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Using a Partially Flipped Classroom and Gamification to Improve Student Performance in a First-Year Electronic Circuits Course 利用部分翻转课堂和游戏化提高一年级电子电路课程的学生成绩
IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-07-31 DOI: 10.1109/TE.2024.3422017
Katherine A. Kim;F. Selin Bagci;Anwell Ho
Contribution: This study provides an implementation of a partially flipped classroom with gamification aspects that has shown a statistically significant increase in student performance relative to traditional lecture. Background: Electronic Circuits is a challenging required course for first-year students in the Electrical Engineering degree program at National Taiwan University. Students taking the English section have historically performed lower than other Chinese sections, likely due to their diverse backgrounds and less familiarity with Taiwanese-style exams. Intended Outcome: This study applied flipped-learning-with-gamification teaching methods to evaluate their effectiveness in improving students’ motivation to solve ungraded practice problems and increase student performance. One-third of the class was a condensed in-class lecture with supplemental online videos, while two-thirds was a problem-solving session with students in teams. A class gameboard (leaderboard) and weekly concept cards (badges) were used to motivate the students to complete weekly ungraded practice problems. Findings: The results showed that the flipped-learning-with-gamification approach increased the average of the English section’s normalized quiz and exam grades by 11.6% compared to the previous year, such that the section’s average performance matched that of the other sections (control groups). Results also found that higher grades were most strongly correlated with higher completion rates of in-class problems and were uncorrelated with lecture attendance. Survey results showed that students liked the gamification aspects of working in teams, receiving concept cards, and completing challenge problems more than the course gameboard.
贡献本研究提供了部分游戏化翻转课堂的实施情况,结果表明,与传统授课相比,学生的学习成绩在统计学上有显著提高。背景:电子电路是台湾大学电子工程学位课程一年级学生的一门具有挑战性的必修课程。选修英语课程的学生成绩历来低于选修其他中文课程的学生,这可能是由于他们的背景不同,对台式考试不太熟悉。预期成果:本研究采用游戏化翻转学习教学法,评估其在提高学生解决未分级练习题的积极性和提高学生成绩方面的效果。课堂上三分之一的时间是通过补充在线视频进行的浓缩课堂讲授,三分之二的时间是学生以小组为单位进行的问题解决课程。课堂游戏板(排行榜)和每周概念卡(徽章)被用来激励学生完成每周的未评分练习题。研究结果结果显示,游戏化翻转学习法使英语组的标准化测验和考试成绩比前一年平均提高了 11.6%,使该组的平均成绩与其他组(对照组)相当。结果还发现,较高的成绩与较高的课堂问题完成率密切相关,而与课堂出勤率无关。调查结果显示,与课程游戏板相比,学生更喜欢团队合作、接收概念卡和完成挑战问题等游戏化环节。
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引用次数: 0
Sucre4Stem: A K-12 Educational Tool for Integrating Computational Thinking and Programming Across Multidisciplinary Disciplines Sucre4Stem:跨学科整合计算思维和编程的 K-12 教育工具
IF 2.6 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-07-29 DOI: 10.1109/te.2024.3422666
Sergio Trilles, Aida Monfort-Muriach, Enrique Cueto-Rubio, Carmen López-Girona, Carlos Granell
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引用次数: 0
Practical Learning of Analog-to-Digital Conversion Concepts With a Low-Cost Didactic Platform 利用低成本教学平台实际学习模数转换概念
IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-07-25 DOI: 10.1109/TE.2024.3428414
Wesley Beccaro;Elisabete Galeazzo;Denise Consonni;Henrique E. Maldonado Peres;Leopoldo R. Yoshioka
Contribution: The evaluation of analog-to-digital conversion methods constitutes a key component of an Instrumentation course. This study introduces an affordable educational platform based on Arduino UNO board designed for teaching analog-to-digital conversion concepts, supported by virtual instruments (VIs). Background: ADCs are electronic devices found in a wide range of consumer electronics, such as smartphones and Internet of Things (IoT) devices. In order to investigate the fundamental aspects of ADCs, a data acquisition system is required. However, high-quality ADC systems tend to be expensive. Alternatively, cost-effective microcontrollers can serve as an educational platform for conducting experimental procedures, including tests, characterization, and calibration. Intended Outcomes: The proposed experiment concentrates on elucidating the theoretical foundations of analog-to-digital conversion, along with providing in-depth insights into the technical details involved in characterizing and calibrating ADCs. Application Design: Four VIs have been developed and are employed to investigate concepts, such as resolution, nonlinearity, aliasing, and to determine offset and gain errors. Findings: The learning experience and the usability of the system were assessed through questionnaires distributed to a total of 105 students. In addition, the final exam was used to assess the performance of 29 students. The results indicate that the students significantly improved their ability to understand, apply, and analyze essential aspects of ADC after engaging in the experiments, demonstrating substantial learning gains.
贡献:评估模数转换方法是仪器仪表课程的关键组成部分。本研究介绍了一个基于 Arduino UNO 板的经济实惠的教育平台,该平台旨在通过虚拟仪器(VI)支持模拟数字转换概念的教学。背景:模数转换器是一种电子设备,广泛应用于智能手机和物联网(IoT)设备等消费电子产品中。为了研究 ADC 的基本方面,需要一个数据采集系统。然而,高质量的 ADC 系统往往价格昂贵。另外,性价比高的微控制器可以作为进行实验程序(包括测试、表征和校准)的教学平台。预期成果:建议的实验集中于阐明模数转换的理论基础,同时深入了解表征和校准 ADC 所涉及的技术细节。应用设计:开发了四个 VI,用于研究分辨率、非线性、混叠等概念,并确定偏移和增益误差。研究结果:通过向 105 名学生发放调查问卷,对学习体验和系统的可用性进行了评估。此外,还利用期末考试评估了 29 名学生的成绩。结果表明,学生在参与实验后,理解、应用和分析 ADC 重要方面的能力有了显著提高,显示出了巨大的学习收获。
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引用次数: 0
Making AI Accessible for STEM Teachers: Using Explainable AI for Unpacking Classroom Discourse Analysis 让科学、技术、工程和数学教师了解人工智能:使用可解释的人工智能解读课堂话语分析
IF 2.6 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-07-19 DOI: 10.1109/te.2024.3421606
Deliang Wang, Gaowei Chen
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引用次数: 0
Challenge-Based Learning for Competency Development in Engineering Education, a Prisma-Based Systematic Literature Review 工程教育中基于挑战的能力培养学习--基于棱镜的系统文献综述
IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-07-16 DOI: 10.1109/TE.2024.3417908
Andreia Leles;Luciana Zaina;José Roberto Cardoso
The teaching-learning process in engineering aims to meet current societal demands and address real challenges faced by businesses and the job market. Challenge-based learning (CBL) has gained traction as an active and innovative approach in engineering education, introducing real challenges and open questions to the classroom regarding environmental sustainability and issues faced by Industry 4.0. These challenges require resources and technology that turn the teaching-learning process into an open system, demanding partnerships beyond academia for validating deliverables and projects. Following the PRISMA 2020 guidelines, this study aimed to systematically analyze the implementation and implications of CBL for competencies development. Following the inclusion and exclusion criteria of the PRISMA method, 62 articles were used for abstract analyses to identify methods, workload, resources, structure, technology, and stakeholder integration, as well as to answer the research questions. The studies were categorized into three types of applied challenges: 1) social and environmental sustainability; 2) Industry 4.0; and 3) those related to Educational Institutions. A total of 46 articles were analyzed in their entirety, and summarized in three tables. All analyzed studies showed that CBL is effective according to summative and formative assessments, leading to sociotechnical competencies development through experience with real-world challenges, teamwork, and interaction with external partners. As most studies are qualitative, there is room for quantitative investigations to better justify the relevance of CBL, especially in terms of adaptive and personalized learning. Moreover, the workload and complexity imposed by CBL, particularly on teachers, warrant further study to facilitate implementation and engagement.
工程学的教学过程旨在满足当前的社会需求,应对企业和就业市场面临的实际挑战。基于挑战的学习(CBL)作为一种积极创新的工程学教育方法,在课堂上引入了有关环境可持续发展和工业 4.0 所面临问题的真实挑战和开放性问题,因而受到了广泛关注。这些挑战需要资源和技术,将教学过程变成一个开放的系统,需要学术界以外的合作伙伴来验证交付成果和项目。根据 PRISMA 2020 准则,本研究旨在系统分析 CBL 在能力培养方面的实施情况和影响。按照 PRISMA 方法的纳入和排除标准,对 62 篇文章进行了摘要分析,以确定方法、工作量、资源、结构、技术和利益相关者整合,并回答研究问题。这些研究分为三类应用挑战:1) 社会和环境可持续性;2) 工业 4.0;3) 与教育机构相关的挑战。共对 46 篇文章进行了全面分析,并在三个表格中进行了总结。所有分析研究都表明,根据终结性评估和形成性评估,CBL 是有效的,通过体验真实世界的挑战、团队合作以及与外部伙伴的互动,培养了社会技术能力。由于大多数研究都是定性研究,因此还需要进行定量调查,以更好地证明 CBL 的相关性,特别是在适应性和个性化学习方面。此外,CBL 带来的工作量和复杂性,特别是对教师的影响,值得进一步研究,以促进实施和参与。
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引用次数: 0
In-Class Teaching With Serious Games—Does Experience Matter? 利用严肃游戏进行课堂教学--经验重要吗?
IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-07-10 DOI: 10.1109/TE.2024.3416816
Manal Kharbouch;Ambrosio Toval;Francisco Garcia-Sanchez;Alberto Garcia Berna;Jose Luis Fernandez Aleman
Contribution: This article provides evidence on the influence of serious games (SGs) in software engineering (SE) education on students’ scores, exam attendance, and chance of passing. It also highlights the impact of teachers’ experience with the implementation of SGs as a learning approach on the aforementioned metrics.Background: Although there are previous studies validating SGs in SE subjects, examining the effects that SGs and the expertise to implement them can have on students’ academic achievement by means of rigorous scientific methods is lacking.Research Questions: Do students achieve better academic results when SGs are used? Are the exam attendance and chance of passing higher among students enrolled in courses that use SGs compared to those following a traditional approach? Does the teachers’ expertise with SGs have an impact on students’ achievement? Are students satisfied using SGs in SE courses?Methodology: A controlled experiment was conducted on undergraduate students who were enrolled in an SE course during the years 2012/2013-2013/2014 and 2021/2022 to compare the effects of SGs with traditional teaching on students’ achievement in this subject. The students from the academic year 2012/2013 attended traditional lectures only, while the students from the academic years 2013/2014 and 2021/2022 had SGs incorporated within their lectures, led by teachers without and with expertise to deploy SGs, respectively.Findings: Students’ scores are higher when SGs are used compared to traditional teaching. Teachers’ experience and expertise are key factors to improve the chances of attending and passing the final exam when SGs are used.
贡献:本文提供了软件工程(SE)教育中严肃游戏(SGs)对学生分数、考试出勤率和及格率影响的证据。文章还强调了教师将严肃游戏作为一种学习方法的实施经验对上述指标的影响:背景:尽管之前有研究验证了在东南欧学科中采用秘书长官僚制,但缺乏通过严谨的科学方法来研究秘书长官僚制和实施秘书长官僚制的专业知识对学生学业成绩的影响:研究问题: 使用学生自学指导是否能提高学生的学业成绩?与采用传统方法的学生相比,使用 SGs 课程的学生的考试出勤率和及格率是否更高?教师的专业知识对学生的成绩有影响吗?学生对在 SE 课程中使用 SG 是否满意?在2012/2013-2013/2014学年和2021/2022学年,我们对修读SE课程的本科生进行了对照实验,以比较SGs与传统教学对学生在该科目上的成绩的影响。2012/2013学年的学生只参加传统授课,而2013/2014学年和2021/2022学年的学生则在授课中加入了SGs,分别由不具备和具备部署SGs专业知识的教师主讲:与传统教学相比,使用 SG 的学生得分更高。教师的经验和专业知识是使用 SGs 提高学生参加和通过期末考试机会的关键因素。
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引用次数: 0
Industry Members’ Perceptions About ABET-Based Accreditation: An Exploratory Study in a Developing Country 行业成员对基于 ABET 的认证的看法:发展中国家的探索性研究
IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-07-04 DOI: 10.1109/TE.2024.3410996
V. Sanchez Padilla;Albert Espinal;Jennifer M. Case;Jose Cordova-Garcia;Homero Murzi
Contribution: This study explores industry members’ perceptions about the ABET-based accreditation in a developing country, using the case study of a program in a publicly funded polytechnic university in Ecuador. Background: Engineering programs often seek international accreditations to enhance the education quality, align with the global standards or gain academic reputation. ABET-based accreditation originates in United States, and thus presents some challenges for institutions in developing countries. Intended Outcomes: This study aimed to investigate the significance of international academic accreditation, as seen through the perspective of industry members. It focused on identifying fundamental competencies valued by employers and aimed to provide insights for institutions in similar contexts. Application Design: The research employed an approach informed by a qualitative methodology, involving in-depth interviews with five industry members who had served on the advisory committee board of an engineering program from a higher education institution in Ecuador. Findings: The findings identified three main areas of competencies that the industry members value: communication skills for teamwork, a problem-solving orientation, and an ability for effective task planning. The study also showed that these industry members value international accreditation as a means for enhancing education quality and ensuring graduates develop the necessary skills and competencies, yet the overall awareness with their peers remains relatively low.
贡献:本研究以厄瓜多尔一所公立理工大学的课程为案例,探讨了行业成员对发展中国家基于 ABET 的认证的看法。背景:工程专业经常寻求国际认证,以提高教育质量、与全球标准接轨或赢得学术声誉。基于 ABET 的认证源自美国,因此给发展中国家的院校带来了一些挑战。预期成果:本研究旨在从行业成员的角度调查国际学术认证的意义。研究的重点是确定雇主所看重的基本能力,旨在为处于类似情况下的院校提供启示。应用设计:研究采用了定性方法,对厄瓜多尔一所高等院校工程专业咨询委员会的五位业内人士进行了深入访谈。研究结果研究结果表明,业界成员重视三个主要方面的能力:团队合作的沟通技巧、解决问题的导向以及有效规划任务的能力。研究还表明,这些行业成员重视国际认证,认为这是提高教育质量、确保毕业生掌握必要技能和能力的一种手段,但他们对国际认证的整体认识仍然相对较低。
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引用次数: 0
Gender Mainstreaming and Diversity in Higher Education: An Experience in Software Engineering Education 高等教育中的性别主流化和多样性:软件工程教育的经验
IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-06-28 DOI: 10.1109/TE.2024.3411409
Alicia García-Holgado;Andrea Vázquez-Ingelmo;Francisco José García-Peñalvo
Contribution: Gender mainstreaming in university teaching should be covered in all the knowledge areas. This work successfully introduces the gender perspective as part of the methodological approach to teaching and learning in Computer Science. Background: This study describes how gender mainstreaming has been introduced and matured during six academic years, from 2016–2017 to 2021–2022, in Software Engineering I course in the Degree of Computer Science at the University of Salamanca. Intended Outcomes: The aim that has been pursued is to raise awareness among students of Computer Science about equality, equity, inclusion, and respect for diversity to build better professional ethics and advance in eliminating any gender-related gap in Computer Science. Application Design: The introduction of gender mainstreaming in the Software Engineering I course has been done in six stages to advance in the gender-gap reduction improving in each academic year with the experience and voluntary feedback from the students of the previous year, using anonymized questionnaires. Findings: Gender mainstreaming requires special attention in careers with a visible gender gap, such as Computer Science. Incorporating the gender perspective as part of the teaching-learning process does not have a measurable impact in a short period but instead aims to make software engineers reflect in such a way that they reason about the need to promote diversity in software development contexts.
贡献:大学教学中的性别主流化应涵盖所有知识领域。这项工作成功地引入了性别视角,将其作为计算机科学教学方法的一部分。背景:本研究描述了从 2016-2017 学年到 2021-2022 学年的六个学年中,萨拉曼卡大学计算机科学学位的软件工程 I 课程是如何引入性别主流化并使其日趋成熟的。预期成果:所追求的目标是提高计算机科学专业学生对平等、公平、包容和尊重多样性的认识,以建立更好的职业道德,推动消除计算机科学专业中与性别相关的任何差距。应用设计:在软件工程(一)课程中引入性别主流化的工作分六个阶段进行,每学年都会利用前一年学生的经验和自愿反馈,通过匿名问卷调查的方式,进一步缩小性别差距。研究结果在计算机科学等性别差距明显的职业中,需要特别关注性别主流化问题。将性别观点纳入教学过程并不能在短期内产生可衡量的影响,而是要让软件工程师进行反思,使他们认识到在软件开发过程中促进多样性的必要性。
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引用次数: 0
Investigating Student Approaches to Rearranging Circuit Diagrams 调查学生重排电路图的方法
IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-06-28 DOI: 10.1109/TE.2024.3410375
Leah M. Ridgway;Tom Cox
Contribution: This study uses a qualitative research method to analyze interviews where participants simplified an electric circuit while explaining their thought process.Background: Rearranging circuit diagrams is a fundamental skill in electrical and electronic engineering, yet students can struggle with unfamiliar configurations. Current research in the discipline is often quantitative, centered on conceptual understanding. By using a qualitative method, the process of “How” students interact with circuit diagrams is investigated. Research Question: How do students approach circuit diagram simplifications? Methodology: 15-min individual discussions with ten participants (undergraduate years 1–4) simplifying an unconventionally presented circuit diagram were recorded. Reflexive thematic analysis was used to identify common themes. Findings: 1) Participants initially rely upon pattern recognition to solve circuit problems before applying other analysis techniques; 2) two rearrangement methods were identified: “component focused,” where combinations of components are grouped and then connected together, and “ground focused” where components in the circuit are related to ground and then connected together; 3) students using a ground focused strategy were less hesitant in their circuit rearrangement process; and 4) students broadly used mechanicalistic methods of error checking, selecting software tools rather than applying conceptual understanding.
贡献:本研究采用定性研究方法,对参与者在解释其思维过程时简化电路的访谈进行分析:重新排列电路图是电气和电子工程学的一项基本技能,但学生在面对不熟悉的配置时可能会感到吃力。目前该学科的研究通常以概念理解为中心进行定量研究。本研究采用定性方法,调查学生 "如何 "与电路图互动的过程。研究问题学生如何处理电路图简化问题?研究方法:记录十位参与者(本科 1-4 年级)简化非传统电路图的 15 分钟个人讨论。采用反思性主题分析法确定共同主题。研究结果1) 在应用其他分析技术之前,参与者最初依靠模式识别来解决电路问题;2) 确定了两种重新排列方法:"3) 使用 "接地 "策略的学生在电路重新排列过程中不那么犹豫不决;以及 4) 学生广泛使用机械方法检查错误,选择软件工具,而不是应用概念理解。
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引用次数: 0
Are Educational Escape Rooms More Effective Than Traditional Lectures for Teaching Software Engineering? A Randomized Controlled Trial 在软件工程教学中,教育性密室逃脱比传统讲座更有效吗?随机对照试验
IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-06-26 DOI: 10.1109/TE.2024.3403913
Aldo Gordillo;Daniel López-Fernández
Contribution: This article analyzes the learning effectiveness of a virtual educational escape room for teaching software engineering and compares this activity with traditional teaching through a randomized controlled trial. Background: Educational escape rooms have been used across a wide variety of disciplines at all levels of education and they are becoming increasingly popular among teachers. Nevertheless, there is a clear general need for more robust empirical evidence on the learning effectiveness of these novel activities and, particularly, on their application in software engineering education. Research Questions: Is game-based learning using educational escape rooms more effective than traditional lectures for teaching software engineering? What are the perceptions of software engineering students toward game-based learning using educational escape rooms? Methodology: The study presented in this article is a randomized controlled trial with a pre- and post-test design that was completed by a total of 326 software engineering students. The 164 students belonging to the experimental group learned software modeling by playing an educational escape room whereas the 162 students belonging to the control group learned the same subject matter through a traditional lecture. Findings: The results of the randomized controlled trial show that the students who learned software modeling through the educational escape room had very positive perceptions toward this activity, significantly increased their knowledge, and outperformed those students who learned through a traditional lecture in terms of knowledge acquisition.
贡献:本文通过随机对照试验,分析了虚拟教育逃生室在软件工程教学中的学习效果,并将这一活动与传统教学进行了比较。背景:教育逃生室已被广泛应用于各级教育的各个学科,而且越来越受到教师的欢迎。然而,对于这些新颖活动的学习效果,尤其是它们在软件工程教育中的应用,显然普遍需要更有力的实证证据。研究问题在软件工程教学中,使用教育逃生室进行基于游戏的学习是否比传统授课更有效?软件工程专业学生对利用教育逃生室进行游戏式学习的看法如何?研究方法:本文介绍的研究是一项随机对照试验,采用前测和后测设计,共有 326 名软件工程专业的学生完成了试验。实验组的 164 名学生通过玩教育逃生室来学习软件建模,而对照组的 162 名学生则通过传统的讲座来学习相同的内容。研究结果随机对照试验的结果表明,通过教育逃生室学习软件建模的学生对这一活动有非常积极的看法,他们的知识显著增加,在知识获取方面优于通过传统讲座学习的学生。
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引用次数: 0
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