scholarly journals A Reverse Engineering Role-Play to Teach Systems Engineering Methods

2019 ◽  
Vol 9 (1) ◽  
pp. 30 ◽  
Author(s):  
Alessandro Bertoni

Students engaged in systems engineering education typically lack experience and understanding of the multidisciplinary complexity of systems engineering projects. Consequently, students struggle to understand the value, rationale, and usefulness of established systems engineering methods, often perceiving them as banal or trivial. The paper presents a learning activity based on a three-stage reverse engineering role-play developed to increase students’ awareness of the importance of correctly using systems engineering methods. The activity was developed and integrated in the Systems Engineering course given at Blekinge Institute of Technology. Its effectiveness was analyzed through semistructured self-reflection reports along with two editions of the course. The results showed the development of students’ understanding of how to use systems engineering methods. In particular, the students realized the need to deliver detailed and easy-to-read models to the decision makers. This result was in line with the achievement of some of the intended learning outcomes of the course.

2019 ◽  
Author(s):  
Arvid Bring ◽  
Steve W. Lyon

Abstract. Students in hydrology are expected to become proficient in a set of quantitative skills, while also acquiring the ability to apply their problem-solving abilities in real-life situations. To achieve both these types of learning outcomes, there is broad evidence that activity-based learning is beneficial. In this paper, we argue that role-play simulations in particular are useful to achieve complex learning outcomes, i.e., making students able to coordinate and integrate various analytical skills in complicated settings. We evaluated the effects of an integrated water resources management (IWRM) negotiation simulation next to more traditional teaching methods intended to foster quantitative understanding. Results showed that despite similar student-reported achievement of both complex and quantitative intended learning outcomes, the students favored the negotiation simulation over the traditional method. This implies that role-play simulations can motivate and actively engage a classroom thereby creating a space for potential deeper learning and longer retention of knowledge. While our findings support the utility of simulations to teach complex learning outcomes and indicate no shortcoming in achieving such outcomes next to traditional methods aimed at quantitative learning outcomes, simulations are still not widely used to foster activity-based learning in the classroom. We thus conclude by presenting three particularly challenging areas of role-play simulations as learning tools that serve as potential barriers to their implementation and suggest ways to overcome such roadblocks.


2019 ◽  
Vol 23 (5) ◽  
pp. 2369-2378 ◽  
Author(s):  
Arvid Bring ◽  
Steve W. Lyon

Abstract. Students in hydrology are expected to become proficient in a set of quantitative skills while also acquiring the ability to apply their problem-solving abilities in real-life situations. To achieve both these types of learning outcomes, there is broad evidence that activity-based learning is beneficial. In this paper, we argue that role-play simulations in particular are useful for achieving complex learning outcomes, i.e., making students able to coordinate and integrate various analytical skills in complicated settings. We evaluated the effects of an integrated water resources management (IWRM) negotiation simulation next to more traditional teaching methods intended to foster quantitative understanding. Results showed that despite similar student-reported achievement of both complex and quantitative intended learning outcomes, the students favored the negotiation simulation over the traditional method. This implies that role-play simulations can motivate and actively engage a classroom, thereby creating a space for potential deeper learning and longer retention of knowledge. While our findings support the utility of simulations to teach complex learning outcomes and indicate no shortcoming in achieving such outcomes next to traditional methods aimed at quantitative learning outcomes, simulations are still not widely used to foster activity-based learning in the classroom. We thus conclude by presenting three particularly challenging areas of role-play simulations as learning tools that serve as potential barriers to their implementation and suggest ways to overcome such roadblocks.


Author(s):  
Daniel T.L. Shek ◽  
Rachel C.F. Sun ◽  
Ting Ting Liu

AbstractThis paper presents a lesson plan in a course entitled “Service Leadership” at The Hong Kong Polytechnic University. In that lecture, three basic aspects of the service leadership model are presented. First, the origin of service leadership from an evolutionary anthropology perspective is outlined. Second, three realms of service leadership with reference to self, others and systems are presented. Third, two leadership models (i.e. top-down and bottom-up models) are introduced, and their strengths and weaknesses are examined. Students are also invited to reflect on their assumptions of men with reference to leadership. Several class activities including role-play, self-reflection exercises and questionnaire survey are designed to help students achieve the learning outcomes. The paper ends by highlighting topics which can help students to have critical thinking and reflections.


2020 ◽  
Vol 1 (1) ◽  
pp. 1
Author(s):  
Elya Yuliana

The purposes of this research are to increase the students asking activity and student learning outcomes in class V of MI Yusuf Abdussatar Kediri, totaling 23 people. Learning to apply the process skills approach, teaches students to discover and develop the facts by themselves. the concept of learning presenting, students' courage in ideas, opinions and questions, effort, activity and creativity in the learning process and the level of student attitudes that dominate in the learning process. This learning activity helps students to be more active in asking.This research is a classroom action research conducted in two cycles, consisting of the action planning stage, the stage of implementation of the action, observation, and the stage of evaluation and reflection. Students and teacher activity data derived from observations and interviews for the assessment process, while data on student learning outcomes obtained through tests given at the end of each cycle. Indicators of success of this study extend from the average value grade students can reach the KKM 65 and with a percentage of 85%. The results showed that the average value of students in cycle I and II increased from 72.70 into 82.43 with the difference in value of 9.73. While the percentage of students who earn a minimum value standard upward cycle I and II also increased from 73.91% to 86.95% by a margin of 13:04%. This means that action research is in compliance indicators to be achieved. The results showed that the application process can increase the skill of asking activity and science learning outcomes in science teaching class V.


2020 ◽  
Vol 3 (1) ◽  
pp. 14-23
Author(s):  
Ni Made Catri ◽  
Lilies N. Tangge ◽  
Afadil Afadil

This study aims to describe the increase in activities and student learning outcomes in learning Natural Sciences in class V Kabuyu Inpres Elementary School through the application of the science process skills approach. The method used in this research is classroom action research which consists of 4 stages, planning, implementation, observation, and reflection, with data collection techniques using evaluation tests, observation sheets, and field notes. Research subjects were 27 students. The results showed that using existing instructional devices showed an increase in student and teacher activities. Student learning activity shows the percentage score obtained on the first cycle is 70.05% in the category enough, in the second cycle showed an increase in the percentage score of 90.48% category very good, an increase of 20.43%. Teacher observation activities when applying the material in class I showed a percentage score of 78.33% in the good category, in the second cycle, the percentage score was 95.00% in the very good category, an increase of 16.67%. In the results of the analysis of evaluation tests, the first cycle students showed the percentage of classical completeness 53.70% for the percentage of classical absorption 71.06%, the second cycle showed an increase in the results of the evaluation test evaluation on the percentage of climax completeness obtained 90.74%, and the percentage of absorption laxative results showed 84.96%, KBK increased by 37.04% and DSK increased by 13.90%. Based on the acquisition of these results, it was concluded that the approach to science process skills can improve student learning activities and outcomes in the heat transfer material in class V of Kabuyu Inpres Elementary School in 2018-2019.    


Author(s):  
Aisha F. Badr

<b><i>Introduction:</i></b> In Saudi Arabia; it is estimated that the elderly (aged 60 and above) would reach up to (22.9%) by 2050, compared to (5.6%) in 2017. Simulation games have proven to be a useful and effective method of education in pharmacy schools, as it actively involves participants in the learning process. The objective of this study was to examine the impact of the modified geriatric medication game on community pharmacists’ awareness and attitudes toward older adults with common disabilities. <b><i>Methods:</i></b> A modified geriatric medication game was adopted to stimulate both physical and sensory disabilities in older adults. A total of 9 community pharmacists were gathered in 1 room and were asked to play 2 scenarios each. Self-reflection was assessed and ground theories were analyzed. <b><i>Results:</i></b> All pharmacists felt frustration and anger playing the game (100%), followed by becoming more aware of the extra time and guidance needed with older adults and realized how disabling chronic diseases could be, and felt they needed to improve common perceived attitude towards the elderly (88.89%). Pharmacists also felt empathy, sympathy, and compassion towards this population, needed improvement of common perceived attitude towards older adults, and felt the need to double check with older adults if they have any disabilities before counseling (77.78%). Finally, over half pharmacists (55.5%) wished they had more training on geriatrics during pharmacy school and the need for further review of Beer’s criteria. All pharmacists were satisfied with the game and recommended it to all community pharmacists. <b><i>Conclusion:</i></b> Simulation games are a great way to strengthen awareness and change practice accordingly. Pharmacists improved their awareness and attitude towards the elderly and reported a positive perceived value of this learning activity; with a 100% satisfaction rate. Adding a geriatric course with simulation component is recommended for better geriatric care.


Author(s):  
Gábor Bergmann

AbstractStudying large-scale collaborative systems engineering projects across teams with differing intellectual property clearances, or healthcare solutions where sensitive patient data needs to be partially shared, or similar multi-user information systems over databases, all boils down to a common mathematical framework. Updateable views (lenses) and more generally bidirectional transformations are abstractions to study the challenge of exchanging information between participants with different read access privileges. The view provided to each participant must be different due to access control or other limitations, yet also consistent in a certain sense, to enable collaboration towards common goals. A collaboration system must apply bidirectional synchronization to ensure that after a participant modifies their view, the views of other participants are updated so that they are consistent again. While bidirectional transformations (synchronizations) have been extensively studied, there are new challenges that are unique to the multidirectional case. If complex consistency constraints have to be maintained, synchronizations that work fine in isolation may not compose well. We demonstrate and characterize a failure mode of the emergent behaviour, where a consistency restoration mechanism undoes the work of other participants. On the other end of the spectrum, we study the case where synchronizations work especially well together: we characterize very well-behaved multidirectional transformations, a non-trivial generalization from the bidirectional case. For the former challenge, we introduce a novel concept of controllability, while for the latter one, we propose a novel formal notion of faithful decomposition. Additionally, the paper proposes several novel properties of multidirectional transformations.


2021 ◽  
Vol 11 (1) ◽  
pp. 15-32
Author(s):  
Anila R. Scott-Monkhouse ◽  
Michal Tal ◽  
Maria Yelenevskaya

Abstract This paper describes a joint programme developed in 2018 by the University of Parma Language Centre (Italy) and the Humanities and Arts Department of the Technion-Israel Institute of Technology. The aim of the project was to involve students of English for General Academic Purposes in delivering presentations to an unfamiliar foreign audience on a topic relevant to their academic interests. The students were required to prepare for the presentation by exploring and personalising the chosen topic so as to be able to explain it to a group which they had had no previous contact with or information about. Through the active involvement of the students in a realistic implementation of their prospective professional use of English, language learning became a holistic experience where a traditional approach to language learning focusing mainly on vocabulary and macro-skills was integrated with a pragmatic approach which addressed the so-called ‘21st-century skills’ (specifically critical thinking, communication, collaboration and digital literacy). The simulation of situations that they are likely to encounter in their professional lives helped students build their confidence, with the whole learning experience carrying both emotional and social implications. This paper offers an insight into the challenges and issues which arose, and ideas for improving the learning experience. We describe the preparation carried out by the teachers at both universities, and the guided and autonomous work carried out by students in the different stages. A post-conference survey triggered the students’ self-reflection in relation to learning and personal development. The survey was also valuable for the teachers regarding reassessment of teaching strategies and preparation for future joint projects.


2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 553-553
Author(s):  
Robert Maiden

Abstract This presentation will explore the development of AGHE’s major contemporary contribution: AGHE’s basic-competency guidelines and their role in program review and program enhancement. The presenter will describe in detail the steps in creating objective student learning outcomes and will explore how meeting these competencies improve instruction, self-reflection, program analysis and faculty discussion and ultimately gerontology programs. These guidelines and policies embody a living entity that is always evolving. Future iterations will be anticipated and discussed. Part of a symposium sponsored by the Geriatric Education Interest Group.


Author(s):  
Kathleen M. Hart ◽  
Steven B. Shooter ◽  
Charles J. Kim

Hands-on product dissection and reverse engineering exercises have been shown to have a positive impact on engineering education, and many universities have incorporated such exercises in their curriculum. The CIBER-U project seeks to examine the potential to utilize cyberinfrastructure to enhance these active-learning exercises. We have formulated a framework for product dissection and reverse engineering activity creation to support a more rigorous approach to assessing other exercises for satisfaction of the CIBER-U project goals and adapting the best practices. This framework is driven by the fulfillment of learning outcomes and considers the maturity of students at different levels. Prototype exercises developed with the framework are presented. The approach is sufficiently general that it can be applied to the consideration and adaption of other types of exercises while ensuring satisfaction of the established goals.


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