E. Vilalta-Perdomo, Rosario Michel-Villarreal, G. Lakshmi, Chang Ge
{"title":"Challenge-Based Learning","authors":"E. Vilalta-Perdomo, Rosario Michel-Villarreal, G. Lakshmi, Chang Ge","doi":"10.4018/978-1-7998-2562-3.ch007","DOIUrl":"https://doi.org/10.4018/978-1-7998-2562-3.ch007","url":null,"abstract":"This chapter illustrates a research focused on how to effectively implement the challenge-based learning (CBL) approach in a higher education institution (HEI) in the UK. The challenge was linked to contemporary research conducted by a group of academics, which concerned how digital technologies can positively impact the local economy. The project was named ‘UoL4.0 Challenge', and it proved that designing and implementing CBL educational environments can increase students' propensity to work actively and proactively. The exercise also suggested that CBL may support students in the application of their academic skills and digital capabilities to support their communities. This study presents a description of the case and a reflection on lessons learned with an aim to provide guidelines for other educators and policymakers that are interested in implementing I4.0 educational initiatives at local or national levels. It is also suggested that CBL may play a fundamental role in implementing the triple-helix model of innovation.","PeriodicalId":275447,"journal":{"name":"Engineering Education Trends in the Digital Era","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-02-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128136716","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":"Use of Collaborative Technologies in Engineering Education","authors":"Hasan Çakır, Erhan Ünal","doi":"10.4018/978-1-7998-2562-3.ch006","DOIUrl":"https://doi.org/10.4018/978-1-7998-2562-3.ch006","url":null,"abstract":"The purpose of this chapter is to explain the collaborative problem-solving approach and collaborative technologies that help engineering students to establish and improve collaboration in their coursework. To this end, the theoretical background of collaboration in education and the importance of the learning environments are discussed. Possible effects of a constructivist learning environment on engineering students' educational output are explained. Following that, the collaborative problem-solving approach and collaborative technologies are presented. Then, the collaborative problem-solving method framework and how collaborative technologies can be used with this method in the learning environment of engineering education are explained in detail. Finally, recommendations about future work are presented.","PeriodicalId":275447,"journal":{"name":"Engineering Education Trends in the Digital Era","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132503432","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":"Educational Data Mining","authors":"Aslıhan Tüfekci, Esra Ayça Güzeldereli Yilmaz","doi":"10.4018/978-1-7998-2562-3.ch004","DOIUrl":"https://doi.org/10.4018/978-1-7998-2562-3.ch004","url":null,"abstract":"The education-training process and all activities related to it have the power to direct the future of societies. From this point of view, the process should be analyzed frequently in terms of input, output, and other process elements. Educational data mining is a multidisciplinary research area that develops methods and techniques for discovering data derived from various information systems used in education. It contributes to the understanding of the learning styles of learners and enables data-driven decision making to develop existing learning practices and learning materials. The number of academic and technical research on educational data mining is on the rise, and this has led to the need to systematically categorize the existing practices. This systematic mapping study was conducted to provide an overview of the current work on educational data mining and its results are based on 153 primary sources including journal papers, articles published in magazines, conference and symposium papers, theses, and others.","PeriodicalId":275447,"journal":{"name":"Engineering Education Trends in the Digital Era","volume":"894 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125516170","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":"Using Gamification and Serious Games to Design a New Curriculum","authors":"Kutay Tinç, M. Karadayı","doi":"10.4018/978-1-7998-2562-3.ch010","DOIUrl":"https://doi.org/10.4018/978-1-7998-2562-3.ch010","url":null,"abstract":"Using game elements in class to support the participation of students in learning or designing games that can help educators teach certain subjects more efficiently has been a popular topic in recent years. The former is a matter of gamification, which refers to the application of game elements to other activities so that the activity becomes more engaging or interesting. On the other hand, the latter is about designing a serious game, which can be defined as a game with an explicit and carefully thought out educational purpose. In this study, focused on merging the use of gamification and serious games for a specific engineering course, the authors discuss how the curriculum for this course should be designed so that both sides of the spectrum are facilitated. An application of this union is given with a survey showing the reaction of students to the gamified curricula integrated with a serious game.","PeriodicalId":275447,"journal":{"name":"Engineering Education Trends in the Digital Era","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123634901","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}