Miguel A. Salas-Natera, Aral E. Zorkun, Ramón M. Rodríguez-Osorio
Smart antenna and digital antenna systems are considered as a crucial technology for current and future communication systems supporting 5G/6G and nonterrestrial-networks communications. Based on the information of the received signal/s, smart antenna systems toward the radiation pattern to the desired direction/s. This technique is known as adaptive beamforming. The theories and the applications of adaptive beamforming are taught in engineering educational courses. This paper proposes a set of real-time interactive experiments for adaptive beamforming algorithms in antenna array processing subject. The proposed experiments can be performed with the computer-aided experimental studies tool prepared in the MATLAB® environment. The users can easily make comparisons and can perform trade-offs between different types of adaptive beamforming algorithms, scenarios, and antenna architecture. This is used as a teaching tool for a graduate course on adaptive beamforming algorithms.
{"title":"Computer-aided experimental studies for adaptive beamforming algorithms and array processing in engineering education","authors":"Miguel A. Salas-Natera, Aral E. Zorkun, Ramón M. Rodríguez-Osorio","doi":"10.1002/cae.22741","DOIUrl":"10.1002/cae.22741","url":null,"abstract":"<p>Smart antenna and digital antenna systems are considered as a crucial technology for current and future communication systems supporting 5G/6G and nonterrestrial-networks communications. Based on the information of the received signal/s, smart antenna systems toward the radiation pattern to the desired direction/s. This technique is known as adaptive beamforming. The theories and the applications of adaptive beamforming are taught in engineering educational courses. This paper proposes a set of real-time interactive experiments for adaptive beamforming algorithms in antenna array processing subject. The proposed experiments can be performed with the computer-aided experimental studies tool prepared in the MATLAB® environment. The users can easily make comparisons and can perform trade-offs between different types of adaptive beamforming algorithms, scenarios, and antenna architecture. This is used as a teaching tool for a graduate course on adaptive beamforming algorithms.</p>","PeriodicalId":50643,"journal":{"name":"Computer Applications in Engineering Education","volume":"32 4","pages":""},"PeriodicalIF":2.0,"publicationDate":"2024-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/cae.22741","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140581903","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Luis Alfonso Trujillo-Cayado, Jenifer Santos, Felipe Cordobés, María Ramos-Payán
Teachers can create engaging learning environments in engineering courses through pedagogical innovation using Information and Communication Technologies (ICT). Introductory chemistry courses in Science, Technology, Engineering and Mathematics (STEM) disciplines typically include the study of molecular models and periodic properties, which are inherently visual concepts. Unfortunately, these concepts are often taught using two-dimensional drawings, although three-dimensional (3D) printing offers an engaging approach to learning chemistry in these disciplines. Undergraduate engineering students are provided with modelling software and a 3D printer, allowing them to construct 3D models of basic Valence Shell Electron Pair Repulsion theory shapes using polylactic acid. The results of this research showed that the average score of the students in the control group was lower than that of the students in the 3D technology group. This research has found that the learning curve for modelling and the time required for printing are high, limiting the practical application of this exercise in student laboratory classes. However, in an appropriate environment, 3D printing technology has the potential to be a valuable tool for teaching and learning molecular models and periodic properties of chemistry courses in STEM disciplines.
{"title":"Influence of the use of 3D printing technology for teaching chemistry in STEM disciplines","authors":"Luis Alfonso Trujillo-Cayado, Jenifer Santos, Felipe Cordobés, María Ramos-Payán","doi":"10.1002/cae.22738","DOIUrl":"10.1002/cae.22738","url":null,"abstract":"<p>Teachers can create engaging learning environments in engineering courses through pedagogical innovation using Information and Communication Technologies (ICT). Introductory chemistry courses in Science, Technology, Engineering and Mathematics (STEM) disciplines typically include the study of molecular models and periodic properties, which are inherently visual concepts. Unfortunately, these concepts are often taught using two-dimensional drawings, although three-dimensional (3D) printing offers an engaging approach to learning chemistry in these disciplines. Undergraduate engineering students are provided with modelling software and a 3D printer, allowing them to construct 3D models of basic Valence Shell Electron Pair Repulsion theory shapes using polylactic acid. The results of this research showed that the average score of the students in the control group was lower than that of the students in the 3D technology group. This research has found that the learning curve for modelling and the time required for printing are high, limiting the practical application of this exercise in student laboratory classes. However, in an appropriate environment, 3D printing technology has the potential to be a valuable tool for teaching and learning molecular models and periodic properties of chemistry courses in STEM disciplines.</p>","PeriodicalId":50643,"journal":{"name":"Computer Applications in Engineering Education","volume":"32 4","pages":""},"PeriodicalIF":2.0,"publicationDate":"2024-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/cae.22738","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140204629","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The dynamic map is applied instead of traditional static maps in the teaching of geographic information science (GIS)-related majors so as to meet the need for teaching animations and teaching interaction in new teaching methods such as mobile personalized learning, massive open online course, and Flipped Classroom. The research introduces the concept and the making tools of dynamic maps, studies the making principles and key technologies of dynamic maps, and constructs the relevant theories such as the “frame” model based on time granularity, the dynamic interpolation algorithm based on spatial characteristics, dynamic symbolic logic model, and algorithm. Based on the above principles and theories, taking a dynamic map of the change in the population of each city in Shandong province as an example, the research demonstrates the making method and process of the dynamic maps for teaching with Flash MX. At last, it analyzes the role of dynamic map in GIS-related courses teaching and evaluates the teaching effect of dynamic maps.
{"title":"Dynamic map-making technology and the application in geographic information science","authors":"Li Wanwu, Liu Lin, Zhang Hui, Li Jinhong","doi":"10.1002/cae.22737","DOIUrl":"10.1002/cae.22737","url":null,"abstract":"<p>The dynamic map is applied instead of traditional static maps in the teaching of geographic information science (GIS)-related majors so as to meet the need for teaching animations and teaching interaction in new teaching methods such as mobile personalized learning, massive open online course, and Flipped Classroom. The research introduces the concept and the making tools of dynamic maps, studies the making principles and key technologies of dynamic maps, and constructs the relevant theories such as the “frame” model based on time granularity, the dynamic interpolation algorithm based on spatial characteristics, dynamic symbolic logic model, and algorithm. Based on the above principles and theories, taking a dynamic map of the change in the population of each city in Shandong province as an example, the research demonstrates the making method and process of the dynamic maps for teaching with Flash MX. At last, it analyzes the role of dynamic map in GIS-related courses teaching and evaluates the teaching effect of dynamic maps.</p>","PeriodicalId":50643,"journal":{"name":"Computer Applications in Engineering Education","volume":"32 4","pages":""},"PeriodicalIF":2.0,"publicationDate":"2024-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140204002","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The study presents the advantages of, and possible uses for, Orange software for data mining in combination with processing spatial data by ArcGIS Pro software in education. To present suitability of Orange software in education, the scientific method of Physics of Notation by D. Moody is used to evaluate the Orange software's visual vocabulary. All nine principles are applied in the presented evaluation. As a result, a high level of effective cognition of the Orange visual vocabulary is proven by this method. Namely, the semantic transparency of visual vocabulary, thanks the explicit inner icons, is semantically immediate. Also, principle of dual coding is used properly by automatic text labels of graphical symbols with the opportunity to rename labels. Renaming is also a way to ensure the partial overloading of symbols found by the first principle of semiotic clarity. The principle of cognitive interaction is partially fulfilled by automatically reorganizing connector lines between symbols to reduce the crossing of lines. A high level of effective cognition is beneficial for students. The evaluation of the visual notation of Orange software is presented to inform teachers and the geoinformatics community of the highly effective cognitive aspects of Orange software. The two practical lectures of processing in Orange and ArcGIS Pro software are shown to the teachers and students of geoinformatics community as examples of machine learning tasks. They are cluster analyses carried out with the density-based spatial clustering of applications with noise method, first for the location of cafés in Olomouc town and the second example concerns finding similar European towns based on their land use arrangement, using the neural network and following hierarchical clustering. Both examples could provide inspiration for the geoinformatics community to adopt Orange data mining software.
本研究介绍了用于数据挖掘的 Orange 软件结合 ArcGIS Pro 软件在教育领域处理空间数据的优势和可能用途。为了介绍 Orange 软件在教育领域的适用性,采用了 D. Moody 的《符号物理学》科学方法来评估 Orange 软件的可视化词汇。所有九项原则都应用于此次评估。因此,这种方法证明了对 Orange 视觉词汇的高水平有效认知。也就是说,由于明确的内部图标,视觉词汇的语义透明度在语义上是直接的。此外,双重编码原则通过图形符号的自动文本标签和重命名标签的机会得到了恰当的应用。重命名也是确保符号部分超载的一种方式,这也是符号清晰度的第一原则。通过自动重组符号之间的连接线,减少连接线的交叉,可以部分实现认知互动原则。高水平的有效认知对学生是有益的。通过对 Orange 软件视觉符号的评估,让教师和地理信息界了解到 Orange 软件在认知方面的高效性。作为机器学习任务的实例,向地理信息界的教师和学生展示了在 Orange 和 ArcGIS Pro 软件中进行处理的两个实践讲座。这两个例子是利用基于密度的空间聚类应用噪声法进行的聚类分析,第一个例子是奥洛穆茨镇咖啡馆的位置,第二个例子是利用神经网络和分层聚类,根据土地利用安排寻找相似的欧洲城镇。这两个例子都能为地理信息界采用 Orange 数据挖掘软件提供启发。
{"title":"Evaluation of Orange data mining software and examples for lecturing machine learning tasks in geoinformatics","authors":"Zdena Dobesova","doi":"10.1002/cae.22735","DOIUrl":"10.1002/cae.22735","url":null,"abstract":"<p>The study presents the advantages of, and possible uses for, Orange software for data mining in combination with processing spatial data by ArcGIS Pro software in education. To present suitability of Orange software in education, the scientific method of Physics of Notation by D. Moody is used to evaluate the Orange software's visual vocabulary. All nine principles are applied in the presented evaluation. As a result, a high level of effective cognition of the Orange visual vocabulary is proven by this method. Namely, the semantic transparency of visual vocabulary, thanks the explicit inner icons, is semantically immediate. Also, principle of dual coding is used properly by automatic text labels of graphical symbols with the opportunity to rename labels. Renaming is also a way to ensure the partial overloading of symbols found by the first principle of semiotic clarity. The principle of cognitive interaction is partially fulfilled by automatically reorganizing connector lines between symbols to reduce the crossing of lines. A high level of effective cognition is beneficial for students. The evaluation of the visual notation of Orange software is presented to inform teachers and the geoinformatics community of the highly effective cognitive aspects of Orange software. The two practical lectures of processing in Orange and ArcGIS Pro software are shown to the teachers and students of geoinformatics community as examples of machine learning tasks. They are cluster analyses carried out with the density-based spatial clustering of applications with noise method, first for the location of cafés in Olomouc town and the second example concerns finding similar European towns based on their land use arrangement, using the neural network and following hierarchical clustering. Both examples could provide inspiration for the geoinformatics community to adopt Orange data mining software.</p>","PeriodicalId":50643,"journal":{"name":"Computer Applications in Engineering Education","volume":"32 4","pages":""},"PeriodicalIF":2.0,"publicationDate":"2024-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/cae.22735","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140204158","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Lucas Wiese, Hector E. Will Pinto, Alejandra J. Magana
Recent advancements in artificial intelligence (AI) and machine learning (ML) have driven research and development across multiple industries to meet national economic and technological demands. Consequently, companies are investing in AI, ML, and data analytics workforce development efforts to digitalize operations and enhance global competitiveness. As such, evidence-based educational research around ML is essential to provide a foundation for the future workforce as they face complex AI challenges. This study explored students' conceptual ML understanding through a scientific argumentation framework, where we examined how they used evidence and reasoning to support claims about their ML models. This framework lets us gain insight into students' conceptualizations and helped scaffold student learning via a cognitive apprenticeship model. Thirty students in a mechanical engineering classroom at Purdue University experimented with neural network ML models within a computational notebook to create visual claims (ML models) with textual explanations of their evidence and reasoning. Accordingly, we qualitatively analyzed their learning artifacts to examine their underfit, fit, and overfit models and explanations. It was found that some students tended toward technical explanations while others used visual explanations. Students with technically dominant explanations had higher proficiency in generating correctly fit models but lacked explanatory evidence. Conversely, students with visually dominant explanations provided evidence but lacked technical reasoning and were less accurate in identifying fit models. We discuss implications for both groups of students and offer future research directions to examine how positive pedagogical elements of learning design can optimize ML educational material and AI workforce development.
人工智能(AI)和机器学习(ML)的最新进展推动了多个行业的研究和发展,以满足国家经济和技术需求。因此,企业正在投资人工智能、ML 和数据分析人才培养工作,以实现数字化运营并提高全球竞争力。因此,围绕 ML 的循证教育研究对于为未来劳动力应对复杂的人工智能挑战奠定基础至关重要。本研究通过科学论证框架探讨了学生对概念性 ML 的理解,研究了他们如何使用证据和推理来支持对其 ML 模型的主张。通过这一框架,我们可以深入了解学生的概念,并通过认知学徒模式帮助学生掌握学习方法。普渡大学机械工程课堂上的 30 名学生在计算笔记本中尝试使用神经网络 ML 模型,创建可视化主张(ML 模型),并对其证据和推理进行文字说明。因此,我们对他们的学习成果进行了定性分析,以检查他们的模型和解释是否欠拟合、拟合和过拟合。结果发现,一些学生倾向于技术解释,而另一些学生则使用视觉解释。技术解释占主导地位的学生生成正确拟合模型的熟练程度较高,但缺乏解释证据。相反,视觉解释占主导地位的学生提供了证据,但缺乏技术推理,在确定拟合模型方面的准确性较低。我们讨论了对这两组学生的影响,并提出了未来的研究方向,以研究学习设计中的积极教学元素如何优化 ML 教育材料和人工智能人才培养。
{"title":"Undergraduate and graduate students' conceptual understanding of model classification outcomes under the lens of scientific argumentation","authors":"Lucas Wiese, Hector E. Will Pinto, Alejandra J. Magana","doi":"10.1002/cae.22734","DOIUrl":"10.1002/cae.22734","url":null,"abstract":"<p>Recent advancements in artificial intelligence (AI) and machine learning (ML) have driven research and development across multiple industries to meet national economic and technological demands. Consequently, companies are investing in AI, ML, and data analytics workforce development efforts to digitalize operations and enhance global competitiveness. As such, evidence-based educational research around ML is essential to provide a foundation for the future workforce as they face complex AI challenges. This study explored students' conceptual ML understanding through a scientific argumentation framework, where we examined how they used evidence and reasoning to support claims about their ML models. This framework lets us gain insight into students' conceptualizations and helped scaffold student learning via a cognitive apprenticeship model. Thirty students in a mechanical engineering classroom at Purdue University experimented with neural network ML models within a computational notebook to create visual claims (ML models) with textual explanations of their evidence and reasoning. Accordingly, we qualitatively analyzed their learning artifacts to examine their underfit, fit, and overfit models and explanations. It was found that some students tended toward technical explanations while others used visual explanations. Students with technically dominant explanations had higher proficiency in generating correctly fit models but lacked explanatory evidence. Conversely, students with visually dominant explanations provided evidence but lacked technical reasoning and were less accurate in identifying fit models. We discuss implications for both groups of students and offer future research directions to examine how positive pedagogical elements of learning design can optimize ML educational material and AI workforce development.</p>","PeriodicalId":50643,"journal":{"name":"Computer Applications in Engineering Education","volume":"32 4","pages":""},"PeriodicalIF":2.0,"publicationDate":"2024-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/cae.22734","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140166920","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Cristina Rodriguez-Sanchez, Rubén Orellana, Pedro Rafael Fernandez Barbosa, Susana Borromeo, Joaquin Vaquero
This paper describes a methodological study carried out between 2018 and 2022, at Rey Juan Carlos University, focused on the subject monitoring and control systems within a master's program in Industrial Engineering. The study proposes an innovative teaching strategy using problem-based learning and project-based learning methodologies. The projects undertaken are based on Internet of Things (IoT) systems aimed at enhancing weather stations, services and facilitating real-time decision-making. Inspired by our experience in the development of Industry 4.0 projects, we have designed a methodological strategy for this subject that focuses on providing students with the necessary knowledge and skills in the field of Control and Monitoring Systems and the IoT to develop real monitoring and control systems. The approach emphasizes interdisciplinary problem-solving, with students working collaboratively in stable teams. Throughout the 16-week course, tasks of increasing complexity are completed, resulting in the development of a complete system. The practical approach of the course and its relation to real applications motivates students, resulting in better performance. The acquired techniques and skills from the course are broadly applicable across engineering disciplines.
{"title":"Insights 4.0: Transformative learning in industrial engineering through problem-based learning and project-based learning","authors":"Cristina Rodriguez-Sanchez, Rubén Orellana, Pedro Rafael Fernandez Barbosa, Susana Borromeo, Joaquin Vaquero","doi":"10.1002/cae.22736","DOIUrl":"10.1002/cae.22736","url":null,"abstract":"<p>This paper describes a methodological study carried out between 2018 and 2022, at Rey Juan Carlos University, focused on the subject monitoring and control systems within a master's program in Industrial Engineering. The study proposes an innovative teaching strategy using problem-based learning and project-based learning methodologies. The projects undertaken are based on Internet of Things (IoT) systems aimed at enhancing <b>weather stations</b>, services and facilitating real-time decision-making. Inspired by our experience in the development of Industry 4.0 projects, we have designed a methodological strategy for this subject that focuses on providing students with the necessary knowledge and skills in the field of Control and Monitoring Systems and the IoT to develop real monitoring and control systems. The approach emphasizes interdisciplinary problem-solving, with students working collaboratively in stable teams. Throughout the 16-week course, tasks of increasing complexity are completed, resulting in the development of a complete system. The practical approach of the course and its relation to real applications motivates students, resulting in better performance. The acquired techniques and skills from the course are broadly applicable across engineering disciplines.</p>","PeriodicalId":50643,"journal":{"name":"Computer Applications in Engineering Education","volume":"32 4","pages":""},"PeriodicalIF":2.0,"publicationDate":"2024-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/cae.22736","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140166902","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Kangwa Daniel, Msafiri Mgambi Msambwa, Fute Antony, Xiulan Wan
This systematic literature review explores the impact of innovative teaching approaches on student motivation and academic achievement in online blended learning. A thorough search of five electronic databases for studies published between January 2009 and May 2023 yielded 1468 records. Following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) and Population, Intervention, Comparison, Outcome and Study-design (PICOS) frameworks as the basis for the eligibility criteria, 47 studies were eligible and reviewed. The findings revealed that the effects of motivation were influenced by various factors, such as the blended course design, instructor's support, learning environment and the student's characteristics. The common innovative teaching and learning techniques and tools which advanced better teaching and learning were found to be interactive lessons, the use of virtual reality technology, artificial intelligence, project-based learning, inquiry-based learning, jigsaw, cloud computing, flipped classroom, peer teaching, peer feedback, crossover teaching and personalised teaching. These techniques positively and significantly affected motivation and academic achievement. Furthermore, results also suggest that educators should carefully consider the needs and preferences of their students when designing their courses and curricula to motivate and support students to achieve their full potential. Based on these findings, instructor support through innovative teaching and learning is vital to sustaining meaningful, innovative interactions that motivate students and promote better academic achievements in innovative online blended learning. Therefore, this study proposed a framework that illustrates that when students are well motivated, they develop personal and academic qualities such as interest, confidence, belonging, cooperation and trust in the educational experiences, resulting in better academic achievement.
{"title":"Motivate students for better academic achievement: A systematic review of blended innovative teaching and its impact on learning","authors":"Kangwa Daniel, Msafiri Mgambi Msambwa, Fute Antony, Xiulan Wan","doi":"10.1002/cae.22733","DOIUrl":"10.1002/cae.22733","url":null,"abstract":"<p>This systematic literature review explores the impact of innovative teaching approaches on student motivation and academic achievement in online blended learning. A thorough search of five electronic databases for studies published between January 2009 and May 2023 yielded 1468 records. Following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) and Population, Intervention, Comparison, Outcome and Study-design (PICOS) frameworks as the basis for the eligibility criteria, 47 studies were eligible and reviewed. The findings revealed that the effects of motivation were influenced by various factors, such as the blended course design, instructor's support, learning environment and the student's characteristics. The common innovative teaching and learning techniques and tools which advanced better teaching and learning were found to be interactive lessons, the use of virtual reality technology, artificial intelligence, project-based learning, inquiry-based learning, jigsaw, cloud computing, flipped classroom, peer teaching, peer feedback, crossover teaching and personalised teaching. These techniques positively and significantly affected motivation and academic achievement. Furthermore, results also suggest that educators should carefully consider the needs and preferences of their students when designing their courses and curricula to motivate and support students to achieve their full potential. Based on these findings, instructor support through innovative teaching and learning is vital to sustaining meaningful, innovative interactions that motivate students and promote better academic achievements in innovative online blended learning. Therefore, this study proposed a framework that illustrates that when students are well motivated, they develop personal and academic qualities such as interest, confidence, belonging, cooperation and trust in the educational experiences, resulting in better academic achievement.</p>","PeriodicalId":50643,"journal":{"name":"Computer Applications in Engineering Education","volume":"32 4","pages":""},"PeriodicalIF":2.0,"publicationDate":"2024-03-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140127678","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pedro Henrique de Lima Ripper Moreira, Rogério Navarro Correia de Siqueira, Cecília Vilani
Thermodynamics is a branch of physics of high importance for engineering applications but is usually considered by most students as a rather obscure field, full of abstract concepts. Therefore, simple algorithms, which can exemplify the use of thermodynamic principles for practical situations, should be viewed as valuable teaching tools with large applications in engineering undergraduate courses. This point served as motivation for the present work, which proposes an alternative and simple computational approach for solving chemical equilibrium problems via successive reaction quotient calculations, both for single and multireactional systems. The code was written using MATLAB software; its fundamental theory was explained through a step-by-step approach and applied to both Shift and Boudouard reactions. Comparisons with ASPEN HYSYS and HSC Chemistry simulations corroborate its versatility and thermodynamic consistency. The full script is available in its entirety at the as supporting information together with the necessary text (.txt) files. Also, a user guide was provided to help students to replicate the results presented in the article.
{"title":"A simple chemical equilibrium algorithm applied for single and multiple reaction systems","authors":"Pedro Henrique de Lima Ripper Moreira, Rogério Navarro Correia de Siqueira, Cecília Vilani","doi":"10.1002/cae.22728","DOIUrl":"10.1002/cae.22728","url":null,"abstract":"<p>Thermodynamics is a branch of physics of high importance for engineering applications but is usually considered by most students as a rather obscure field, full of abstract concepts. Therefore, simple algorithms, which can exemplify the use of thermodynamic principles for practical situations, should be viewed as valuable teaching tools with large applications in engineering undergraduate courses. This point served as motivation for the present work, which proposes an alternative and simple computational approach for solving chemical equilibrium problems via successive reaction quotient calculations, both for single and multireactional systems. The code was written using MATLAB software; its fundamental theory was explained through a step-by-step approach and applied to both Shift and Boudouard reactions. Comparisons with ASPEN HYSYS and HSC Chemistry simulations corroborate its versatility and thermodynamic consistency. The full script is available in its entirety at the as supporting information together with the necessary text (.txt) files. Also, a <i>user guide</i> was provided to help students to replicate the results presented in the article.</p>","PeriodicalId":50643,"journal":{"name":"Computer Applications in Engineering Education","volume":"32 3","pages":""},"PeriodicalIF":2.9,"publicationDate":"2024-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140107102","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Alvaro Marcos Antonio de Araujo Pistono, Arnaldo Manuel Pinto dos Santos, Ricardo José Vieira Baptista, Henrique São Mamede
Professional training presents a significant challenge for organizations, particularly in captivating and engaging employees in these learning initiatives. With the ever-evolving landscape of workplace education, various learning modes have emerged within organizations, and e-learning stands out as a prominent choice. This increasingly cost-effective and adaptable solution has revolutionized training by facilitating numerous learning activities, including the seamless integration of educational games driven by cutting-edge technologies. However, incorporating serious games into educational and professional settings introduces its own set of challenges, particularly in quantifying their tangible impact on learning and assessing their adaptability across diverse contexts. Organizations require a consistent framework to guide best practices in implementing e-learning combined with serious games in professional training. The primary objective of this research is to bridge this gap. Rooted in the methodology of Design Science Research, it aims to provide a comprehensive framework for creating and assessing adaptive serious games that achieve desired learning and engagement outcomes. The overarching goal is to enhance the teaching–learning process in professional training, ultimately elevating student engagement and boosting learning outcomes to new heights. The proposal is grounded in a review of literature, expert insights, and user experiences with Serious Games in professional training, considering learning outcomes and forms of adaptation as essential characteristics for developing or evaluating Serious Games. The result is a framework designed to guide learners toward improved learning outcomes and increased engagement. The proposal underwent evaluation through triangulation, involving focus groups and expert interviews. Additionally, it was utilized in the development and assessment of a Serious Game, offering new insights and application suggestions. This experiment provided an evaluation of the framework based on real courses. In summary, this investigation contributes to the development of evidence-based approaches for the effective use of Serious Games in professional training.
{"title":"Framework for adaptive serious games","authors":"Alvaro Marcos Antonio de Araujo Pistono, Arnaldo Manuel Pinto dos Santos, Ricardo José Vieira Baptista, Henrique São Mamede","doi":"10.1002/cae.22731","DOIUrl":"10.1002/cae.22731","url":null,"abstract":"<p>Professional training presents a significant challenge for organizations, particularly in captivating and engaging employees in these learning initiatives. With the ever-evolving landscape of workplace education, various learning modes have emerged within organizations, and e-learning stands out as a prominent choice. This increasingly cost-effective and adaptable solution has revolutionized training by facilitating numerous learning activities, including the seamless integration of educational games driven by cutting-edge technologies. However, incorporating serious games into educational and professional settings introduces its own set of challenges, particularly in quantifying their tangible impact on learning and assessing their adaptability across diverse contexts. Organizations require a consistent framework to guide best practices in implementing e-learning combined with serious games in professional training. The primary objective of this research is to bridge this gap. Rooted in the methodology of Design Science Research, it aims to provide a comprehensive framework for creating and assessing adaptive serious games that achieve desired learning and engagement outcomes. The overarching goal is to enhance the teaching–learning process in professional training, ultimately elevating student engagement and boosting learning outcomes to new heights. The proposal is grounded in a review of literature, expert insights, and user experiences with Serious Games in professional training, considering learning outcomes and forms of adaptation as essential characteristics for developing or evaluating Serious Games. The result is a framework designed to guide learners toward improved learning outcomes and increased engagement. The proposal underwent evaluation through triangulation, involving focus groups and expert interviews. Additionally, it was utilized in the development and assessment of a Serious Game, offering new insights and application suggestions. This experiment provided an evaluation of the framework based on real courses. In summary, this investigation contributes to the development of evidence-based approaches for the effective use of Serious Games in professional training.</p>","PeriodicalId":50643,"journal":{"name":"Computer Applications in Engineering Education","volume":"32 4","pages":""},"PeriodicalIF":2.0,"publicationDate":"2024-03-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/cae.22731","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140072810","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Nurul N. Jamal, Dayang N. A. Jawawi, Rohayanti Hassan, Radziah Mohamad, Shahliza A. Halim, Nor A. Saadon, Mohd A. Isa, Haza N. A. Hamed
Computational thinking (CT) has been promoted worldwide by educational systems and is an essential skill for technological citizens. Various strategies have been planned and developed to help in introducing, improving, and delivering CT. One of the strategies is by creating and developing the supporting tools for CT learning. In this article, educational robotics (ER) is chosen as the focus tool to support CT learning. Each CT and ER has a massive field of study. There are various available reports determining the suitability of CT subject integrated with ER for students' learning. However, all students do not develop similar style of learning and thinking. There is difference in their personal traits. There is a lack of research that designed CT learning through ER specifically based on student's preferences. Besides, it resulted in a challenge to determine the suitability of CT and ER for different kind of preferences. Therefore, this study aimed to develop an adaptive learning (AL) framework for students to deliver learning of CT through ER. The framework consists of three submodels: domain model, student model, and adaptation model. One case study is defined, which is learning the introductory level of CT through ER (CTER). At the end of the study, it can be observed that the AL framework produced positive results in performance and perception for various student categories. It was noted that students utilizing the AL framework had superior understanding of CTER. Individually or collaboratively, all students who applied or did not apply the AL framework in studying the CTER introduction had positive learning outcomes.
计算思维(CT)已在全球教育系统中得到推广,是科技公民的一项基本技能。为帮助引入、改进和提供计算思维,人们规划并制定了各种策略。其中一项策略就是为 CT 学习创建和开发辅助工具。本文选择教育机器人(ER)作为支持 CT 学习的重点工具。每种 CT 和 ER 都有大量的研究领域。有各种报告指出,将 CT 学科与教育机器人技术相结合,对学生的学习很有帮助。然而,并非所有学生的学习和思维方式都是相似的。他们的个性特征存在差异。目前还缺乏专门根据学生的喜好设计通过 ER 学习 CT 的研究。此外,如何确定 CT 和 ER 是否适合不同类型的偏好也是一项挑战。因此,本研究旨在为学生开发一个自适应学习(AL)框架,通过ER提供CT学习。该框架由三个子模型组成:领域模型、学生模型和适应模型。本研究定义了一个案例研究,即通过 ER 学习 CT 入门级课程(CTER)。研究结果表明,AL 框架为各类学生的学习成绩和感知能力带来了积极的影响。我们注意到,使用 AL 框架的学生对 CTER 有更好的理解。无论是单独还是合作学习,所有应用或未应用 AL 框架学习 CTER 入门的学生都取得了积极的学习成果。
{"title":"Adaptive learning framework for learning computational thinking using educational robotics","authors":"Nurul N. Jamal, Dayang N. A. Jawawi, Rohayanti Hassan, Radziah Mohamad, Shahliza A. Halim, Nor A. Saadon, Mohd A. Isa, Haza N. A. Hamed","doi":"10.1002/cae.22732","DOIUrl":"10.1002/cae.22732","url":null,"abstract":"<p>Computational thinking (CT) has been promoted worldwide by educational systems and is an essential skill for technological citizens. Various strategies have been planned and developed to help in introducing, improving, and delivering CT. One of the strategies is by creating and developing the supporting tools for CT learning. In this article, educational robotics (ER) is chosen as the focus tool to support CT learning. Each CT and ER has a massive field of study. There are various available reports determining the suitability of CT subject integrated with ER for students' learning. However, all students do not develop similar style of learning and thinking. There is difference in their personal traits. There is a lack of research that designed CT learning through ER specifically based on student's preferences. Besides, it resulted in a challenge to determine the suitability of CT and ER for different kind of preferences. Therefore, this study aimed to develop an adaptive learning (AL) framework for students to deliver learning of CT through ER. The framework consists of three submodels: domain model, student model, and adaptation model. One case study is defined, which is learning the introductory level of CT through ER (CTER). At the end of the study, it can be observed that the AL framework produced positive results in performance and perception for various student categories. It was noted that students utilizing the AL framework had superior understanding of CTER. Individually or collaboratively, all students who applied or did not apply the AL framework in studying the CTER introduction had positive learning outcomes.</p>","PeriodicalId":50643,"journal":{"name":"Computer Applications in Engineering Education","volume":"32 4","pages":""},"PeriodicalIF":2.0,"publicationDate":"2024-03-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140055949","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}