Advanced Technology-Assisted Problem Solving in Engineering Education - Advances in Educational Technologies and Instructional Design
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Augmented reality (AR) is a potential area of research for education, covering issues such as tracking and calibration, and realistic rendering of virtual objects. The ability to augment real world with virtual information has opened the possibility of using AR technology in areas such as education and training as well. In the domain of computer-aided learning (CAL), researchers have long been looking into enhancing the effectiveness of the teaching and learning process by providing cues that could assist learners to better comprehend the materials presented. Although a number of works were done looking into the effectiveness of learning-aided cues, none has really addressed this issue for AR-based learning solutions. This chapter discusses the design and model of an AR based software that uses visual cues to enhance the learning process and the outcome perception results of the cues.


In this chapter, the author presents the problems faced by educators and students in teaching and learning engineering courses. In general, teaching of engineering courses are relatively challenging due to the nature of the courses that are perceived as “difficult courses” by a number of students. This course is built upon the strong fundamental knowledge in physics and mathematics. This course requires the students to have a strong abstract thinking, reasoning, and problem-solving skills. Due to this problem, a further research study (a continuation from previous study) was embarked at the National Energy University, which is also known as Universiti Tenaga Nasional (UNITEN), Malaysia. Selected lecturers and students were randomly selected and interviewed to find the reasons for this problem.


The subject of spur gear design problem in mechanical engineering (ME) deserves significant attention since the subject relies heavily on the combination of complex mathematics formulas, graphs, and tables. Many students are facing difficulty in understanding the subject of spur gear design in Universiti Tenaga Nasional (UNITEN). Hence, a study was conducted to enhance the learning experience of UNITEN's ME students in the subject matter. In this research, the deterministic, divide, and conquer algorithms were employed to improve the problem-solving technique. The combination of these algorithms provided room for students to make assumption based on their input rather than having the computer to do all the calculation and as well as to break down the complicated problems into sub problems. Additionally, it was designed to examine the effectiveness of using computer-aided software to improve the learning experience and comparing it to the conventional approach.


Many learning methods have changed the way students learn. One method that is achieving much attention is augmented reality (AR). AR is a technology that blends simulated and real environment during the learning, interaction, and visualization process. As such, an AR ATAPS with a new interaction technique (touch-to-print) was designed, tested, and evaluated. The aim was to provide an improved user interface i.e. without having to use markers so as the learner could focus more on the visualization process. The AR ATAPS is capable of recognizing the 4BL mechanisms (based on Grashof's law and user input data) (i.e., drag-link, crank-rocker, double-rocker, and parallelogram linkage) and have been used in this study as an adjunct to traditional problem-solving method. The touch to print interaction technique, which is the main contribution of this research, has been useful to engage the user in the problem with a new interactive and learning experience as compared to the previous method (i.e., the use of markers to interact with a virtual object). The interaction technique method uses seven functions that are recognizable by the ATAPS (rotational, link colour change A, B, C, D, pause and voice command) for the user to touch the symbols on the paper and the system to model and analyze accordingly in real-time 3D environment. This study explores how far AR technology has come to support students in their learning and interest in using this technology. The objective of this chapter was to determine the usefulness of touch to print interaction user interface for an AR application. A hands-on practical lab was conducted with first year engineering students at UNITEN. The evaluation and effectiveness of the AR ATAPS as an alternative to textbooks and current software learning packages was examined by means of a single-institutional evaluation study using mainly statistical quantitative techniques and ANOVA analysis. The prospective study (total sample size = 30) at University Tenaga Nasional (UNITEN) validated aspects of AR ATAPS interaction technique and provided feedback on the interface design and its problem-solving method. The results of the study showed that most of the participants never been experienced with AR applications before, but the ideas of implementing AR as a simulation tool for learning the kinesthetic and dynamic subjects is well accepted with a very beneficial feedback. Based on the findings, it was found that there is a positive changing in terms of the visualizing and imagining of the four-bar linkage mechanisms (4BL) which led to a good understanding of this subject. Further development of AR applications in the learning environment is being discussed.


User interface (UI) design is the process of making interfaces in software or computerized devices with a focus on looks or style. Designers aim to create designs users will find easy to use and pleasurable. IU design typically refers to graphical user interfaces but also includes others, such as voice-controlled ones. In this chapter, the user interface design and the grounded learning theories are discussed. Next, the interaction styles and the types of interactions are discussed. The usability benchmark and the usability evaluation instruments are also discussed in this chapter.


This chapter reviewed the literature on the trends and paradigm shifts in engineering education. Through the literature, the problems in mechanical engineering specifically for the learning of mechanics dynamics were identified. The importance of information and communication technologies (ICT) and the application of computer-aided learning (CAL) in engineering education was discussed. In the last section of this chapter, the theory of learning styles associated with engineering education was studied.


In this chapter, the preferences of UNITEN students in using augmented reality technology user interface applications to solve selected engineering problems are compared. Cross sectional study design and Wilcoxon-Signed Rank Test approach were adopted to analyze the difference in the rankings of the engineering applications. Within a controlled environment, this research further applies “trials within the same session but with breaks between tasks,” an affirmed reliable method in measuring learnability that has been rarely explored by any related works locally. The results were captured through descriptive statistical analysis. The findings provided reliable evidences that multiple function user interface (MFIT) is more effective than the tangible user interface (TUI) for engineering students. Simultaneously, this research also presents evidences that MFIT is better than TUI in the engineering problem solving statistically.


In this chapter, the synthesis and analysis of four link bar (4BL) mechanisms problem, which is a well-known classical design problem, is discussed. However, limitations to the classical theory of this problem potentially limit its application to certain real-world problems by virtue of the small number of precision points and unspecified order. A prototype of the problem was designed and simulated for visualizing a four-bar link (4BL – simple movable closed chain linkage) mechanism engineering problem using MATLAB software. The aim is to facilitate the analysis, dynamic simulation of the four-bar mechanisms. First, a brief review of some of the current computer-aided learning software for four-bar mechanisms is presented. These software packages provide two-dimensional visualization and computational capabilities necessary to synthesize and analyze four-bar mechanisms. The chapter also reviews the kinematics of four-bar mechanisms as they pertain to their geometric modelling followed by the design approach of the graphical MATLAB simulation for 4BL mechanisms. A preliminary validation test using pre- and posttest questionnaires and focus group discussion with student participation in using the MATLAB simulation has facilitated in visualizing the engineering concepts of 4BL mechanism at UNITEN.


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