a more systematic understanding of circuit design. A structured training program is designed to enhance the ability of mixed IC design of fourth-year students, who are expected to use open source tools to design key circuit components which are aligned with MATLAB. With these components, the mixed signal system can be built and optimized top-down, allowing significantly accelerated development and deeper knowledge learning. A team of students is required to design MATLAB-aligned circuit components and a benchmark testing framework is developed to ensure the alignment of functionality between the proposed work and MATLAB Simulink. The results indicate that the proposed project-based learning approach effectively supports fourth-year students in transitioning to IC design, with strong recommendations for its continued implementation in future academic years. The project establishes a comprehensive and free EDA framework for teaching mixed signal IC design, offering significant advantages over traditional commercial tools. Moreover, the use of hardware-defined code provides greater flexibility in the design environment, allowing students to utilize the EDA framework across multiple platforms without the need for expensive commercial licenses.

本文提出了一种基于项目的学习方法,以提高学生在从通用电气工程(EE)课程过渡到集成电路(IC)设计课程时应用系统设计方法的能力。随着电子设计自动化(EDA)工具和人工智能(AI)技术的出现,学生越来越需要对电路设计有更系统的了解。一个结构化的训练计划旨在提高四年级学生的混合集成电路设计能力,他们有望使用开源工具设计与MATLAB对齐的关键电路元件。有了这些组件,混合信号系统可以自上而下地构建和优化,从而大大加快了开发速度和更深层次的知识学习。需要一组学生设计符合MATLAB的电路元件,并开发基准测试框架,以确保所提出的工作与MATLAB Simulink之间的功能一致。结果表明,提出的基于项目的学习方法有效地支持四年级学生过渡到集成电路设计,并强烈建议在未来学年继续实施。该项目建立了一个全面和免费的EDA框架,用于教学混合信号IC设计,具有传统商业工具的显着优势。此外,使用硬件定义的代码在设计环境中提供了更大的灵活性,允许学生跨多个平台使用EDA框架,而不需要昂贵的商业许可证。
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引用次数: 0
Effectiveness of Hybrid and Flipped Course Structure on Improving Undergraduate Student Experience: A Case Study on Introduction to Thermodynamics 混合与翻转课程结构对提高大学生体验的效果——以热力学导论为例
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2026-01-07 DOI: 10.1002/cae.70134
Chenyi Zhu, Mary Intwan, Marissa Gabriel, Thomas Mundy, Rohini Bala Chandran, Margaret Wooldridge

In the current work, a hybrid and flipped (hybrid+flipped) course structure integrating open-access pre-recorded videos and in-person class sessions was piloted with the objective of improving student experiences in a core undergraduate thermodynamics class in mechanical engineering. To minimize the barrier to instructor adoption, the course structure leveraged open-access videos on the fundamentals of thermodynamics for the flipped portion of the class. The hybrid+flipped format allowed increased use of engaged-learning tools during classroom sessions; methods known to improve learning outcomes (e.g., in-class demonstrations, “think-pair-share” activities, and content and activities leveraging open-access thermodynamics property data). Survey data from over 200 student participants from 2022 to 2023 document the student concerns at the start and exit of participation in the hybrid+flipped course sections. While the academic outcomes were unchanged compared with standard course delivery, student perceptions were dramatically affected. The survey data show significant positive shift in student concerns regarding online learning (44.2% were negative at the start of the course to 28.2% at the end of the class), and a large fraction of the students (45.6%) felt the hybrid+flipped format improved their learning outcomes. While the case study provides a valuable detailed example of how to successfully implement a hybrid+flipped class structure using open-access tools, the results also show such efforts must correspondingly maintain high standards for organization and supplement the digital materials with community building and student and instructor engagement.

在目前的工作中,我们尝试了一种混合和翻转(混合+翻转)的课程结构,将开放获取的预录制视频和面对面的课堂结合起来,目的是改善学生在机械工程本科核心热力学课程中的体验。为了尽量减少教师采用的障碍,课程结构利用了热力学基础知识的开放访问视频,用于课堂的翻转部分。混合+翻转模式允许在课堂上增加参与式学习工具的使用;已知的提高学习效果的方法(例如,课堂演示,“思考-配对-分享”活动,以及利用开放获取热力学属性数据的内容和活动)。从2022年到2023年,对200多名学生的调查数据记录了学生在参与混合+翻转课程部分开始和结束时的担忧。虽然与标准课程相比,学业成绩没有变化,但学生的观念受到了巨大影响。调查数据显示,学生对在线学习的关注有了显著的积极转变(课程开始时44.2%的人持否定态度,课程结束时28.2%的人持否定态度),很大一部分学生(45.6%)认为混合+翻转模式改善了他们的学习成果。虽然案例研究提供了一个有价值的详细例子,说明如何使用开放获取工具成功实施混合+翻转课堂结构,但结果也表明,这种努力必须相应地保持高标准的组织,并通过社区建设和学生和教师的参与来补充数字材料。
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引用次数: 0
Application of Gamification Mechanics to Computational Fluid Dynamics Seminars Using Genially 游戏化力学在计算流体力学研讨会中的应用
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2026-01-07 DOI: 10.1002/cae.70135
Gema Gómez-Pozuelo, Beatriz Paredes, Raúl Molina

This work describes the procedure for the gamification of Computational Fluid Dynamics (CFD) seminars, with the aim of increasing student motivation and simplifying the learning and acquisition of skills related to the use of CFD tools. The seminar activity is divided into two parts: (i) autonomous work along the semester, in which students receive video tutorials and manuals to prepare them to solve CFD simulation cases, these cover software handling and the necessary data processing; (ii) collaborative work in the computer lab, where students are grouped to address CFD cases within a video-game-style environment created in Genially. Each group assumes the role of an avatar solving different quests and challenges related to the simulated cases and unlocking rewards (motivational element and part of the activity mark), progressing until the end of the game. After implementing this gamified CFD seminar approach over two academic years in two subjects of different bachelor's degree programmes (Fluid Mechanics in Aerospace Engineering in Air Navigation and Fluid Engineering in Industrial Electronic and Automatic Engineering), the results show improved student performance. Furthermore, students report a very favourable perception of the activity, noting that the game-like settings of the seminars increase the level of immersion in the activity and enhance teamwork skills.

这项工作描述了计算流体动力学(CFD)研讨会游戏化的过程,目的是提高学生的积极性,简化与使用CFD工具相关的技能的学习和获取。研讨会活动分为两个部分:(i)整个学期的自主作业,学生获得视频教程和手册,为他们解决CFD模拟案例做准备,这些包括软件处理和必要的数据处理;(ii)计算机实验室的协作工作,学生分组在genial创建的视频游戏式环境中解决CFD案例。每个小组都扮演一个角色,解决与模拟案例相关的不同任务和挑战,解锁奖励(动机元素和活动标记的一部分),直到游戏结束。在不同学士学位课程的两个学科(航空航天工程中的流体力学和工业电子与自动化工程中的流体工程)中实施这种游戏化CFD研讨会方法两个学年后,结果表明学生的表现有所提高。此外,学生们对该活动的看法非常满意,指出研讨会的游戏式设置提高了活动的沉浸程度,并提高了团队合作技能。
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引用次数: 0
Early Prediction of Student Academic Outcomes Using a Mixture of Experts Network 基于混合专家网络的学生学业成绩早期预测
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2026-01-05 DOI: 10.1002/cae.70138
Hong Nguyen Thi, Viet Anh Nguyen, Kien Do Trung

Predicting learning outcomes is an important problem in educational research, as it enables timely intervention for learners and supports educators in implementing personalized strategies to improve training quality. This task is especially important in online and blended learning environments, where students must independently manage their learning progress. Deep learning (DL) models, particularly Long Short-Term Memory (LSTM) networks, have shown promise in improving prediction accuracy with time-series data. However, single-network models often face high computational costs and struggle to capture the diversity of learner behaviors, resulting in limited performance. To address this, we propose a novel architecture called MoELA to solve the pass/fail classification problem, based on the Mixture of Experts (MoE) framework, which uses multiple expert networks to flexibly model different behavior groups. Each expert includes an LSTM layer integrated with an attention mechanism to effectively process time-series data and emphasize critical learning moments. The number of experts is determined by clustering learner behavior using the Fuzzy C-Means (FCM) algorithm. Experiments were conducted on the Open University Learning Analytics Dataset (OULAD). To mitigate class imbalance in the Pass/Fail prediction task, we introduced SMOTERN, a data balancing method that combines SMOTE with noise removal. Results show that MoELA models significantly outperform the traditional four-layer stacked LSTM. The best performance was achieved by the MoELA4 model trained on SMOTERN-balanced data, with Accuracy, AUC, and F1 scores of 0.9238, 0.9568, and 0.8637, respectively. Additionally, the proposed architecture requires fewer parameters and achieves faster training and prediction times compared to the stacked LSTM model.

学习结果预测是教育研究中的一个重要问题,因为它可以使学习者及时干预,并支持教育者实施个性化策略以提高培训质量。这项任务在在线和混合式学习环境中尤为重要,因为学生必须独立管理自己的学习进度。深度学习(DL)模型,特别是长短期记忆(LSTM)网络,在提高时间序列数据的预测准确性方面显示出了希望。然而,单网络模型往往面临较高的计算成本,并且难以捕捉学习者行为的多样性,从而导致性能有限。为了解决这个问题,我们提出了一种名为MoELA的新架构来解决通过/不通过分类问题,该架构基于混合专家(MoE)框架,该框架使用多个专家网络灵活地建模不同的行为组。每个专家都包含一个集成了注意力机制的LSTM层,以有效地处理时间序列数据并强调关键的学习时刻。专家的数量是通过使用模糊c均值(FCM)算法的聚类学习者行为来确定的。实验是在开放大学学习分析数据集(OULAD)上进行的。为了减轻及格/不及格预测任务中的类不平衡,我们引入了SMOTERN,这是一种将SMOTE与噪声去除相结合的数据平衡方法。结果表明,MoELA模型显著优于传统的四层堆叠LSTM。在SMOTERN-balanced数据上训练的MoELA4模型的准确率、AUC和F1得分分别为0.9238、0.9568和0.8637,性能最好。此外,与堆叠LSTM模型相比,所提出的体系结构需要更少的参数,实现更快的训练和预测时间。
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引用次数: 0
Effectiveness of Pre-Test and Post-Test Strategies in Programming Education: A Five-Year Longitudinal Study 程序设计教育中测试前和测试后策略的有效性:一项为期五年的纵向研究
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2026-01-05 DOI: 10.1002/cae.70139
Po-Hsun Cheng, Li-Wei Chen

Learning efficacy constitutes a fundamental metric in educational assessment, maintaining critical significance across all domains of knowledge acquisition and skill development in pedagogical contexts. This study aims to implement and evaluate a restructured pedagogical framework for introductory programming education, utilizing quantitative metrics to optimize learning efficacy based on empirical collegiate teaching data and established educational indicators. A longitudinal study was conducted utilizing a dual-phase methodology. Phase I (2016–2018) implemented a hybrid assessment approach, integrating a proprietary Moodle learning management system with a web-based online judge platform for summative evaluations. Phase II (2019–2024) introduced the Judge-oriented Pedagogical Framework (JOPF), incorporating synchronous pre- and post-assessment protocols under controlled conditions. The study encompassed four distinct demographic cohorts: undergraduate freshmen (54 contact hours/18 weeks), in-service high school educators (54 contact hours/18 days), and secondary students in sequential phases (30 contact hours/10 weeks per phase). Real-time performance analytics were systematically monitored through a dual-observation protocol involving both instructors and participants. Descriptive multi-year trends indicated consistent improvements in learning outcomes following implementation of the JOPF. Semester completion rates rose, and cohort performance stabilized across iterations. Instructor observations and cohort patterns point to practical advantages of judge-based weekly assessments over prior multiple-choice quizzes, and both instructors and students reported positive acceptance. The study demonstrates the superior effectiveness of programmatic online assessment protocols compared to conventional learning management systems. This methodology enables precise evaluation of learning outcomes through empirical assessment metrics, facilitating enhanced learning efficacy. The framework establishes a bidirectional feedback mechanism that optimizes educational outcomes for both pedagogical facilitators and learners.

学习效能是教育评估的一项基本指标,在教学环境中对知识获取和技能发展的所有领域都具有重要意义。本研究旨在建构建构的程式设计导论教学架构,并以大学教学实证资料和既定教学指标为基础,运用量化指标优化学习效能。采用双阶段方法进行纵向研究。第一阶段(2016-2018)实施了一种混合评估方法,将专有的Moodle学习管理系统与基于网络的在线评审平台相结合,进行总结性评估。第二阶段(2019-2024)引入了以法官为导向的教学框架(JOPF),在受控条件下结合了同步的评估前后协议。该研究包括四个不同的人口统计学队列:本科新生(54小时/18周),在职高中教育工作者(54小时/18天),以及连续阶段的中学生(30小时/10周/每个阶段)。通过涉及教师和参与者的双重观察协议,系统地监测实时性能分析。多年的描述性趋势表明,在实施JOPF之后,学习成果得到了持续的改善。学期完成率上升,在迭代过程中队列表现稳定。教师观察和队列模式表明,与之前的多项选择测验相比,基于法官的每周评估具有实际优势,教师和学生都表示积极接受。该研究表明,与传统的学习管理系统相比,程序化在线评估协议具有优越的有效性。该方法能够通过经验评估指标精确评估学习成果,促进提高学习效率。该框架建立了双向反馈机制,为教学促进者和学习者优化教育成果。
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引用次数: 0
Integrated Education and Teaching Mode of Engineering Fractured Rock Mechanics Laboratory Testing and PFC3D Computer Simulation Based on Conceive-Design-Implement-Operate 基于构思-设计-实施-操作的工程裂隙岩石力学实验室试验与PFC3D计算机模拟一体化教育教学模式
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2026-01-04 DOI: 10.1002/cae.70133
Pu Wang, Huidan Chen, Hongjun Jia, Hanqi Shang

As the requirements of geotechnical engineering education on students’ practical ability and innovative thinking continue to improve, the traditional classroom teaching mode is difficult to effectively meet the teaching needs of the complex mechanical behavior of fractured rock mass, such as multi-scale characteristics and nonlinear response. On the basis of this, an integrated education and teaching paradigm with the Conceive-Design-Implement-Operate (CDIO) of “Rock mechanics test—Numerical simulation” is constructed to intuitively and efficiently improve the students’ cognitive level and engineering practical ability on the fractured engineering rocks and their mechanical properties. The teaching process revolves around the uniaxial compression mechanics test of red sandstone with arc-shaped prefabricated fissures, covering four stages of conception, design, realization, and operation, combined with numerical simulation relying on Particle Flow Code in Three Dimensions (PFC3D) discrete element computer software, to carry out the whole process of fissure expansion of the three-dimensional modeling, calibration of the physical parameters and simulation of the nonlinear response, and then form the virtual-actual combination of teaching and learning paths based on the engineering computing platform. By comparing the physical test and computer simulation results, high consistency verification is realized in terms of fracture extension path, stress-strain response, and fracture morphology, which reflects the cognitive gain and accuracy advantage of engineering computational technology based on the discrete element method in the teaching session. The four-phase teaching structure effectively enhances students’ practical ability, numerical modeling skills, and scientific research thinking, and constructs a closed-loop teaching system with virtual-real synergy and computational simulation drive as the core, which has good transfer-ability and promotion potential and can provide a replicable reference paradigm for the informatization reform of geotechnical engineering courses.

随着岩土工程教育对学生实践能力和创新思维要求的不断提高,传统的课堂教学模式已难以有效满足裂隙岩体多尺度特征、非线性响应等复杂力学行为的教学需求。在此基础上,构建“岩石力学试验-数值模拟”的构思-设计-实施-操作(CDIO)一体化教育教学模式,直观有效地提高学生对断裂工程岩石及其力学特性的认知水平和工程实践能力。教学过程围绕红砂岩弧形预制裂隙单轴压缩力学试验,涵盖构思、设计、实现、运行四个阶段,结合数值模拟,依托PFC3D离散元计算机软件,开展裂隙扩展全过程的三维建模;物理参数的标定和非线性响应的仿真,进而形成基于工程计算平台的虚实结合的教与学路径。通过物理试验与计算机模拟结果的对比,在裂缝扩展路径、应力-应变响应、裂缝形态等方面实现了高度一致性验证,体现了基于离散元法的工程计算技术在教学中的认知增益和精度优势。四阶段教学结构有效地提高了学生的实践能力、数值模拟技能和科研思维,构建了以虚实协同、计算仿真驱动为核心的闭环教学体系,具有良好的可转移性和推广潜力,可为岩土工程课程信息化改革提供可复制的参考范式。
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引用次数: 0
Advancing Manufacturing Process Education for Industry 4.0: A Multi-Case Study 面向工业4.0的先进制造工艺教育:多案例研究
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2026-01-04 DOI: 10.1002/cae.70136
Muhammad Umar Farooq, Young Jae Jang

The recent technological advancements and consumer demands have revolutionized industrial production and workflows, requiring an interdisciplinary skilled workforce. Manufacturing education at universities can be vital in training a skilled workforce to meet Industry 4.0 requirements. A Manufacturing Process Innovation (MPI) course was conducted in the Spring of 2024 and 2025 to train undergraduate students in major Industry 4.0 technologies. The course was designed to enhance student learning and cross-curricular skills. The course curriculum was upgraded to include the main Industry 4.0 constituents like digital twins, AI, simulation, and IoT devices. A robotics module was integrated to teach fundamental concepts and enable students to operate an autonomous mobile robot. Team-based learning (TBL) and problem-based learning (PBL) frameworks were incorporated with conventional teaching to enhance course outcomes. The active learning methodologies improved student grades by 23.75% and 16% in Spring 2024 and Spring 2025, respectively, compared to the grades in conventional learning. Both TBL and PBL were positively rated in the student surveys and were found to be useful for learning complex concepts. The course helped foster cross-curricular skills like teamwork, problem-solving, and a sense of responsibility among students. Active learning frameworks integrated with key industrial technologies can improve curricular learning and cross-curricular skills. Robotics can be leveraged and integrated with core course concepts to train students for real-world scenarios. The findings can be helpful for manufacturing-related education programs and for integrating robotics modules in other engineering courses.

最近的技术进步和消费者的需求已经彻底改变了工业生产和工作流程,需要跨学科的熟练劳动力。大学的制造业教育对于培养熟练的劳动力以满足工业4.0的要求至关重要。制造工艺创新(MPI)课程在2024年和2025年春季进行,以培养主要工业4.0技术的本科生。该课程旨在提高学生的学习能力和跨学科技能。课程内容升级,包括工业4.0的主要组成部分,如数字双胞胎、人工智能、模拟和物联网设备。机器人模块用于教授基本概念,并使学生能够操作自主移动机器人。以团队为基础的学习(TBL)和以问题为基础的学习(PBL)框架与传统教学相结合,以提高课程效果。与传统学习方法相比,主动学习方法在2024年春季和2025年春季分别使学生的成绩提高了23.75%和16%。在学生调查中,TBL和PBL都得到了积极的评价,并被发现对学习复杂概念有用。这门课程有助于培养学生的跨学科技能,如团队合作、解决问题和责任感。与关键产业技术相结合的主动学习框架可以提高课程学习和跨课程技能。机器人技术可以与核心课程概念相结合,以训练学生适应现实世界的场景。研究结果可以为制造业相关的教育项目以及将机器人模块整合到其他工程课程中提供帮助。
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Computer Applications in Engineering Education
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