19 research outputs found
Primer for the Transportable Applications Executive
The Transportable Applications Executive (TAE), an interactive multipurpose executive that provides commonly required functions for scientific analysis systems, is discussed. The concept of an executive is discussed and the various components of TAE are presented. These include on-line help information, the use of menus or commands to access analysis programs, and TAE command procedures
The PEER Collaborative: Supporting Engineering Education Research Faculty with Near-peer Mentoring Unconference Workshops
The PEER Collaborative National Network is a national peer mentoring network for early career tenure-track or mid-career tenured faculty who conduct and are primarily evaluated based on their research related to engineering education. This paper discusses the development, logistics, and outcomes of two PEER workshops built around a community of practice framework. Data from internal and external evaluations are presented to provide insights into aspects that worked well and aspects that need further development. Additionally, by reflecting on the workshops, participants crafted vignettes describing the impact the PEER workshops had on their personal and professional lives. The paper concludes with a discussion on the future of PEER (and potential spin-off groups from the PEER cohorts), and the changes that will be made in future workshops. Recommendations are provided for other organizers interested in developing successful “near peer” groups to address specific community needs
Work in Progress: Teaching Game Design and Robotics Together: A Natural Marriage of Computing and Engineering Design in a First-Year Engineering Course
The increased dependence on computer programming in engineering has made it essential for engineering students to learn about programming throughout their undergraduate education. In the same vein, computing students benefit when given an opportunity to learn more about engineering design and systematic thinking. This paper discusses how one college embedded computing and engineering into a combined first-year introductory course. The course fuses computing and engineering using game design and robotics as an offering for both cohorts of students to work together in a multidisciplinary environment. Over the course of the semester, students learn introductory computing and engineering design concepts by designing games and robots using informatics tools to solve design challenges. Interdisciplinary teams consisting of computing and engineering students work together to prototype a game design idea and then bring that idea to life using robots as part of their final project
Measuring Computing Self-Efficacy: Creating and Validating a Computing Self-Efficacy Tool
This study was based around the creation of a tool to measure students computing self-efficacy. The tool was an eight-question survey that was validated using content and criterion-related validity. Content validity was conducted to make sure that the questions related to each other and related to the subject of computing self-efficacy. Criterion- related validity allowed us to validate that our tool could test people with different levels of computing skills based on previous experience. The study allowed us to further validate our tool as well as analyze the computing self-efficacy of 270 students in science, technology, engineering, and mathematics (STEM) majors
Evaluating the Effectiveness of Flipped Classrooms for Teaching CS1
An alternative to the traditional classroom structure that has seen increased use in higher education is the flipped classroom. Flipping the classroom switches when assignments (e.g. homework) and knowledge transfer (e.g. lecture) occur. Flipped classrooms are getting popular in secondary and postsecondary teaching institutions as evidenced by the marked increase in the study, use, and application of the flipped pedagogy as it applies to learning and retention. The majority of the courses that have undergone this change use applied learning strategies and include a significant “learning-by-doing” component. The research in this area is skewed towards such courses and in general there are many considerations that educators ought to account for if they were to move to this form of teaching. Introductory courses in computer programming can appear to have all the elements needed to move to a flipped environment; however, initial observations from our research identify possible pitfalls with the assumption. In this work in progress the authors discuss early results and observations of implementing a flipped classroom to teach an introductory programming course (CS1) to engineering, engineering technology, and software engineering undergraduates
A pilot validation study of the Epistemological Beliefs Assessment For Engineering (EBAE): first-year engineering student beliefs
This paper presents a study assessing first-year students’ engineering epistemological beliefs or beliefs about engineering knowledge and knowing. A small cohort of first-year engineering students pilot tested a new quantitative instrument called the Epistemological Beliefs Assessment for Engineering (EBAE). Student responses to the EBAE were used to validate the instrument and analyze the epistemological beliefs – certainty of knowledge, simplicity of knowledge, source of knowing, and justification for knowing – of first-year engineering students. Results of this study produced thirteen validated items, which gauged first-year engineering students’ epistemological beliefs as slightly sophisticated – mean score of 63.8 +/- 8.4 out of 100
Using standards-based grading to effectively assess project-based design courses
Standards-based grading (SBG) is an alternative to traditional score-based grading systems that allows an instructor to provide assessment linked to course objectives. SBG ties assessment throughout a course with these objectives, while also providing clear, meaningful feedback, fairness and transparency in the grading process, and useful program assessment. Project-based design courses align well with SBG because their nature demands repeat assessment of fundamental learning objectives. The following study investigated the use of SBG in two cornerstone design courses with similar learning objectives at different ABET accredited engineering programs. Overall, students reported that the standards based grading system has higher value (2.94 + 0.87) than cost (2.03 + 0.78) on a 4-point scale (p \u3c0.001). Students at the small, liberal arts college responded with generally higher ratings for both value and cost, with a larger average difference between combined value and cost (1.0 and 0.81, respectively), than students at a large, public university. Additionally, students reported higher self-efficacy in design-based objectives after the course, with an average self-efficacy increase of 15-20 points on a 100-point scale. © American Society for Engineering Education, 2014