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2023 IEEE Education Society Awards 2023 年电气和电子工程师学会教育学会奖
IF 2.6 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-04-09 DOI: 10.1109/TE.2024.3379716
The IEEE Education Society seeks annual nominations for student and professional awards that recognize our members for outstanding contributions in engineering education. Notable contributions to the scholarship of teaching and learning, the use of evidence-based practices in the classroom, and service to the engineering education profession all unite to enrich the way engineers are trained for their professional careers. We congratulate the winners of the 2023 awards.
IEEE 教育协会每年都会为学生和专业人员提名奖项,以表彰在工程教育方面做出杰出贡献的会员。这些奖项旨在表彰在工程教育领域做出杰出贡献的会员,他们在教学学术研究、在课堂中使用循证实践以及为工程教育专业服务等方面做出的显著贡献,共同丰富了工程师职业培训的方式。我们向 2023 年度的获奖者表示祝贺。
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引用次数: 0
IEEE Transactions on Education Information for Authors IEEE 教育论文集 作者须知
IF 2.6 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-04-09 DOI: 10.1109/TE.2024.3375233
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引用次数: 0
2023 IEEE Educational Activities Board Awards 2023 年电气和电子工程师学会教育活动委员会奖
IF 2.6 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-04-09 DOI: 10.1109/TE.2024.3351028
The 2023 IEEE Educational Activities Board (EAB), chaired by IEEE Educational Activities Vice President Rabab Ward, upon the recommendation of the EAB Awards and Recognition Committee (ARC) has named the recipients of the 2023 IEEE EAB Awards. EAB Awards recognize and honor individuals and organizations for major contributions to engineering and technical education. Awards are given for meritorious activities in accreditation, continuing education, educational innovation, pre-university education, service to the IEEE EAB, employee professional development, and informal education systems, as well as related achievements that advance the practice of engineering and engineering education.
由电气和电子工程师学会教育活动副主席 Rabab Ward 主持的 2023 年电气和电子工程师学会教育活动委员会(EAB)根据教育活动委员会奖励和表彰委员会(ARC)的建议,提名了 2023 年电气和电子工程师学会教育活动委员会奖的获奖者。EAB 奖旨在表彰为工程和技术教育做出重大贡献的个人和组织。该奖项旨在表彰在评审、继续教育、教育创新、大学预科教育、IEEE EAB 服务、员工职业发展和非正式教育系统方面的杰出活动,以及推动工程实践和工程教育的相关成就。
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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 : 2024-04-09 DOI: 10.1109/TE.2024.3375231
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引用次数: 0
Assessing the Effectiveness of UMP STEM Cube as a Tool for Developing Digital Making Skill Sets 评估 UMP STEM 立方体作为数字制作技能集开发工具的有效性
IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-04-05 DOI: 10.1109/TE.2024.3376448
Nurul Hazlina Noordin;Kamil Khalili Bin Haji Abdullah;Phuah Soon Eu
Contribution: This study presents an innovative experiential learning model utilizing an educational pico satellite kit as a tool for cultivating digital making skills. The distinct approach showcases a positive impact on students’ learning experiences and serves as a motivating force, offering valuable implications for engineering and technical education. Background: In response to the dynamic technological landscape and escalating demand for digital making skills, this research addresses the need for cutting-edge educational tools. The UMP STEM Cube, strategically designed to elevate hands-on learning in digital making, emerges as a promising applicable solution across diverse educational programs. Intended Outcomes: An experiential learning module that elevates digital making skills in engineering education, specifically focusing on programming competencies and proficiency in physical computing. This study conducts an evaluation of the UMP STEM Cube’s influence on experiential learning and skill development. Application Design: The instructional approach of employing the UMP STEM Cube aligns with Kolb’s Experiential Learning Theory. The modular design of the UMP STEM Cube bridges the theoretical–practical gap in digital making education, fostering a holistic and impactful learning experience. Findings: This study establishes a correlation between hands-on engagement with the UMP STEM Cube and a significant learning gain in programming competencies and physical computing skills among students. Participants’ positive perceptions, better competency in programming, and increased interest in digital making activities further emphasizes the efficacy of the UMP STEM Cube in fostering digital making skill sets.
贡献:本研究提出一种创新的体验式学习模式,利用教育微型卫星套件作为培养数位制作技能的工具。这种独特的方法展示了对学生学习经历的积极影响,并作为一种动力,为工程和技术教育提供了宝贵的启示。背景:为了应对动态的技术景观和对数字制作技能不断增长的需求,本研究解决了对尖端教育工具的需求。UMP STEM Cube战略设计旨在提升数字化制作中的实践学习,是一种有前途的适用于各种教育项目的解决方案。预期成果:一个体验式学习模块,提高工程教育中的数字制作技能,特别注重编程能力和物理计算的熟练程度。本研究评估了UMP STEM Cube对体验式学习和技能发展的影响。应用设计:采用UMP STEM Cube的教学方法与Kolb的体验式学习理论相一致。UMP STEM Cube的模块化设计弥合了数字制作教育的理论与实践差距,促进了整体和有影响力的学习体验。研究结果:本研究建立了学生参与UMP STEM Cube与编程能力和物理计算技能的显著学习增益之间的相关性。参与者的积极看法、更好的编程能力以及对数字制作活动的兴趣增加,进一步强调了UMP STEM Cube在培养数字制作技能方面的功效。
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引用次数: 0
Students’ Perceptions on Adaptations and Workload Versus Artifacts in a Project-Based Scrum-Variant Course 学生对基于项目的 Scrum 变体课程中的适应性和工作量与人工制品的看法
IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-03-31 DOI: 10.1109/TE.2024.3397746
Georgia M. Kapitsaki
Contribution: Reporting of students’ view on the use of preparatory sprint and virtual meetings, as well as on the workload effort in combination with coding artifacts in a Scrum-variant project-based course. Background: Scrum has been adopted to a large extent in Software Engineering (SE) courses. Relevant aspects have been examined in the literature, such as the overall course experience from the side of the instructors and the students, the challenges of adapting Scrum for the classroom and training on specific roles. Intended Outcomes: To design a course that allows students to come in contact with developing projects from the industry as would be performed in a company context using Scrum. The main aim was to document aspects of the students’ experience in this context (e.g., workload view in the framework of the team), which—together with the use of objective data, i.e., development artifacts—can assist in understanding students better. Application Design: Drawing upon the previous teaching experience, a Scrum-variant in a project-based SE course was designed, examining how students perceive it in relation to the following aspects: Scrum adaptations in the classroom, workload in the team. How these compare with the actual development work performed by students is also investigated. Findings: The results from two consecutive years of teaching the course (2020 and 2021), applying quantitative analysis on the data, show that students need some time to become productive and estimate user stories correctly but are aware of their development effort within the team.
贡献:报告学生对准备冲刺和虚拟会议的使用,以及在 Scrum 变体项目式课程中结合编码工件的工作量的看法。背景:软件工程(SE)课程在很大程度上采用了 Scrum。文献中对相关方面进行了研究,如教师和学生的整体课程体验、将 Scrum 应用于课堂的挑战以及特定角色的培训。预期成果:设计一门课程,使学生能够接触到在公司环境下使用 Scrum 进行的行业开发项目。主要目的是记录学生在这种情况下的各方面经验(例如,团队框架下的工作量视图),这与使用客观数据(即开发工件)一起,有助于更好地了解学生。应用设计:借鉴以往的教学经验,在基于项目的 SE 课程中设计了 Scrum 变体,考察学生对以下方面的看法:课堂上的 Scrum 适应、团队中的工作量。此外,还调查了这些方面与学生实际开发工作的对比情况。调查结果:通过对数据进行定量分析,连续两年(2020 年和 2021 年)的课程教学结果表明,学生需要一些时间才能提高工作效率并正确估算用户故事,但他们知道自己在团队中的开发工作量。
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引用次数: 0
Video Visualization Profile Analysis in Online Courses 在线课程中的视频可视化概况分析
IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-03-30 DOI: 10.1109/TE.2024.3396296
Gonzalo Martínez-Muñoz;Miguel Ángel Álvarez-Rodríguez;Estrella Pulido-Cañabate
In this article, student video visualization profiles are analyzed with two objectives: 1) to identify difficult sections in videos and 2) to predict student performance based on their video visualization profiles. For identifying critical sections in videos two novel indicators are proposed. The first one is designed to measure the complexity of the concept being described. The second proposal, identifies video sections that are more visually complex. For the first indicator, the average number of forward and backward passes are used. The higher the number of backward (forward) passes over a region, the more challenging (easy) the section is. For identifying sections with complex visuals, the number of pauses is recorded. Finally, the student performance prediction is carried out with the purpose of detecting the alignment between videos and their related questions. The results show that video visualization profiles are a good tool to identify video and question alignment.
本文分析了学生的视频可视化特征,目的有两个:1) 识别视频中的难点部分;2) 根据视频可视化特征预测学生成绩。为识别视频中的关键部分,提出了两个新颖的指标。第一个指标旨在衡量所描述概念的复杂性。第二个建议是识别视觉上更复杂的视频部分。对于第一个指标,使用的是前向和后向传递的平均次数。一个区域的后向(前向)通过次数越多,说明该部分越具有挑战性(越容易)。为了识别具有复杂视觉效果的部分,记录了停顿的次数。最后,通过检测视频与相关问题之间的一致性来预测学生的成绩。结果表明,视频可视化配置文件是识别视频和问题一致性的良好工具。
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引用次数: 0
PV-MPPT Lab: A GUI-Based Education Tool for MPPT Techniques PV-MPPT 实验室:基于图形用户界面的 MPPT 技术教育工具
IF 2.6 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-03-27 DOI: 10.1109/TE.2024.3373891
Korhan Kayisli;Ruhi Zafer Caglayan;Ilhami Colak
This article aims to present the design of a GUI application that serves as an educational and analytical tool. The GUI application is intended for educational purposes, allowing users to learn about the linear and renewable energy sources. This GUI has been designed to explain, teach, and implement maximum power point tracking (MPPT) techniques that enable maximum power extraction from photovoltaic (PV) panels. Contribution: This study introduces a novel educational tool designed to enhance the understanding of different MPPT methods among engineering students. The GUI tool was implemented and utilized throughout a semester in the course named power electronic applications in power systems, specifically aimed at postgraduate level students. Background: Engineering students often encounter challenges in grasping advanced concepts, such as MPPT techniques, which are crucial for optimizing the performance of PV systems. Traditional teaching methods may not fully address the learning needs of students in this complex subject area. Research Question: How does the use of a GUI-based educational tool for MPPT techniques impact the learning outcomes and attitudes of engineering students in a postgraduate course? Methodology: The effectiveness of the GUI was assessed by comparing the performance of students who used this tool with those from the previous year who did not. The study involved a semester-long deployment of the tool in the power electronic applications in power systems course, with participation from students specializing in renewable energy engineering. Findings: Preliminary findings suggest an improvement in the performance of students using the PV-MPPT Lab compared to those from the previous year. The study also indicates positive student attitudes toward the GUI tool, highlighting its potential as an effective learning aid in engineering education.
本文旨在介绍一个图形用户界面应用程序的设计,该程序可用作教育和分析工具。GUI 应用程序用于教育目的,让用户了解线性和可再生能源。该图形用户界面旨在解释、教授和实施最大功率点跟踪 (MPPT) 技术,从而实现从光伏 (PV) 面板提取最大功率。贡献:本研究介绍了一种新颖的教育工具,旨在加深工科学生对不同 MPPT 方法的理解。该图形用户界面工具在名为 "电力系统中的电力电子应用 "的课程中实施并使用了一个学期,该课程专门针对研究生水平的学生。背景:工科学生在掌握 MPPT 技术等先进概念时经常遇到困难,而这些概念对于优化光伏系统的性能至关重要。传统的教学方法可能无法完全满足学生在这一复杂学科领域的学习需求。研究问题使用基于图形用户界面的 MPPT 技术教育工具对研究生课程中工程专业学生的学习成果和态度有何影响?研究方法:通过比较使用该工具的学生与前一年未使用该工具的学生的成绩,评估图形用户界面的有效性。研究涉及在电力系统中的电力电子应用课程中部署该工具,为期一学期,参与学生均为可再生能源工程专业的学生。研究结果初步研究结果表明,与前一年相比,使用 PV-MPPT 实验室的学生成绩有所提高。研究还表明,学生对图形用户界面工具持积极态度,凸显了该工具作为工程教育中有效学习辅助工具的潜力。
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引用次数: 0
A Mars Exploration Control Virtual Simulation Experiment Platform for Engineering Practice in Control Engineering Education 面向控制工程教育工程实践的火星探测控制虚拟仿真实验平台
IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-03-24 DOI: 10.1109/TE.2024.3392332
Zeyu Wang;Yixin Liu;Lingling Wang;Li Fu
Contribution: This article presents a Mars Exploration Control Virtual Simulation Experiment Platform (MEC-vslab), which aims to address the current challenge of limited integration between control engineering education and engineering practice. MEC-vslab is oriented toward the practical needs of Mars exploration engineering. It offers unparalleled advantages by transcending temporal and spatial restrictions and has been applied to several basic control engineering curriculums.Background: Owing to the limited applicability of conventional control engineering education in practical engineering, students encounter difficulties in connecting theoretical knowledge with real-world application scenarios. Due to the impact of environmental complexity and conditional limitations, teaching laboratories cannot realistically reproduce aerospace engineering application environments and problems, making it difficult to develop students’ ability to solve unknown engineering problems.Intended Outcomes: MEC-vslab facilitates students in acquiring comprehensive control knowledge, encompassing Mars rovers and drones’ dynamics modeling, controller design, and parameter configuration for strongly coupled systems. By engaging with this virtual simulation platform, students develop a profound understanding of cutting-edge control engineering principles, augmenting their proficiency in employing control theory to address practical engineering challenges.Application Design: MEC-vslab as a part of the control-related theoretical curriculum, it encompasses three stages. By completing these stages in succession, students are able to apply their theoretical knowledge toward solving practical engineering problems in a virtual setting.Findings: The analysis based on positive student feedback as well as their learning behavior and questionnaire research that the MEC-vslab is an effective learning tool to integrate control engineering education with high-precision engineering practice needs.
贡献:本文介绍了火星探测控制虚拟仿真实验平台(MEC-vslab),旨在解决目前控制工程教育与工程实践结合有限的难题。MEC-vslab 面向火星探测工程的实际需求。它超越时空限制,具有无与伦比的优势,已被应用于多个控制工程基础课程:背景:由于传统的控制工程教育在实际工程中的适用性有限,学生在将理论知识与实际应用场景联系起来时会遇到困难。由于环境复杂性和条件限制的影响,教学实验室无法真实再现航空航天工程应用环境和问题,难以培养学生解决未知工程问题的能力:MEC-vslab有助于学生掌握全面的控制知识,包括火星车和无人机的动力学建模、控制器设计和强耦合系统的参数配置。通过使用这个虚拟仿真平台,学生可以深刻理解最前沿的控制工程原理,提高他们运用控制理论解决实际工程难题的能力:应用设计:MEC-vslab 作为控制相关理论课程的一部分,包括三个阶段。应用设计:MEC-vslab 作为控制相关理论课程的一部分,包含三个阶段,通过依次完成这些阶段,学生能够在虚拟环境中运用理论知识解决实际工程问题:根据学生的积极反馈以及他们的学习行为和问卷调查分析,MEC-vslab 是将控制工程教育与高精度工程实践需求相结合的有效学习工具。
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引用次数: 0
Gamified Blockchain Education in Experiential Learning: An Analysis of Students’ Cognitive Well-Being 体验式学习中的游戏化区块链教育:学生认知幸福感分析
IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2024-03-20 DOI: 10.1109/TE.2024.3395617
Yung Po Tsang;Carman Ka Man Lee;Chun Ho Wu;Yanlin Li
Contribution: This research explores the effectiveness of a proposed teaching strategy in blockchain education, finding that it enhances learning outcomes, cognitive well-being, and student engagement in tertiary education, ultimately resulting in a shallower learning curve for STEM knowledge.Background: In the context of Industry 4.0, blockchain technology has emerged as a key driver of transformation in data management and system automation across a range of industrial applications. Despite its significance, the intricate theories and concepts associated with blockchain often serve as a deterrent for novice learners, inhibiting their ability to appreciate the value of industrial blockchain. Consequently, there is a pressing need to develop interactive teaching content that alleviates the steep learning curve.Intended Outcomes: The teaching strategy for the gamification in blockchain education is proposed, which positively influence students’ cognitive well-being in terms of knowledge retention, cognitive curiosity, and heightened enjoyment.Application Design: Based on the experimental learning theory, the gamification of blockchain education, namely “BlockTrainHK”, is implemented in the experimental learning cycle. Therefore, the gamified learning in experimental learning (GEL) strategy is proposed to examine the effectiveness of concrete experience, reflective observation, abstract conceptualization and active experimentation by two case studies.Findings: The results of the two-year study on the gamified blockchain education are encouraging: test groups using the GEL strategy were better in the cognitive well-being, and students’ cognitive well-being is positively proportional to the level of individual technical knowledge and skills.
贡献:本研究探讨了区块链教育中拟议教学策略的有效性,发现该策略可提高高等教育中的学习成果、认知幸福感和学生参与度,最终缩短 STEM 知识的学习曲线:在工业 4.0 的背景下,区块链技术已成为一系列工业应用中数据管理和系统自动化转型的关键驱动力。尽管意义重大,但与区块链相关的复杂理论和概念往往会让初学者望而却步,阻碍他们领悟工业区块链的价值。因此,迫切需要开发互动式教学内容,以缓解陡峭的学习曲线:应用设计:基于实验学习理论,在实验学习循环中实施区块链教育游戏化,即 "BlockTrainHK"。因此,提出了实验学习中的游戏化学习(GEL)策略,通过两个案例研究来检验具体体验、反思观察、抽象概念和主动实验的有效性:为期两年的游戏化区块链教育研究结果令人鼓舞:采用GEL策略的测试组在认知幸福感方面更胜一筹,学生的认知幸福感与个人技术知识和技能水平成正比。
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