The Roadmap for Experimental Teaching of Science and Engineering Based Subjects

2019 ◽  
pp. 801-823
Author(s):  
Gordana Collier ◽  
Andy Augousti ◽  
Andrzej Ordys

The continual development of technology represents a challenge when preparing engineering students for future employment. At the same time, the way students interact in everyday life is evolving: their extra-curricular life is filled with an enormous amount of stimulus, from online data to rich Web-based social interaction. This chapter provides an assessment of various learning technology-driven methods for enhancing both teaching and learning in the science and engineering disciplines. It describes the past, present, and future drivers for the implementation of hands-on teaching methods, incorporating industry standard software and hardware and the evolution of learning experiments into all-encompassing online environments that include socializing, learning, entertainment, and any other aspect of student life when studying science and engineering.

Author(s):  
Gordana Collier ◽  
Andy Augousti ◽  
Andrzej Ordys

The continual development of technology represents a challenge when preparing engineering students for future employment. At the same time, the way students interact in everyday life is evolving: their extra-curricular life is filled with an enormous amount of stimulus, from online data to rich Web-based social interaction. This chapter provides an assessment of various learning technology-driven methods for enhancing both teaching and learning in the science and engineering disciplines. It describes the past, present, and future drivers for the implementation of hands-on teaching methods, incorporating industry standard software and hardware and the evolution of learning experiments into all-encompassing online environments that include socializing, learning, entertainment, and any other aspect of student life when studying science and engineering.


2019 ◽  
Vol 2 (1) ◽  
pp. 6 ◽  
Author(s):  
Thomas Cochrane ◽  
Helen Sissons

Immersive reality (XR) encompasses the spectrum of enhancing learning through augmented reality to virtual reality. Although there has been much hype around the transformative potential of AR and VR the adoption of these technologies in higher education learning environments has been limited (Cochrane, 2016). With a lack of models of how to integrate XR in higher education AR has fallen into the trough of disillusionment on the Gartner hype cycle for emerging technologies 2018, while VR is on the ‘slope of enlightenment’ (Daniel, 2018). In response, this workshop will provide participants with a hands on experience of creating their own simple immersive reality scenario using the web-based VR platform SeekBeak (https://seekbeak.com). The workshop is a generic version of a workshop run with Journalism students that introduced them to the concepts of immersive journalism practice and the implications for immersive storytelling (Sissons & Cochrane, 2019a, 2019b). The workshop will introduce participants to the state of the art of immersive journalism, and demonstrate a BYOD approach to user-generated virtual reality in higher education as a model of integrating authentic learning within the curriculum.   Schedule (100 mins) Introductions (5 min)

 Participant survey (5 min) Introduction to 360 video and VR (10 min) XR Journalism examples

 Demo of initial Media Centre VR https://seekbeak.com/v/kvPq47DpjAw (5 min)


 VR project development (60 min) Google Cardboard Headsets, using participants’ own smartphones Introduction to the Toolkit Participants create SeekBeak accounts Hands on with the 360 cameras 

 Participants choose a topic to work on as a mobile VR production team Sharing and review of participant projects(participants share SeekBeak links) (10 min) Reflections via brief SurveyMonkey survey, and sharing of project URLs and reflections via Twitter and the #SOTELNZ hashtag (5 min) END References   Cochrane, T. (2016). Mobile VR in Education: From the Fringe to the Mainstream. International Journal of Mobile and Blended Learning (IJMBL), 8(4), 45-61. doi:10.4018/IJMBL.2016100104 Daniel, E. (2018, 21 August 2018). Gartner hype cycle 2018: Mixed reality to overtake VR and AR. Retrieved from https://www.verdict.co.uk/gartner-hype-cycle-2018-mixed-reality/ Sissons, H., & Cochrane, T. (2019a, 22 November). Immersive Journalism: Playing with Virtual Reality. Paper presented at the AUT Teaching and Learning Conference: Authentic Assessment - Time to Get Real?, Auckland University of Technology. Sissons, H., & Cochrane, T. (2019b). Newsroom Production: XRJournalism Workshop. Retrieved from https://tinyurl.com/XRJournalism


Author(s):  
Nikolas Roß ◽  
Robert Kuska ◽  
Iris Rieth ◽  
Sulamith Frerich

In mechanical engineering, students pass several seminars aiming at selfconducted experiments and trials. In the ELLI project (Excellent Teaching and Learning in Engineering Science), different virtual and remote laboratories have been installed within the three engineering departments at the Ruhr-University Bochum. The preparation in a classic experiment is usually done with a classic paper print scriptum. This is not suitable for a virtual or remote laboratory, since, amongst others, no supervision is provided. Due to that, a classic scriptum has been transferred in a digital scriptum based on the Open Source software “Adapt Learning” and has been extended by various implemented digital items. This contribution is discussing preliminary student experiences and identified prospective improvements. It turns out that the digital scriptum is suitable for the preparation of virtual and remote laboratories but can be an excellent alternative to the classic printout scriptum in a student experiment in a hands on laboratory as well.


2000 ◽  
Vol 632 ◽  
Author(s):  
Stacy H. Gleixner

ABSTRACTThe Edible Microchip is a hands on workshop where participants fabricate on wafer (sugar wafers, that is) transistors. The transistors may not have cutting edge gate lengths. They may not have the industry standard for oxide thickness. Technically, they won't even work. However, they will be the tastiest microchips ever made, guaranteed!The “fabrication” of the edible microchip will be used to step through semiconductor manufacturing using the medium of decorating cookies to explain each process step. The main steps that are covered in the demonstration are doping, deposition, and photolithography. By actively replicating these steps on cookies, the participants gain a good overview of the semiconductor process sequence regardless of their technical background.The scope of technical information in the Edible Microchip program can be tailored for a range of ages and technical backgrounds. It can be used as a materials engineering recruitment tool for grades 6–12 audiences and lower division college students. The workshop can also be used to give an educational and entertaining introduction to semiconductor manufacturing for engineering students of varying disciplines.


2017 ◽  
Vol 1 (S1) ◽  
pp. 11-11
Author(s):  
Rebecca Namenek Brouwer ◽  
Rebbecca Moen ◽  
Iain Sanderson ◽  
Ebony Boulware ◽  
Johanna O’Dell ◽  
...  

OBJECTIVES/SPECIFIC AIMS: Describe (1) the features of the first release of Duke’s myRESEARCHhome portal for researchers, and 2) the methods and results of adoption strategies METHODS/STUDY POPULATION: Through methods described previously (cite ACTS poster, 2016), the myRESEARCHhome portal team conducted a needs assessment to determine priorities for inclusion in the tool. Based on results of that assessment, the “minimal viable product” launched in June 2016 included the following features, organized into 9 distinct widgets: Access to all web-based research applications; ability to find and request research services; at-a-glance view of financial, protocol, and salary distribution information; access to financial and personnel reports; access to status of agreements and patents; access to CTSA-supported navigation services; visibility into required training and expiration dates; listing of announcements relevant to researchers; customized links area; ability to customize portal. The portal was developed using Ruby on Rails™, with a REACT grid framework. The development team, internal to Duke University, followed industry-standard best practices for development. After the initial release, the team employed several strategies to ensure awareness and adoption. Although written communications were an important factor for awareness, the presentations and hands-on studios proved most important. RESULTS/ANTICIPATED RESULTS: Use of the portal was directly related to in-person outreach efforts. There were small spikes after written communications, but strategies such as presentations, hands-on demonstrations, training sessions, and faculty meetings garnered the steadiest adoption rates. As of early January, 2017, almost 3000 users have interacted with the portal, with numbers rising steadily. There are an estimated 10,000+ faculty, staff, and trainees engaged in research at Duke. DISCUSSION/SIGNIFICANCE OF IMPACT: To maintain high adoption rates with the research community, engagement strategies must be ongoing. In addition to frequent in-person demonstrations, updates via written communications, and attendance at events, the portal team will employ a key adopt strategy—engaging the researchers in ongoing needs assessments. By maintaining the portal’s relevance to the needs of the research community, the tool can better improve the efficiency of research at a large academic medical center.


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