An Innovative Approach of Using Mind Map to Support Active Learning for Engineering Students

Author(s):  
Mohd Fakhizan Romlie ◽  
Zulqarnain Abu Bakar ◽  
Najwa Auni Azman
Author(s):  
Nur Farha Hassan ◽  
Saifullizam Puteh ◽  
Amanina Muhamad Sanusi ◽  
Nor Hartini Che Mohamad Zahid

Nowadays, the industrial revolution 4.0 had given a great impact on education. An active environment which applied technology in education can developed multiple skills in students. Technology Enabled/Enhanced Active Learning (TEAL) is one of the active environments that used technology in education. TEAL is the combination of several active learning domains which enhances students' understanding of learning and built job-related skills. However, students have lack of knowledge in their field which led to increase in unemployment of students. Hence, TEAL can help students in perform their practical works to develop knowledge and skills in students. This pilot study was distributed survey question about create an active and effective environment using TEAL application among the engineering students. The survey is consisted of 141 items and was distributed to 40 respondents. This pilot study used Rasch Measurement Model for measuring the validity and reliability of survey questions. Winsteps software is used to check the functionality of the item in terms of (i) Reliability and separation of respondents - items; (ii) detect the polarity items of PTMEA CORR Value; (iii) the item fit based on MNSQ Value; and (iv) Determine the dependent items based on the standardized residual value measurement correlation. The final result 109 items is suitable to use for measurement of the real study in future work.


Author(s):  
B. Memarian ◽  
S. Zuluaga ◽  
M. Stickel

This paper shares a summary of the self-reported concerns of 134 first-year engineering students around engagement in online active learning environments during COVID-19. The students had volunteered to participate in remote weekly problem-solving workshops for four weeks that utilized Active Learning techniques. In this paper, we specifically analyze samples from the students who participated in only one workshop and responded to the following question: What concerns do you have that might limit your ability to engage in online active learning environments? Twenty of the participants reported no concerns. The tone of each student's response and personal feelings reported were also analyzed. Then, a thematic analysis of each student response was made, with the transcription and coding agreement being performed by two coders. As expected, most of the students expressed their concerns in a negative or neutral tone, and only a few expressed an affinity for current educational settings. Word mining of feeling terms shows that more students had verbalized being disengaged, followed by distracted and uncomfortable and none communicated a positive feeling. Our thematic analysis showed that learning socially (72/114, or 63%) is the most pressing concern for the students, followed by more personal regulating factors such as attitude and motivation (44%), quality of physical and virtual study environment (40%), as well as the guidance received from the course administrators (24%). Findings suggest the need for developing a global understanding of what active learning in an online environment entails in the context of engineering education, and to develop and adjust tools and practices to help students learn in this new context.


Author(s):  
Dilek Karahoca ◽  
Adem Karahoca ◽  
Ilker Yengin ◽  
Huseyin Uzunboylu

This chapter explains the developmental reasons and design to implementation cycles of the Computer Assisted Active Learning System (CALS) for History of Civilization (HOC) courses at Engineering Faculty of Bahcesehir University. Implementation purpose of CALS is to develop set of tools in a systematic way to enhance students’ critical thinking abilities for HOC courses. Dynamic meta-cognitive maps, movies, flash cards and quiz tools were developed. In order to reduce implementation costs of CALS, open Free and Open Source Software (FOSS) standards and platforms were utilized in the development and implementation cycles. This study also investigates the importance of the e-learning platform usage in HOC courses in Engineering Faculty of Bahcesehir University to improve the level of students. Results indicate that the concept based meta-cognitive tool improves learning instead of students just memorizing the class material. Also, engineering students improved their positive attitude towards who wants to learn the history of civilization by using CALS. This study shows that software helps to change human behavior in the learning cycle. This chapter highlights the implications of successful development of FOSS for the CALS.


Author(s):  
Elizabeth M. Starkey ◽  
Cailyn Spencer ◽  
Kevin Lesniak ◽  
Conrad Tucker ◽  
Scarlett R. Miller

Recent shifts into larger class sizes and online learning have caused engineering educators to rethink the way they integrate inductive, or active learning activities into their courses. One way engineering educators have done this is through the integration of new technological environments. However, little is known about how the type of technological environment utilized in active learning exercises impacts student learning and satisfaction. Thus, as a first step to understanding the impact of technological advancements on student learning and satisfaction, a study was conducted with 18 senior level undergraduate engineering students who were asked to perform product dissection, or the systematic disassembly of a product, using three technological interfaces (computer, iPad, immersive virtual reality). Variations in the complexity of the product dissected were also explored. The results of this study indicate that variations in technological interfaces did not impact student learning as assessed by a Student Learning Assessment (SLA). However, the complexity of the product dissected did impact learning, with students scoring significantly lower on the SLA when dissecting the most complex product. The results also indicated that students perceived learning and satisfaction were highest when using the immersive virtual reality system. These results suggest that the costs of investing in more technological advanced systems for product dissection may not yet outweigh the educational benefits. However, the increase in student satisfaction with VR environments has the potential to positively impact student retention in engineering programs.


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