657,734 research outputs found

    Content-driven design and architecture of E-learning applications

    Get PDF
    E-learning applications combine content with learning technology systems to support the creation of content and its delivery to the learner. In the future, we can expect the distinction between learning content and its supporting infrastructure to become blurred. Content objects will interact with infrastructure services as independent objects. Our solution to the development of e-learning applications – content-driven design and architecture – is based on content-centric ontological modelling and development of architectures. Knowledge and modelling will play an important role in the development of content and architectures. Our approach integrates content with interaction (in technical and educational terms) and services (the principle organization for a system architecture), based on techniques from different fields, including software engineering, learning design, and knowledge engineering

    A Low Cost Implementation of an Existing Hands-on Laboratory Experiment in Electronic Engineering

    Get PDF
    In engineering the pedagogical content of most formative programmes includes a significant amount of practical laboratory hands-on activity designed to deliver knowledge acquisition from actual experience alongside traditional face-to-face classroom based lectures and tutorials; this hands-on aspect is not always adequately addressed by current e-learning platforms. An innovative approach to e-learning in engineering, named computer aided engineering education (CAEE) is about the use of computer aids for the enhanced, interactive delivery of educational materials in different fields of engineering through two separate but related components; one for classroom and another for practical hands-on laboratory work. The component for hands-on laboratory practical work focuses on the use of mixed reality (video-based augmented reality) tools on mobile devices/platforms. This paper presents the computer aided engineering education (CAEE) implementation of a laboratory experiment in micro-electronics that highlights some features such as the ability to closely implement an existing laboratory based hands-on experiment with lower associated costs and the ability to conduct the experiment off-line while maintaining existing pedagogical contents and standards

    The role of project-based learning in engineering curriculum: the case of the industrial engineering and management program at the University of Minho

    Get PDF
    One of the key questions arising from literature in Higher Education is the mismatch between curriculum and professional practice. This work presents an analysis of an engineering program, based on a model of curriculum development that includes three dimensions: professional profile, curriculum elements and framework of competences. These dimensions were considered in the methodological approach that involves a case study of the Industrial Engineering and Management (IEM) program at the University of Minho, Portugal. Data were collected through a combination of methods, including a survey, narratives, interviews and focus group. The aim was to get to know the perceptions of students and teachers of IEM program and professionals working in this engineering field. The findings highlight the relevance of projectbased learning within the engineering curriculum in so far as it provides students with opportunities to develop both technical and transversal competences related to their professional practice. This implies developing learning situations in which it is possible to solve engineering problems, linking theory and practice based upon an interdisciplinary approach. Furthermore, the implementation of project-based learning have implications for curriculum development, namely in regard to the definition of the assessment (e.g. milestones, feedback, etc.), coordination and communication between the faculty, content selection according to the problem to be solved, amongst other issues with impact in teaching practice.CIEC - Centro de Investigação em Estudos da Criança, IE, UMinho (UI 317 da FCT), PortugalFundos Nacionais atravĂ©s da FCT (Fundação para a CiĂȘncia e a Tecnologia) e cofinanciado pelo Fundo Europeu de Desenvolvimento Regional (FEDER) atravĂ©s do COMPETE 2020 – Programa Operacional Competitividade e Internacionalização (POCI) com a referĂȘncia POCI-01-0145-FEDER-007562info:eu-repo/semantics/publishedVersio

    A framework for the assembly and delivery of multimodal graphics in E-learning environments

    Get PDF
    In recent years educators and education institutions have embraced E-Learning environments as a method of delivering content to and communicating with their learners. Particular attention needs to be paid to the accessibility of the content that each educator provides. In relation to graphics, content providers are instructed to provide textual alternatives for each graphic using either the “alt” attribute or the “longdesc” attribute of the HTML IMG tag. This is not always suitable for graphical concepts inherent in technical topics due to the spatial nature of the information. As there is currently no suggested alternative to the use of textual descriptions in E-Learning environments, blind learners are at a signiïŹcant disadvantage when attempting to learn Science, Technology, Engineering or Mathematical (STEM) subjects online. A new approach is required that will provide blind learners with the same learning capabilities enjoyed by their sighted peers in relation to graphics. Multimodal graphics combine the modalities of sound and touch in order to deliver graphical concepts to blind learners. Although they have proven successful, they can be time consuming to create and often require expertise in accessible graphic design. This thesis proposes an approach based on mainstream E-Learning techniques that can support non-experts in the assembly of multimodal graphics. The approach is known as the Multimodal Graphic Assembly and Delivery Framework (MGADF). It exploits a component based Service Oriented Architecture (SOA) to provide non experts with the ability to assemble multimodal graphics and integrate them into mainstream E-Learning environments. This thesis details the design of the system architecture, information architecture and methodologies of the MGADF. Proof of concept interfaces were implemented, based on the design, that clearly demonstrate the feasibility of the approach. The interfaces were used in an end-user evaluation that assessed the beneïŹts of a component based approach for non-expert multimodal graphic producers

    Promoting STEM Education of Future Chemistry Teachers with an Engineering Approach Involving Single-Board Computers

    Get PDF
    We describe a master’s level chemistry education course that was designed to support STEM education by strengthening the E component with an engineering approach. Engineering approach is a method of conducting projects systematically similar to professional engineers. In the course, the future chemistry teachers were given the task of building a measurement instrument using a single-board computer (SBC). In addition to course description, we present a pilot study, the aim of which was to explore the opportunities and challenges the engineering approach initiates with pre-service chemistry teachers trying to accomplish a SBC-based open engineering project. The study employed a qualitative research approach, using the course as the data collection platform. The collected data was analyzed using an inductive content analysis. The data analysis shows that an open SBC project is a good platform for learning and teaching future chemistry teachers about chemistry-driven STEM education, but it is very challenging to conduct. The main conclusion is that the engineering approach is a practical solution for strengthening the engineering in STEM education. To generalize these findings to a wider context, we suggest further research to improve the course using this study’s results and re-evaluate the approach in a new instance of the course

    A Distributed Collaborative System for Flexible Learning Content Production and Management

    Get PDF
    Authoring learning content is an area under pressure due to conflicting requirements. Adaptive, templatebased, highly interactive, multimedia-rich content is desired for current learning environments. At the same time, authors need a system supporting collaboration, easy re-purposing, and continuous updates with a lower adoption barrier to keep the production process simple, specially for high enrollment learning scenarios. Other areas such as software development have adopted effective methodologies to cope with a similar increase in complexity. In this paper an authoring system is presented to support a community of authors in the creation of learning content. A set of pre-defined production rules and templates are offered. Following the single source approach, authors create documents that are then automatically processed to obtain various derived resources. The toolkit allows for simple continuous updates, the re-use and re-purpose of course material, as well as the adaptation of resources to different target groups and scenarios. The toolkit has been validated by analyzing its use over a three year period in two high enrollment engineering courses. The results show effective support and simplification of the production process as well as its sustainability over time.Work partially funded by the EEE project, “Plan Nacional de I+D+I TIN2011-28308-C03-01”, and the “Emadrid: Investigación y desarrollo de tecnologías para el e-learning en la Comunidad de Madrid” project (S2009/TIC-1650).Publicad

    Integrated e-Learning Modules for Developing an Entrepreneurial Mindset: Direct Assessment of Student Learning

    Get PDF
    In an effort to develop an entrepreneurial mindset in all our engineering and computer science students, the University of New Haven is embedding entrepreneurial concepts throughout the 4-year curricula in their majors. This is done with the use of several short e-learning modules developed by content experts. The modules are integrated into engineering and computer science courses by faculty who reinforce concepts through a related activity, project, or assignment. The e-learning modules, available online through course management systems, are self-paced and targeted at conceptual learning of 18 specific entrepreneurial topics. Using a flipped-classroom instructional model, students complete the modules outside of class, typically over a set two-week period, and instructors engage the students in discussion either in-class or online and through an activity. This mode of integration enables the assessment of higher cognitive understanding of the concepts and students’ ability to apply what they learn. At present, 12 modules have been developed. In addition to the modules being integrated within the University, they have also been adopted by faculty at 42 other institutions across the country over the past three years. The broad-scale deployment has provided assessment and feedback data regarding the effectiveness of integrating the modules into existing courses using a blended approach (face-to-face and online learning). Whereas prior work relied on indirect assessment using pre/post student surveys to quantify the acquisition of knowledge from the e-learning modules and contextual activities, the current work employs student deliverables that are directly assessed by instructors. Faculty were provided assessment rubrics based on criteria aligned with the learning outcomes of the e-learning modules. Direct assessment is tangible, visible and measurable, and provides more compelling evidence of student learning. In this paper we propose an Entrepreneurial Mindset Learning Index to map and quantify the progress of students toward attaining an entrepreneurial mindset. The criteria in the assessment rubrics for the e-learning modules were mapped to the learning outcomes associated with an entrepreneurial mindset proposed by the Kern Entrepreneurial Engineering Network’s (KEEN) framework. The KEEN framework is based on the premise that an entrepreneurial mindset is characterized by a persistent curiosity of all things, the skills to make connections between seemingly unrelated things, and an ever-present goal to create value. Through the mapping, the direct assessment results provided an indication of how well students taking courses with integrated e-learning modules achieved elements of an entrepreneurial mindset

    Work-in-Progress: Mobile Assisted Gains Through Innovative Curriculum for Students in the Thermal-Fluids Science Course

    Get PDF
    A learner-centered higher education ecosystem is essential to effective educational outcomes and societal advancement. Mobile devices such as smartphones, tablets, and tablet computers enable learning anytime and from any location, blurring the boundaries between formal and informal learning. When paired with effective pedagogy, mobile technologies can positively impact the teaching and learning experience for students in high-demand science, technology, engineering and mathematics (STEM) disciplines, increasing the flexibility and ease with which they are able to pursue their education while developing their professional identities as engineers. Student retention remains a problem in STEM programs. In engineering, many students do not even make it past their core courses. This poster reports on initial efforts of a two-year research study to utilize mobile technologies and a technology-enhanced curriculum to improve student engagement and learning in STEM undergraduate courses. Guided by a social-constructivist theoretical framework and the Triple E framework (Engagement, Enhancement, Extension) this work in progress poster describes a quasi-experimental mixed methods study on implementing mobile devices (iPad and Pencil) and a technology-enhanced curriculum in an undergraduate thermal-fluids engineering course. The technology-enhanced curriculum will be fully integrated in the thermal-fluids course to deliver content and to facilitate student engagement with the content, instructor, and peers. This approach applies the social-constructivist perspective on learning and supports a connected community of learners with classroom peers and co-construction of knowledge where the instructor’s role is that of a subject matter expert who facilitates learning. To examine the impact of mobile devices on student learning, in this two-year study (started in Fall 2021), the following research questions will be addressed, hypothesizing improvements in the areas of engagement, learning outcomes, and extension of learning goals to real-life problems: (1) Does mobile device use facilitate engagement in thermal-fluid science course content? (Engagement), (2) Does mobile device use increase learning of identified difficult concepts in thermal-fluid science courses as indicated by increased achievement scores? (Enhancement) and (3) What are student perceptions of using mobile devices for solving real-life problems? (Extension). This poster will provide an overview of the research plan and describe some preliminary research efforts
    • 

    corecore