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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
Inquiring Rather Than Informing: An Approach for Holistic Development of Science and Engineering Student 探究而非灌输:全面培养理工科学生的方法
IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-06-12 DOI: 10.1109/TE.2024.3411107
Sherif Welsen
Contribution: This article explores the impact of academic coaching on science and engineering students through a pilot study. The study proposes integrating academic coaching as a standard component of the student support framework. Background: Unlike mentoring or informing, coaching or inquiring practice encourages higher education students to engage in critical thinking and analyze complex problems, which can enhance their problem-solving skills. This helps students discover situations and options on their own, leading to the creation of action plans. Research Questions: 1) What is the degree of influence that the academic coaching approach has on the personal development of students? and 2) In what ways has academic coaching facilitated the achievement of academic goals for science and engineering students? Methodology: The coaching program was created for a one-semester term and was offered free to students at the Faculty of Science and Engineering at the University of Nottingham Ningbo China. Students who participated were new to coaching and had limited knowledge of it. To collect data, a survey was conducted using MS Forms, consisting of Likert and open-ended questions, and was distributed among the students who joined the coaching program. A total of 42 students participated, resulting in a participation rate of approximately 42%. Findings: The study discovered that integrating coaching practices could improve the holistic development of students. This has implications for the creation of student support systems in higher education, supporting personal tutorials, and strengthening the training of personal tutors and tutees.
贡献:本文通过一项试点研究,探讨了学业辅导对理工科学生的影响。研究建议将学业辅导作为学生支持框架的标准组成部分。背景:与指导或告知不同,辅导或探究实践鼓励高校学生进行批判性思考并分析复杂问题,从而提高他们解决问题的能力。这有助于学生自己发现情况和选择,从而制定行动计划。研究问题1)学术辅导方法对学生个人发展的影响程度如何? 2)学术辅导在哪些方面促进了理工科学生学业目标的实现?方法:辅导项目为期一学期,免费提供给宁波诺丁汉大学理工学院的学生。参与的学生都是第一次接触教练,对教练的了解有限。为了收集数据,我们使用 MS 表格进行了一项调查,包括李克特问题和开放式问题,并在参加教练项目的学生中进行了分发。共有 42 名学生参与,参与率约为 42%。研究结果研究发现,整合教练实践可以改善学生的全面发展。这对于在高等教育中建立学生支持系统、支持个人辅导以及加强个人辅导员和被辅导者的培训都具有重要意义。
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引用次数: 0
A Systematic Analysis of the Gap Between Academia and Industry Perspectives on Machine Learning Applications in Safety-Critical Systems 系统分析机器学习在安全关键型系统中应用的学术界与业界观点之间的差距
IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-06-12 DOI: 10.1109/TE.2024.3403792
Anwesa Das;Vinay Kumar;Aditya Narayan Hati;Sharda Bharti
Machine learning (ML) is increasingly utilized in the development and assurance of safety-critical systems (SCSs) nowadays, much like other complex problems. Safety is the topmost priority in SCS, hence, developers who are working in this area must possess extensive knowledge of both ML and SCS. This article presents a methodical investigation that surveys engineering students and professionals in the industry to identify the disparities between the knowledge of students and the industry’s expectations during interviews with undergraduate (UG) and postgraduate (PG) students. The research questions (RQs) were developed based on the student’s proficiency in ML and SCSs, as well as the industry’s expertise in these areas. These questions were then analyzed to determine the factors contributing to the knowledge gap. In this study, a rigorous survey was carried out using two sets of questionnaires. The first set was distributed among UG and PG students from various government-sponsored and top private institutions in India who were preparing for job interviews. The second set was distributed among industry experts involved in recruiting these students. The responses from both sets of questionnaires were thoroughly analyzed to assess the students’ knowledge against the industry’s expectations for superior post-placement performance. The study revealed a substantial gap between the students’ knowledge and the industry’s expectations, underscoring the critical need for students to acquire a comprehensive understanding of SCSs and ML applications to effectively meet the industry’s requirements upon joining the organization.
如今,机器学习(ML)越来越多地用于安全关键系统(scs)的开发和保证,就像其他复杂问题一样。安全是SCS的首要任务,因此,在这个领域工作的开发人员必须具备ML和SCS的广泛知识。本文提出了一项系统调查,调查了工程专业学生和业内专业人士,以确定本科生(UG)和研究生(PG)面试时学生的知识与行业期望之间的差异。研究问题(RQs)是根据学生对ML和scs的熟练程度以及行业在这些领域的专业知识开发的。然后对这些问题进行分析,以确定导致知识差距的因素。在本研究中,采用两套问卷进行了严格的调查。第一套是在印度各政府资助和顶级私立机构准备参加工作面试的本科生和研究生中分发的。第二组分配给参与招募这些学生的行业专家。我们对两组问卷的回答进行了全面的分析,以评估学生的知识水平与行业对就业后卓越表现的期望。该研究显示,学生的知识与行业期望之间存在巨大差距,强调学生在加入组织时迫切需要全面了解scs和机器学习应用,以有效满足行业要求。
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引用次数: 0
Enhancing Spatial-Reasoning Perception Using Virtual Reality Immersive Experience 利用虚拟现实沉浸式体验增强空间推理感知能力
IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-06-05 DOI: 10.1109/TE.2024.3401839
Sheng-Ming Wang;Muhammad Ainul Yaqin;Vu Hong Lan
Contribution: This research provides insights into the applications of virtual reality (VR) in learning spatial reasoning, which could be utilized and developed in educational frameworks and settings, especially in science, technology, engineering, arts, and mathematics (STEAM), and other aspects. Background: Spatial reasoning and VR are essential for an effective STEAM strategy. Thus, professionals must constantly research to help learners explore spatial-reasoning perception. This research’s objective is to explore how VR can enhance spatial-reasoning consent of learning, specifically toward mental rotation and spatial visualization skills. Research Question: How does VR help learners embrace spatial-reasoning perception and experiences? Methodology: This study proposes a two-phase comparison experiment to explore the potential improvement of learning spatial-reasoning perception toward spatial abilities and experience in VR. In the first phase, participants experienced conventional hand drawing techniques before moving to the VR environment with the “Gravity Sketch” application, followed by a perceptional assessment in motivated strategies for learning questionnaire (MSLQ) and immersive evaluation with immersive tendency questionnaire (ITQ). In the second phase, participants are invited to conduct the conventional drawing session again, followed by interviews to gain further insights. A galvanic skin response (GSR) device is attached to collect reflection patterns during the whole experiment. Findings: The results support the hypotheses and reveal that VR can help to improve the learning experience and perception of spatial reasoning. Nevertheless, some limitations have been found, such as the small sample size of participants and the need to consider the level of complexity as a future concern.
贡献:本研究深入探讨了虚拟现实(VR)在空间推理学习中的应用,可在教育框架和环境中加以利用和发展,尤其是在科学、技术、工程、艺术和数学(STEAM)等方面。背景:空间推理和虚拟现实对于有效的 STEAM 战略至关重要。因此,专业人员必须不断研究如何帮助学习者探索空间推理感知。本研究的目的是探索 VR 如何增强学习者的空间推理能力,特别是心智旋转和空间可视化技能。研究问题VR 如何帮助学习者接受空间推理感知和体验?研究方法:本研究提出了一个两阶段对比实验,以探索在 VR 中学习空间推理感知对空间能力和体验的潜在改进。在第一阶段,参与者先体验传统的手绘技术,然后使用 "Gravity Sketch "应用软件进入 VR 环境,接着通过学习动机策略问卷(MSLQ)和身临其境倾向问卷(ITQ)进行感知评估。在第二阶段,受试者被邀请再次进行传统的绘画练习,然后进行访谈以获得进一步的见解。在整个实验过程中,还安装了皮肤电反应装置(GSR)来收集反射模式。研究结果结果支持假设,并揭示出 VR 有助于改善空间推理的学习体验和感知。然而,也发现了一些局限性,例如参与者样本量较小,以及需要考虑复杂程度,这也是未来需要关注的问题。
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引用次数: 0
IEEE Transactions on Education Publication Information 电气和电子工程师学会教育期刊》出版信息
IF 2.6 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-06-03 DOI: 10.1109/TE.2024.3401879
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引用次数: 0
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