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Digital media is a talent-shortage major under current development stage and has been included into the badly-needed talents list. Colleges and universities of various regions have been actively establishing and improving the major and clearing that practical talent cultivating is the key to the development of digital media major during innovation process. This paper studies the innovative development...
Ideological and political education at higher-education institutions (HEIs) face new challenges. To cope with the development requirements of the contemporary era, it is of vital practical significance to introduce the “cooperative education” concept into the ideological and political education at HEIs and establish “cooperative education” mechanisms. These moves are expected to help resolve the conspicuous...
In this study, we use a new proposed teaching framework to develop the Hamiltonian circuit learning games for the 7–9 grade high-school students. The framework is for enhancing learners' activities with learning reflxiveness. The design of these games is based on this framework to achieve the targeted learning outcomes. In recent years, the game-based learning is a very popular research topic. The...
Millennials are arriving to university sometimes uncomfortable with the methods of some courses. Ideas that worked with previous generations of students begin to fail when digital natives receive paper and pencil as tools. Courses must update from old paper-based methods to hands-on and computerized versions. The present work discusses about this update and comments on one implementation in the course...
An Android-based eModule app has been designed and developed for science, technology, engineering, and mathematics (STEM) education. The eModule consists of: (1) an Android demonstration of echolocation; (2) a set of notes describing the functionality of the app, the basics of echolocation, and its application to advanced signal processing systems such as RADAR, LIDAR, and SONAR; (3) quizzes to test...
Today there is a global need for engineers who are “DSP literate.” An obvious solution for supplying this need is to educate the next generation of DSP engineers. To do this, several powerful and highly versatile options are available. Real-time or quasi-real-time systems can be implemented using, for example, microprocessors, FPGAs, dedicated DSP hardware, general-purpose processors, graphical processing...
The World Wide Web is a place where people can shop, read articles, search for information of all kinds. Like other activities that are carried out by people offline, browsing the Web involves very complex cognitive processes. According to the Cognitive Load Theory, the human cognitive capacity is limited to processing a few pieces of information at a given time, because the cognitive resources available...
The demonstration employs mainstream apps and settings on mobile devices to teach photography to participants who are blind, visually impaired and sighted. The demonstration uses principles of universal design for learning. Participants bring their own devices: iOS and Android.
A workshop using iPads to train photographers who are blind, visually impaired and sighted is evaluated using grounded theory / methodology and a model of inclusive technical capital. It is hypothesized that all participants find iPad apps accessible. It is found that iPads and apps are generally good introductory tools, but experienced participants who are blind and visually impaired prefer specialized...
As technology becomes a larger part of everyday life, it becomes increasingly more important for CS and CIT students to learn about cyber security during their education. While many cyber security oriented courses exist, it is also necessary that students must be able to work and learn in an environment that resembles a real world context. To address this problem it has become common to adapt cyber...
This case study is about the introduction of computer science to girls in an all-girl environment. Due to the lack of women in technology, many efforts are being made to expose girls to computer programming at an early age. Code camp organizers are using the all-girl model to help put participants more at ease and boost their computing confidence. High computer self-efficacy leads to studying computer...
Incorporating hardware such as circuits with elements like sensors and actuators into online education platforms presents significant challenges, particularly when the learner and educator are not in the same location as one another. Open-ended design questions, can increase the challenges associated with assessment further still. In the past two years, we have been experimenting with ways to integrate...
Given the high drop-out rates of students from colleges in USA, including STEM fields, there is a national imperative to address this issue with all possible means. Universities are pushed towards providing students with personalized attention and timely academic feedback. At the same time, intrinsic student motivation also plays an enormous role in success. It is important for educators to present...
This paper describes the work in progress for education in Electric Power, Control and Energy Systems (EPCES) at undergraduate and graduate levels, initially commencing in high schools. Further, the paper describes a methodology to build a robust pipeline of high school students who go on to choose electric power/control/energy as a field of study as undergraduates. This paper describes the graduate...
STEM outreach continues to grow and be an effective means to inspire young minds. Finding optimal paths and methods to reach these students continues to be a focus for educators and researchers. As with any system, there is a complex network of influencing factors and stakeholders that ensure the system operates effectively. This paper examines methods to utilize stakeholders outside of the typical...
The Common Core standards recommend an integration of nonfiction literature into the K-12 curriculum. Anecdotal evidence, however, indicates that students are not receptive to reading nonfiction or informational material. Therefore, the first objective of this project is to examine the extent to which K-12 students, divided across gender, grade level, and school type prefer reading fiction over nonfiction...
STEAM-based courses are increasingly becoming popular in introductory programming courses but not many of these efforts focus on non-major undergraduate students and less is known about its effectiveness with career-bound students at the collegiate level. This paper describes our results and the lessons learned in teaching and implementing an EarSketch based introductory programming course for non-majors...
Students of the iSTEM Club at Bridgewater-Raritan High School started the Digital Literacy project in the village of Paushi, West Bengal back in the summer of 2013. Two phases of the project have since been completed, one in 2013 and one in 2014. The first phase consisted of setting up one desktop system and one printer, which were used to teach the children of the village how to use computers. In...
Comprehensive curriculum is essential for overalldevelopment of professionals. Like other countries, in Indiatoo the engineering educators have a task of insistingattainment of graduate attributes to suit the global needs. Teaching engineering courses help us to attain the programoutcomes [1]. However, real challenge lies in efficientattainment of ethical principles and effective functioning ofprofessionals...
This paper concerns an experiment that attempts to understand the impact the physical and virtual environment can have on human emotions. To do this four blended learning workshops are held covering different amounts of technology enhanced learning based on the blended learning continuum. In each workshop there are two of the same participants – one who is autistic and one who is empathic – and then...
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