A FRAMEWORK FOR BOOSTING THE AUTONOMOUS AND EXPERIENTIAL LEARNING FOR UNDERGRADUATE ENGINEERING STUDENTS UNDER BLENDED LEARNING

Author(s):  
David Santillán Sánchez ◽  
Juan Mosquera Feijoo ◽  
Luis Cueto-Felgueroso ◽  
Beatriz González Rodrigo ◽  
Fernando Suárez Guerra ◽  
...  
2021 ◽  
Vol 03 (03) ◽  
pp. 2150010
Author(s):  
Dayrius Tay ◽  
Tianyi Fu ◽  
Alexander Goo ◽  
Bernard Ricardo

As wireless communication carrier frequencies continually increase to respond to growing bandwidth demands, from hundreds of MHz (3G/4G) to dozens of GHz (5G), it would only be logical to postulate that the next step in this technological revolution would be to move to hundreds of THz, also known as visible light. This completely alleviates the carrier frequency induced bandwidth limitations while serving as ambient lighting. In this paper, a visible light communication setup capable of moderate bitrate serial communication with interference from ambient lighting will be presented. Furthermore, this paper proposes the implementation of a similar setup as a form of hands-on experiential learning for high school and undergraduate engineering students.


2012 ◽  
pp. 22-42 ◽  
Author(s):  
B. Abramovitz ◽  
M. Berezina ◽  
A. Berman ◽  
L. Shvartsman

In this chapter we present our work aimed at interweaving e-learning and face-to-face learning in Calculus courses for undergraduate engineering students. This type of blended learning (BL) contains the best properties of e-learning and face-to-face learning and helps overcome many obstacles in traditional teaching. We use our approach in order to improve students’ conceptual understanding of theorems. We describe online assignments specifically designed to help students better understand the meaning of a theorem. These assignments are given to students in addition to traditional lectures and tutorials with the objective that they can learn to learn on their own. Students “discover” the theorem and study it independently, by using a “bank” of examples and a lot of theoretical exercises we supply. The assignments are built in such a way that students receive feedback and instructions in response to their Web-based activity.


1970 ◽  
Vol 2 (1) ◽  
pp. 201-208
Author(s):  
Raveewan Wanchid

The objectives of the study were to investigate the needs of English communication skills at workplaces of engineers and to provide guidelines on how to develop the English course based on the Integration of Project-based Learning Approach and Blended Learning Module to enhance English communication skills at work of undergraduate engineering students. To develop the course, it is generally composed of three main phases: needs analysis, course development, and course implementation and the course evaluation. However, this research reports the results of the needs analysis and provides suggestions for the course development based on the Integration of Project-based Learning Approach and Blended Learning Module. The questionnaires were used to investigate the needs analysis of three main groups of subjects: 15 engineers, 98 engineering students, and 10 ESP teachers. The semi-structured interview was used to gain more in-depth data from the representatives of the three main groups. However, only the perspectives of the students will be presented in this paper. The results of the study theoretically and practically shed some new light to the area of English language instruction for engineers.


2021 ◽  
Vol 5 (1) ◽  
pp. 32-43
Author(s):  
Alina Zapalska

This paper illustrates an experiential learning exercise that is designed to be played in an engineering undergraduate program. The author uses simulation that creates an active and experiential learning environment in which individual teams make decisions based on imperfect information and conflicting goals.  The simulation allows players to control certain aspects of the information flow relevant to the market, to develop relevant business strategies and communication skills, and to establish understanding of ethical values that are relevant to business environment. The simulation was designed to allow engineering students to advance and practice business skills that are essential for engineers to stay successful in an increasingly competitive business environment. The objective is to extract maximum learning from the experience using an experiential learning model. This paper contributes to the literature on designing active learning with the use of games and simulations while utilizing the Kolb experiential learning model.


Author(s):  
Tatiana Krasnova ◽  
Ivan Vanushin

Technology is constantly evolving in more sophisticated forms giving new opportunities for educators to transfer learning into virtual space. New educational technology trends are associated today with blended learning where traditional methods of teaching merge with online sessions. Blended learning with its learner-centered approach has a potential to enhance the quality of teaching and learning. Russian higher institutions embrace this technology as a strategy to engage and motivate students and thereby augment the learning process. The paper studies students’ engagement and satisfaction with the online courses and their overall perception from learners’ perspective. The findings could serve as a reference point to promote online courses and to achieve considerable educational benefits.


Author(s):  
Mohd Faisal Ibrahim ◽  
Aqilah Baseri Huddin ◽  
Fazida Hanim Hashim ◽  
Mardina Abdullah ◽  
Ashrani Aizzuddin Abd Rahni ◽  
...  

This study examined the educational effects in strengthening programming skills among university’s undergraduate engineering students via integration of a robotics project and an experiential learning approach. In this study, a robotics project was conducted to close the gap of students’ difficulty in relating the theoretical concepts of programming and real-world problems. Hence, an experiential learning approach using the Kolb model was proposed to investigate the problem. In this project, students were split into groups whereby they were asked to develop codes for controlling the navigation of a wheeled mobile robot. They were responsible for managing their group’s activities, conducting laboratory tests, producing technical reports and preparing a video presentation. The statistical analysis performed on the students’ summative assessments of a programming course revealed a remarkable improvement in their problem-solving skills and ability to provide programming solutions to a real-world problem.


Author(s):  
Max Ullrich ◽  
David S. Strong

How undergraduate engineering students define their success and plan for their future differs notably amongst students. With a push for greater diversity and inclusion in engineering schools, it is valuable to also better understand the differences in these areas among different students to allow institutions to better serve the needs of these diverse groups.  The purpose of this research study is to explore students’ definition of success both in the present and projecting forward 5 to 10 years, as well as to understand to what level students reflect on, and plan for, the future. The proposed survey instrument for the pilot stage of this research includes 56 closed-ended questions and 3 open-ended questions. Evidence for the validity of the research instrument is established through a mixed-method pilot study. This paper will discuss the survey instrument, the pilot study, and outline plans for the full study.


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