engineering education
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2022 ◽  
Vol 7 (1) ◽  
pp. 390-409
Author(s):  
Nadia Nur Afiqah Ismail ◽  
Tina Abdullah ◽  
Abdul Halim Abdul Raof

Background and Purpose: Education at higher institutions prepares graduates for the real world. To develop and maintain quality, the focus must not only be on what institutions can offer but also on the learning needs and styles of learners. Despite many studies on engineering learners’ learning styles, limited research has been conducted to compare the learning styles of Engineering and Engineering Education learners. This study was conducted to ascertain the learning style preferences of first-year undergraduates from both groups in a science and technology-driven university in Malaysia.   Methodology: This descriptive study consisted of 40 Engineering and 40 Engineering Education learners who attended an English language course at the university. Perceptual Learning Style Preference Questionnaire was adopted as the survey instrument. The data were analysed using self-scoring sheet and Statistical Package for the Social Sciences.   Findings: While both groups chose Kinaesthetic as a major learning style preference, the Engineering Education learners also chose Group, Tactile, and Auditory learning styles as their other major preferences. Both groups chose Visual and Individual as their minor preferences.   Contributions: The findings extend research demonstrating the significant role of specific disciplines in Engineering to determine the learning style preferences of learners. The findings also provide useful insights that suggest implications for practice and policy.   Keywords: Engineering, engineering education, English language, learning styles, teaching and learning.   Cite as: Ismail, N. N. A., Abdullah, T., & Abdul Raof, A. H. (2022). Insights into learning styles preference of engineering undergraduates: Implications for teaching and learning.  Journal of Nusantara Studies, 7(1) 390-409. http://dx.doi.org/10.24200/jonus.vol7iss1pp390-409


Electronics ◽  
2022 ◽  
Vol 11 (2) ◽  
pp. 230
Author(s):  
Martin Pajpach ◽  
Oto Haffner ◽  
Erik Kučera ◽  
Peter Drahoš

The main purposes of this paper are to offer a low-cost solution that can be used in engineering education and to address the challenges that Industry 4.0 brings with it. In recent years, there has been a great shortage of engineering experts, and therefore it is necessary to educate the next generation of experts, but the hardware and software tools needed for education are often expensive and access to them is sometimes difficult, but most importantly, they change and evolve rapidly. Therefore, the use of cheaper hardware and free software helps to create a reliable and suitable environment for the education of engineering experts. Based on the overview of related works dealing with low-cost teaching solutions, we present in this paper our own low-cost Education Kit, for which the price can be as low as approximately EUR 108 per kit, for teaching the basic skills of deep learning in quality-control tasks in inspection lines. The solution is based on Arduino, TensorFlow and Keras, a smartphone camera, and is assembled using LEGO kit. The results of the work serve as inspiration for educators and educational institutions.


Author(s):  
John Heywood ◽  
William Grimson ◽  
Jerry W. Gravander ◽  
Gregory Bassett ◽  
John Krupczak

2022 ◽  
Vol 30 (12) ◽  
pp. 111-132
Author(s):  
V. V. Kondratyev ◽  
M. F. Galikhanov ◽  
F. T. Shageeva ◽  
P. N. Osipov ◽  
L. V. Ovsienko

The article summarizes the results of the plenary session of the international network conference “Regional development: new challenges for engineering education – SYNERGY-2021”, held at Kazan National Research Technological University from October 19 to 20, 2021. The forum which brought together representatives of universities and industrial enterprises of Russia and abroad was devoted to the issue of training engineers for the petrochemical industry. Among the participants were representatives of international societies for engineering education, ten national research universities and seven supporting universities of PJSC Gazprom, state authorities and industrial enterprises of Tatarstan. It was possible to observe the work of the plenary session in real time via the Internet in all the supporting universities of Gazprom. The event was organized by the Ministry of Science and Higher Education of the Russian Federation, the International Society for Engineering Pedagogy (IGIP), the Association of Engineering Education of Russia (AIOR), as well as the Ministry of Industry and Trade of the Republic of Tatarstan and Kazan National Research Technological University. Gazprom PJSC became the general sponsor. In total, the conference gathered more than 450 participants (380 online and 85 in person) from 40 universities in Russia, the USA, Great Britain, Germany, Portugal, Finland, Poland, Kazakhstan, Belarus, Armenia, Latvia, and Estonia. Representatives of 7 industrial enterprises spoke, 77 reports were made.


2022 ◽  
Vol 18 (1) ◽  
pp. em2064
Author(s):  
Roberto Santiago Bellido García ◽  
Luis Gerardo Rejas Borjas ◽  
Alejandro Cruzata-Martínez ◽  
Merce Concepción Sotomayor Mancisidor

2022 ◽  
Author(s):  
Pengcheng Cao ◽  
James Strawson ◽  
Xuebin Zhu ◽  
Everbrook Zhou ◽  
Chase Lazar ◽  
...  

2022 ◽  
pp. 1473-1496
Author(s):  
Beatriz Marín

Software engineering courses traditionally mix theoretical aspects with practical ones that are later used in the development of projects. Teaching software engineering courses is not easy because in many cases the students lack motivation to exercise the topics prior to project development. This chapter presents the application of gamification on some topics of a software engineering course to engage students and increase their motivation. The authors argue that with the proper motivation, the students can better exercise the topics and obtain stronger knowledge. The authors have created five games to help in the learning process of the software engineering course. The games are related to risk management, BPMN modeling, Scrum process, design and inspection of class diagrams, and COSMIC functional size measurement. Gamification has been applied during four years in the software engineering course, resulting in an improved learning experience for the students. Finally, lessons learned are presented and discussed.


2022 ◽  
pp. 250-270
Author(s):  
Natascha van Hattum-Janssen ◽  
Anabela C. Alves ◽  
Sandra R. G. Fernandes

Project-based learning (PBL) is a challenging learning methodology, also for teachers, questioning common assumptions of teachers, like control over the classroom and reliance on expert knowledge. Most challenging is teamwork. Team teaching has been explored in many disciplinary areas, both in traditional as well as in PBL curricula. Teachers may feel uncomfortable with sharing knowledge and being assessed by students and peers. This chapter explores characteristics of team teaching in a PBL context through two consecutive literature reviews. The first seeks to characterise team teaching and its meaning to teachers, zooming in from team teaching in general to team teaching in a PBL context in engineering education. The second connects this characterization to the experiences of a specific PBL teaching team in an engineering context, resulting in insights in experiences at practitioners' level. The authors argue that successful team teaching is crucial for the success of PBL in engineering education and is important as an example for students to engage in collaboration.


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