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The design of online learning environments is the blueprint of its construction, and it is also the key factor that affects the learning results. But current design is often based on traditional instructional design theory, ignoring the particularity of online context, there was hardly any specific theory to direct online learning environments design. Under traditional design concept, all the environments...
We present a robust and generic framework for web-scale distributed e-Science Artificial Intelligence search. Our validation approach is to distribute constraint satisfaction problems that require perfect accuracy to 10, 12 and 15 digits. By checking solutions obtained using the framework against known results, we can ensure that no errors, duplications nor omissions are introduced. Unlike other approaches,...
Biometric measurements are now often routinely adopted as a robust means of determining individual identity. Such an approach is clearly beneficial in a variety of scenarios, including those relating to medical environments. In the medical context, however, the use of biometric data can potentially offer other valuable opportunities for harnessing the power of biometrics which have a more direct bearing...
As personalization technologies are widely used, preference extraction is becoming important. In this work, we propose a preference extraction method on the basis of applications that are installed on a user's smart device. In this method, keywords are extracted from descriptions of the installed applications on an application market. Then, each keyword is scored by three scoring criteria: degree...
In the past, fingerprinting algorithms have been suggested as a practical and cost-effective means for deploying localisation services. Previous research, however, often assumes an (idealised) laboratory environment rather than a realistic set-up. In our work we analyse challenges occurring from a university environment which is characterised by hundreds of access points deployed and by heterogeneous...
In recent years, engineering education has been increasingly emphasizing teamwork to solve "real world" problems. However, teamwork as an educational tool has been called into question. Our study seeks to understand how team discourse constructs a unique team culture, established in the early stages of the teaming process. We investigated four co-ed teams of first-year engineering students...
This paper illustrates the spaces, tribes and experiences within the Maker community. Using a theoretical framework of learning ecology and communities of practice, we illustrate and provide the context of Making, Maker Faires and Mini-Maker Faires, and Makers' experiences. We contribute a proposed taxonomy by which makerspaces can be categorized. We begin to compare Makers in our Southwest region...
In a context of global industrialization, the engineers have to be not only competent and technically well-prepared but also show effective communication in other languages, preferably English, and intercultural skills. For an engineering degree to be competitive, their academic curriculum has to be designed taking into account this fact. This paper describes the Engineering International Programs...
Virtual Reality (VR) systems are a trend in the educational field. We can observe in academic literature that VR applications are widely adopted as Three-Dimensional Virtual Learning Environments (3D VLEs) in different fields of knowledge. However, one of the discussions highlighted in this context refers to the contribution that these environments really offer for student knowledge acquisition. In...
The acquisition of knowledge is no longer enough to succeed in a society characterized by a constant change and high levels of uncertainty. Accordingly, universities have increasingly emphasized skills and competencies as central elements of students' development. However, the assessment of these competencies is not an easy task. The availability of data that learners generate in educational application...
In self-regulated learning, evaluation is a complex task of the teaching process, but even more if students have social media that allow them to build their personal learning environment in different ways. In these kind of virtual environments a large amount of data that needs to be assessed by teachers is generated, and therefore they require tools that facilitate the assessment task. In this paper,...
Engineering for Humanity, an interdisciplinary engineering design and anthropology course at Olin College of Engineering, is a semester-long service-learning partnership between the college and nearby Councils on Aging. This paper examines the effects of this service learning on our students and their partners. Our research suggests that this experience has positively impacted students' and elder...
In this paper, we describe and analyze how design research methodology has been implemented in one research project in engineering education. In a first part, we describe the research project in engineering education, we explain why we decided to apply the design-based methodology and how we did it. In a second part, we consider the methodology itself, and in the particular context of the study. First,...
A significant proportion of e-Learning resources for engineering and computing education appear to be exclusively in English, requiring many learners to adapt themselves to learning within an English language context. Adaptive learning has a role to play in minimizing this adjustment and strengthening the learning. This research plans to understand learning needs, and take a Content and Language Integrated...
In this paper we discuss the construction of Martha Madison: Marvelous Machines, a serious video game designed to help students learn about the use of simple machines in the everyday world. Game participants are introduced to real-world, meaningful tasks that must be solved through the placement and manipulation of simple machines. The game provides in-game scaffolding and is played collaboratively...
Community engagement is a pedagogy that integrates engagement with a community, local or global, with academic content. In engineering and computer science the engagement is often the design, delivery and support of projects for NGO's, human service agencies, educational institutions and governmental agencies. Community engagement has been supported in the literature for enhancing learning and motivation...
This paper presents an exploratory case study of the interest and participation in teaching, teaching related activities, and research on education among students and alumni at Celadon College, a small engineering school focused on education reform. Prompted by a lack of qualified STEM educators in the United States, this study investigates how to increase interest in education as a career path among...
This article proposes a new conceptual framework that describes the complex interactions between learners' environment and the conscious information processing required to enable them to learn more effectively. The framework takes into account recent developments from neuroscience, which suggest that to improve their comprehension, learners may have to preprocess incoming information into a format...
Critical thinking is one of the key competencies listed by OECD (Organisation for Economic Co-operation and Development) [1], a central European Community organization, and is also mentioned as a learning outcome for higher education by international organizations, such as ABET, ACM, and IEEE, as well as in numerous national and university legislations regarding higher education degrees. The ability...
Early analysis does not support a link between students' motivation levels and their survey participation rates, suggesting that repeated sampling throughout a semester may be more capable of documenting a representative cross-section of student experiences than we originally expected.
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