Dario Assante, E. Romano, M. Flamini, M. Castro, S. Martín, S. Lavirotte, G. Rey, M. Leisenberg, Marco Oreste Migliori, Irma Bagdoniene, R. T. Gallo, Alcino Pascoal, M. Spatafora
{"title":"Internet of Things education: Labor market training needs and national policies","authors":"Dario Assante, E. Romano, M. Flamini, M. Castro, S. Martín, S. Lavirotte, G. Rey, M. Leisenberg, Marco Oreste Migliori, Irma Bagdoniene, R. T. Gallo, Alcino Pascoal, M. Spatafora","doi":"10.1109/EDUCON.2018.8363459","DOIUrl":"https://doi.org/10.1109/EDUCON.2018.8363459","url":null,"abstract":"Small and medium sized enterprises (SMEs) are a pillar of European economy. Nowadays the acquisition of new e-competences is essential to follow the digital transformation for the society and the market, and to keep an adequate level of competitiveness. Internet of Things (IoT) are producing a relevant impact in several economic sectors (industry, transportations, energy, agriculture, home automation, etc.). This technology has a high potential in terms of new business opportunities and new job positions. Several national and European policies have been set-up to train the EU companies to the adoption and diffusion of the IoT technologies. This is also the main aim of the European project IoT4SMEs. In this paper, we describe the early activity of the project, focused on an assessment of the labour market training needs related to the IoT technologies.","PeriodicalId":102826,"journal":{"name":"2018 IEEE Global Engineering Education Conference (EDUCON)","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121029943","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A. Mavroudi, M. Divitini, Francesco Gianni, Simone Mora, Dag R. Kvittem
{"title":"Designing IoT applications in lower secondary schools","authors":"A. Mavroudi, M. Divitini, Francesco Gianni, Simone Mora, Dag R. Kvittem","doi":"10.1109/EDUCON.2018.8363355","DOIUrl":"https://doi.org/10.1109/EDUCON.2018.8363355","url":null,"abstract":"The paper reports on a case study where four groups of lower secondary school students participated in a workshop and undertook the demanding role of designers of Internet of Things applications. In doing that, they made use of a dedicated inventor toolkit, which facilitated students' creative solutions to problems that can appear in the context of a smart city. From a pedagogical point of view, the workshop format is in line with the experiential learning approach. The paper presents a holistic student assessment methodology for this nice domain. In particular, to analyse the impact of the workshop for the students we used four different approaches: artefacts analysis of students' design solutions, classroom observations, a post-test and a survey. The results indicate that the intervention has promoted an effective teaching methodology for the basic conceptual and design aspects of the IoT for these lower secondary school students, but it hasn't addressed equally effectively the attitude-related aspects. Nonetheless, the participant students perceived the intervention as very satisfactory in terms of the IoT concept knowledge, smart cities learning, and problem-solving skills acquired, as well as in terms of enjoyment. The paper concludes on the learning gains of the intervention and discusses the motivation aspect for the teacher as well as for the students in this highly innovative learning experience.","PeriodicalId":102826,"journal":{"name":"2018 IEEE Global Engineering Education Conference (EDUCON)","volume":"144 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124894663","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The impact of video clips on teaching in technical study programs — learning faster or learning desaster? An approach from the perspective of a \"manufacturing technology\" module","authors":"Damian Groskreutz, D. Logofătu, Anna Schott","doi":"10.1109/EDUCON.2018.8363214","DOIUrl":"https://doi.org/10.1109/EDUCON.2018.8363214","url":null,"abstract":"Video-sharing websites like YouTube are very popular, their usage can particularly be seen by younger people, the so called \"Digital Natives\". For example, about a billion of people visits YouTube every month and about a billion of hours is spent daily to watch videos there. In principle this enthusiasm for videos offers the opportunity to use them as a didactical tool. But even though the medium is available since decades, the usage of videos in didactics is still an expandable field and scientific publications are drawing a very complex scheme on this topic. Quantitative findings of the effect in teaching are very rare. Therefore, a team at the Frankfurt University of Applied Sciences carried out a project to analyze the situation and define strategies for the own needs focusing on the engineering subject of study \"manufacturing technology\". Based on literature and own considerations, a questionnaire was designed asking for preferences in learning media comparing chalkboard, power point and video based lectures. In parallel around 900 written examinations were analyzed over a period of 7 years. The analysis compared examination results on topics taught by video clips to results on topics taught in power point and chalkboard lectures. The concrete results did not show a significant advantage by video teaching, but gave interesting hints for follow-up projects. Regarding the different didactic tools, a clear preference could be found for video based lectures. Notable was that female students tended slightly to the chalkboard lectures.","PeriodicalId":102826,"journal":{"name":"2018 IEEE Global Engineering Education Conference (EDUCON)","volume":"229 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123256755","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Igor Matias, Nuno Pombo, N. Garcia, D. Lamas, V. Tomberg
{"title":"Scaffolding students on connecting STEM and interaction design: Case study in Tallinn University Summer School","authors":"Igor Matias, Nuno Pombo, N. Garcia, D. Lamas, V. Tomberg","doi":"10.1109/EDUCON.2018.8363336","DOIUrl":"https://doi.org/10.1109/EDUCON.2018.8363336","url":null,"abstract":"Fusion multidisciplinary subjects in order to present a unique and complementary perspective may enhance and extend the knowledge acquisition, and consequently, the student experience. In this paper we report a case study on methodology, which interlinks various subjects creating and engaging learning process by combining Science, Technology, Engineering and Mathematics (STEM) and Design. In line with this, an Experimental Interaction Design summer course was designed and implemented based on a multi-cultural, defiant and creative environment in order to provide an effective learning on solving the real-world challenges. Twelve students were involved in this initiative, which resulted in the development of several projects such as a pets' tracking and behavior analysis, a smart home for elderlies, and a medication reminder device, in which design, prototyping, usability evaluation and programming concepts were combined. In this report, we focus on the study design with the aim to provide scaffolding for multidisciplinary teams of students in design-based projects that require STEM competences.","PeriodicalId":102826,"journal":{"name":"2018 IEEE Global Engineering Education Conference (EDUCON)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125283453","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Augmenting educational videos with interactive exercises and knowledge testing games","authors":"A. Kleftodimos, Georgios Evangelidis","doi":"10.1109/EDUCON.2018.8363322","DOIUrl":"https://doi.org/10.1109/EDUCON.2018.8363322","url":null,"abstract":"The use of online videos is a common practice today in education and this is evident from the abundance of free online courses that are delivered by universities, educational organizations as well as individual professionals. In most cases, the videos that exist in educational platforms are linear without any scope for interactivity and in cases where there is interactivity this is mainly restricted to in-video quizzes. The aim of this paper is to present ways for going beyond the standard invideo quizzes by augmenting videos with various interactive exercises and games that test learners' knowledge. Furthermore, the paper presents a learning environment built using the concepts explained as well as how this environment was used and evaluated in educational settings. The outcome of the evaluation showed that learners attained positive opinions regarding the interactive environment features and its effectiveness in learning.","PeriodicalId":102826,"journal":{"name":"2018 IEEE Global Engineering Education Conference (EDUCON)","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125383084","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Student perceptions of the use of project-based learning in civil engineering courses","authors":"T. El-Maaddawy, Hilal El-Hassan, Hamad Al Jassmi","doi":"10.1109/EDUCON.2018.8363235","DOIUrl":"https://doi.org/10.1109/EDUCON.2018.8363235","url":null,"abstract":"Project-based learning (PBL) is a student-centered approach in which students learn by solving real-life problems in a teamwork environment. Little is known about how students in different academic levels perceive the effectiveness of PBL approach. This study aims to compare and analyze students' perceptions of the use of PBL in different undergraduate- and graduate-level civil engineering courses. Students' perceptions of the effectiveness of the partial use of PBL in civil engineering courses to improve their understanding of course topics and develop their life skills were collected through a questionnaire distributed at the end of the semester. Data was collected from 104 students enrolled in five different undergraduate and graduate civil engineering courses. Results showed that students of the junior-level course held more positive attitude towards collaboration and teamwork rather than students of senior-level or graduate-level courses. The mean scores of the survey questions related to teamwork, collaboration, and communication skills tended to decrease with an increase in the course level. Junior-level students exhibited the highest degree of satisfaction in response to the survey question related to the degree of enjoyment when working in groups. Due to the difficulty in scheduling meetings, ineffective communications were noted by graduate students. They recorded the lowest mean scores for the survey questions related to teamwork/collaboration skills and degree of enjoyment when working in groups. Survey results indicated, however, that PBL was more effective in improving understanding of course topics, self-regulation and self-learning skills of the graduate students rather than undergraduate students.","PeriodicalId":102826,"journal":{"name":"2018 IEEE Global Engineering Education Conference (EDUCON)","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126765125","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Smart schoolhouse — designing IoT study kits for project-based learning in STEM subjects","authors":"M. Kusmin, Merike Saar, M. Laanpere","doi":"10.1109/EDUCON.2018.8363412","DOIUrl":"https://doi.org/10.1109/EDUCON.2018.8363412","url":null,"abstract":"STEM (Science, Technology, Engineering and Math) subjects are of critical importance to students but too few students are genuinely interested in them. There is also a common belief that STEM education is complicated and not suitable for girls, which makes it a source of fear. This article introduces STEM education in Estonia, outlines some bottlenecks, and describes the activities we plan to implement in order to raise the awareness of teachers about teaching STEM subjects and to offer students the opportunity to apply their knowledge of different subjects to solve everyday problems through practical activities, integrating IoT opportunities in their learning process. We will present an overview of the project, involving 8 basic schools and 10 upper secondary schools, with nearly 3,100 students involved (from grades 6, 9 and 10–12).","PeriodicalId":102826,"journal":{"name":"2018 IEEE Global Engineering Education Conference (EDUCON)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122414962","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mohammad Khalil, Jacqueline Wong, B. D. Koning, Martin Ebner, F. Paas
{"title":"Gamification in MOOCs: A review of the state of the art","authors":"Mohammad Khalil, Jacqueline Wong, B. D. Koning, Martin Ebner, F. Paas","doi":"10.1109/EDUCON.2018.8363430","DOIUrl":"https://doi.org/10.1109/EDUCON.2018.8363430","url":null,"abstract":"A Massive Open Online Course (MOOC) is a type of online learning environment that has the potential to increase students' access to education. However, the low completion rates in MOOCs suggest that student engagement and progression in the courses are problematic. Following the increasing adoption of gamification in education, it is possible that gamification can also be effectively adopted in MOOCs to enhance students' motivation and increase completion rates. Yet at present, the extent to which gamification has been examined in MOOCs is not known. Considering the myriad gamification elements that can be adopted in MOOCs (e.g., leaderboards and digital badges), this theoretical research study reviews scholarly publications examining gamification of MOOCs. The main purpose is to provide an overview of studies on gamification in MOOCs, types of research studies, theories applied, gamification elements implemented, methods of implementation, the overall impact of gamification in MOOCs, and the challenges faced by researchers and practitioners when implementing gamification in MOOCs. The results of the literature study indicate that research on gamification in MOOCs is in its early stages. While there are only a handful of empirical research studies, results of the experiments generally showed a positive relation between gamification and student motivation and engagement. It is concluded that there is a need for further studies using educational theories to account for the effects of employing gamification in MOOCs.","PeriodicalId":102826,"journal":{"name":"2018 IEEE Global Engineering Education Conference (EDUCON)","volume":"160 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122923729","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Development and assessment of computational thinking: A methodological proposal and a support tool","authors":"Alexis Daniel Fuentes Perez, G. Miranda","doi":"10.1109/EDUCON.2018.8363311","DOIUrl":"https://doi.org/10.1109/EDUCON.2018.8363311","url":null,"abstract":"The objective of this work is focused on the definition of a methodology for the development of computational thinking and the subsequent measurement of the development obtained in the students. The methodological proposal includes specific tasks or activities to develop computational thinking as well as tests that allow analyzing the extent to which computational thinking or skills related to problem solving have been developed in a scientific, specific, or even general or of practical application in situations of daily life. Once the methodological framework was defined, we proceeded to develop a computer tool that provides global support for the implementation of this methodology. The implemented platform has a simple and intuitive design that allows an easy use of it since it is aimed at pre-university students and teachers who necessarily do not have advanced knowledge of Computer Science. Finally, the platform automatically provides progress reports and course development, including statistical data by age or gender, among others.","PeriodicalId":102826,"journal":{"name":"2018 IEEE Global Engineering Education Conference (EDUCON)","volume":"116 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116726731","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Introducing storytelling to educational robotic activities","authors":"Julian M. Angel Fernandez, M. Vincze","doi":"10.1109/EDUCON.2018.8363286","DOIUrl":"https://doi.org/10.1109/EDUCON.2018.8363286","url":null,"abstract":"Creativity is a skill that has been recognized as one of the 21st century skills. Likewise robotics has been recognized as technology with several features to enthrall children and be used to teach a variety of topics (e.g. Mathematics and programming). This paper presents a study done to verify the impact of introducing a storytelling session in an activity with children from 6 to 18 years old in Austria. A total of 196 participants participated in the workshops, held in the campus of the university. Quantitative and qualitative data were collected and analyzed. The results showed that the most difficult task for old participants was the collaboration between groups created. Participants also did not mention the use of creativity during the design and implementation of the story. Instead participants referred to the work done with robots and technology. Moreover, participants think that working with robots is interesting and fun.","PeriodicalId":102826,"journal":{"name":"2018 IEEE Global Engineering Education Conference (EDUCON)","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129308160","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}