{"title":"Using Adaptive Learning Platform Data in a Flipped Classroom for Early Detection and Tutoring of Low-Performing Students","authors":"Autar Kaw, Ali Yalcin, Renee Clark","doi":"10.1002/cae.70007","DOIUrl":"https://doi.org/10.1002/cae.70007","url":null,"abstract":"<div>\u0000 \u0000 <p>This article explores the use of adaptive learning platform (ALP) data to conduct early identification and provide support to students who have a low-performance outcome (C or lower) in a numerical methods engineering course. The data from assigned ALP lessons for two semesters was used to create decision-tree models to identify students who would benefit from advising and tutoring support. In the following two semesters, low-performing students were identified early in the semester and provided with support, and their performance was compared to their peers. The best-performing prediction model achieved an accuracy of 85% in predicting low-performing students in the third week of the course. The support included weekly one-on-one tutoring and advising sessions. Although only 23% of the identified students accepted support, they scored one-third a letter grade better than those who did not. Additionally, students who received support were invited to participate in a focus group at the end of the semester. Positive outcomes reported included improved understanding of course material, higher academic performance, advice on learning strategies, and guidance on non-course-related topics like internships and employment. Although most students valued receiving personalized invitations, a few felt singled out as low-performing. Students acknowledged the significance of individualized support, gave advice on how to word the invitation emails, and made helpful suggestions for improving help sessions, particularly in terms of personalization and recognizing their heavy academic workload.</p>\u0000 </div>","PeriodicalId":50643,"journal":{"name":"Computer Applications in Engineering Education","volume":"33 2","pages":""},"PeriodicalIF":2.0,"publicationDate":"2025-02-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143404673","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pablo S. Rivadeneira, Jhon E. Candelo, Fredy Hoyos, Héctor A. Botero
{"title":"Didactic Strategy for Applied Learning of Control of State-Space Systems Through Low-Cost Electronic Modules","authors":"Pablo S. Rivadeneira, Jhon E. Candelo, Fredy Hoyos, Héctor A. Botero","doi":"10.1002/cae.70008","DOIUrl":"https://doi.org/10.1002/cae.70008","url":null,"abstract":"<div>\u0000 \u0000 <p>There is a growing need to apply advanced control techniques in industrial processes, and the state space provides modern tools for solving these requirements. Engineers and scientists must be prepared to offer solutions for the industry according to the advances, requiring proper knowledge acquired from their careers in Universities. However, courses in state-space control theory in some educational institutions lack the practical experience to implement the controllers designed by students and only use simulations to enhance the understanding of this theory. Therefore, this paper proposes a didactic strategy for applied control learning within the framework of the state-variable control course through individual, portable, and low-cost modules. The method is based on the building of two types of electronic modules that allow students to perform a self-practical laboratory. In addition, classroom action research is applied, considering a purposive sampling of students. The research also considers theoretical and practical interventions to explain to students the use of each electronic module and the requirements for performing the tests. An evaluation tool is designed to assess the knowledge of the students before and after the intervention. The results show how students improve their performance in control theory and achieve more advanced concepts of control implementation. The first test showed that of all students enrolled in the course, only 5% obtained good grades. After the first practical intervention, up to 49% of the students obtained good grades. The final practical intervention allowed more than 80% of the students to achieve high grades.</p>\u0000 </div>","PeriodicalId":50643,"journal":{"name":"Computer Applications in Engineering Education","volume":"33 2","pages":""},"PeriodicalIF":2.0,"publicationDate":"2025-02-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143389037","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Using Random Forest on Formative Assessments to Enhance the Quality of Teaching and Learning in Engineering Education","authors":"Sheng Chunyang, Zhong Maiying","doi":"10.1002/cae.70003","DOIUrl":"https://doi.org/10.1002/cae.70003","url":null,"abstract":"<div>\u0000 \u0000 <p>With the popularization of engineering education professional certification, the goal of engineering education is more and more oriented to students' comprehensive ability, which also makes formative assessments more important in the process of talent training. As for a course, not only the assessment results but also the learning process of students should be paid more attention. By setting up rich and colorful process learning tasks, students can better achieve the course objectives. However, for the development of process learning, two problems require more attention. One is how to evaluate students' enthusiasm and learning effect and give an effective early warning, and the other is to analyze the effect of different learning tasks on students' final achievement of learning goal. In this study, on the basis of process learning historical data, a student process data evaluation and analysis model based on random forest is established. The data coming from Superstar Learn Platform is the process learning data of more than 300 students in a University. The analysis results show that appropriate curriculum design, course assignments and chapter tests have a significant impact on promoting students to achieve the course objectives. Besides, the timeliness of students' completion also plays a significant role. This analysis model can help students correct their learning attitude, help teachers better understand students and adjust teaching plans.</p>\u0000 </div>","PeriodicalId":50643,"journal":{"name":"Computer Applications in Engineering Education","volume":"33 2","pages":""},"PeriodicalIF":2.0,"publicationDate":"2025-02-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143380031","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Silvia Arias-Herguedas, Alma Pisabarro-Marron, Carlos Vivaracho-Pascual, Alejandro Ortega-Arranz, Luis Ignacio Jiménez
{"title":"Studying the Effectiveness of Games as an Extracurricular Activity in a Higher Education Programming Course","authors":"Silvia Arias-Herguedas, Alma Pisabarro-Marron, Carlos Vivaracho-Pascual, Alejandro Ortega-Arranz, Luis Ignacio Jiménez","doi":"10.1002/cae.70000","DOIUrl":"https://doi.org/10.1002/cae.70000","url":null,"abstract":"<div>\u0000 \u0000 <p>Higher Education programming courses usually present high levels of student failure and drop-out rates. Given this context, the use of educational video games is proposed as a strategy to increase the students' motivation and engagement, thus helping diminish such rates. However, there is a lack of empirical studies examining such effects, especially when they are proposed outside the formal curriculum (i.e., extracurricular) and when the students are enrolled in different Higher Education bachelors. This paper presents a cross-sectional study following a between-subjects design with 315 students (168 assigned to the experimental condition, 147 to the control condition) enrolled in one of the following bachelors: B.S. in Computer Science (where programming is a core subject), and B.S. in Statistics (where it is not). The study spanned two consecutive academic years. The outcomes were evaluated through a pre-/post-test schema and comparison of final course results to measure the effect on learning (objective assessment) and a survey to get the students' perceptions (subjective assessment). In addition, the level of participation was analyzed and compared between bachelors, considering the optional nature of the activity. Results show statistically significant differences in learning outcomes between the students in the experimental condition and those in the control group, without clear differences between Bachelors (the results are positive for both). In the subjective assessment and participation, the results are also positive, but, in this case, statistically significant differences between bachelors have been observed. These positive outcomes suggest its potential applicability to other Higher Education and Engineering courses.</p>\u0000 </div>","PeriodicalId":50643,"journal":{"name":"Computer Applications in Engineering Education","volume":"33 2","pages":""},"PeriodicalIF":2.0,"publicationDate":"2025-02-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143110840","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Lei Ma, Zhaoxin Yan, Junjie Xiong, Yongzhi Huang, Junfu Zhang, Lian Zhang
{"title":"Experiment Teaching Design of Engine Casting Virtual Simulation Based on Unity3D","authors":"Lei Ma, Zhaoxin Yan, Junjie Xiong, Yongzhi Huang, Junfu Zhang, Lian Zhang","doi":"10.1002/cae.22818","DOIUrl":"https://doi.org/10.1002/cae.22818","url":null,"abstract":"<div>\u0000 \u0000 <p>The aim of this study is to better enable students to grasp the complex material science involved in engine casting, address various engineering challenges, gain precise control of the casting process, strengthen their practical skills, and enhance the effectiveness of teaching engine forging. Firstly, on the basis of real engine forging production, complete 3D modeling of each production line is carried out using the 3dsMax software. Then, the finished models are imported into the virtual simulation software Unity3D to arrange production layouts and perform interactive operations. Lastly, a user interface is designed for the built scene, and the software release is completed. Feedback from users indicates that the software designed in this project serves as a valuable reference and educational tool for students learning about engine casting and related knowledge. However, the complexity of the actual production process was simplified, and due to certain hardware and resource limitations, there remains a gap between the simulation and real production. Future updates and improvements to the software will be made using technical methods based on the feedback received.</p></div>","PeriodicalId":50643,"journal":{"name":"Computer Applications in Engineering Education","volume":"33 2","pages":""},"PeriodicalIF":2.0,"publicationDate":"2025-01-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143120602","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rosó Baltà-Salvador, Ismail El-Madafri, Enric Brasó-Vives, Marta Peña
{"title":"Empowering Engineering Students Through Artificial Intelligence (AI): Blended Human–AI Creative Ideation Processes With ChatGPT","authors":"Rosó Baltà-Salvador, Ismail El-Madafri, Enric Brasó-Vives, Marta Peña","doi":"10.1002/cae.22817","DOIUrl":"https://doi.org/10.1002/cae.22817","url":null,"abstract":"<p>The integration of artificial intelligence (AI) into education has the potential to revolutionize how students engage in academic activities and tasks. This research empirically analyses the influence of AI on creative ideation within educational settings to validate AI's role in enhancing human creativity since creative tasks, which inherently rely on human intuition, emotion and divergent thinking, may be stifled by systematic AI tools. The study explores whether ChatGPT can aid the creative process or inadvertently limit human creativity with a mixed-method approach consisting of a randomized controlled experiment with third-year engineering students in which a total of 728 ideas were obtained, along with a structured survey. The results revealed a predominantly positive perception towards AI-assisted ideation; nevertheless, concerns were raised about AI's influence on creativity and innovation. While no significant differences in ideation outcomes were observed between the groups that used AI and those that did not, significant differences emerged between students who had prior experience with ChatGPT and those who did not. Qualitative insights provided a nuanced view of student experiences on blended human–AI ideation processes, shedding light on its advantages and disadvantages in educational practices. This research also underscores critical considerations and potential risks associated with the adoption of AI, suggesting that while AI has a place in educational settings, its role should be carefully calibrated to support rather than stifle student creativity and innovation. From the findings, the study provides practical recommendations and best practices regarding the integration of AI tools in education.</p>","PeriodicalId":50643,"journal":{"name":"Computer Applications in Engineering Education","volume":"33 1","pages":""},"PeriodicalIF":2.0,"publicationDate":"2025-01-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/cae.22817","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143113607","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Unveiling the Role of GPT-4 in Solving LeetCode Programming Problems","authors":"Sarthak Vishnu, Sahil, Naman Garg","doi":"10.1002/cae.22815","DOIUrl":"https://doi.org/10.1002/cae.22815","url":null,"abstract":"<div>\u0000 \u0000 <p>The landscape of programming education is undergoing a transformative shift in the era of AI and machine learning. This research delves into the role of GPT-4, a state-of-the-art language model, in solving intermediate-level programming problems, focusing on the renowned LeetCode platform. For this, the work employs different programming problems from two LeetCode contests, providing a comprehensive evaluation of GPT-4's capabilities. The results reveal intriguing patterns in the model's behavior. Initial attempts, when provided with all inputs simultaneously, exhibit high accuracy, but subsequent attempts show consistent fluctuations, rarely surpassing the accuracy of the first attempt. Upon closer examination, a distinct pattern emerges in GPT-4's problem-solving approach, where the model iteratively refines its solutions, incorporating corrections in subsequent attempts. However, the lack of a historical context for past attempts raises questions about the model's attention span and its ability to rectify mistakes. Notably, GPT-4 consistently fails on the same test case with the same generated output, suggesting a potential limitation in addressing specific challenges. But, on leveraging human assistance to AI tools, the observations and patterns from the incorrect codes can be drawn and required adjustments to rectify the codes can be made. A direct result of this is observed in the increased success rate in problem-solving by students, rising from 68% in the moderate learning stage to 92% in the advanced learning stage. Hence, the presented work proposes a human-supervised methodology to leverage the AI-assisted code generation and employs that in improving the effectiveness of AI-assisted teaching–learning process.</p>\u0000 </div>","PeriodicalId":50643,"journal":{"name":"Computer Applications in Engineering Education","volume":"33 1","pages":""},"PeriodicalIF":2.0,"publicationDate":"2025-01-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143112204","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sibel Barın Özkan, A. Burak İnner, Metin Toz, Berke Ünlü
{"title":"Designing Human–Robot Interaction Algorithms for Developing Metacognitive Skills","authors":"Sibel Barın Özkan, A. Burak İnner, Metin Toz, Berke Ünlü","doi":"10.1002/cae.22816","DOIUrl":"https://doi.org/10.1002/cae.22816","url":null,"abstract":"<div>\u0000 \u0000 <p>In today's technology, robots are involved in all life aspects. Therefore, it is inconceivable that robots will not affect the field of education either. Robot simulators can help developers test and improve intelligent systems before putting them in natural environments. In this study, the use of robots in education has been discussed in relation to the development of metacognitive abilities. A simulation environment was prepared for testing and developing the methods that follow learning models in human–robot interaction. The simulation is about a humanoid robot making an engineering lesson plan. It has been tested on a group of academicians consisting of 64 (32 persons in the experimental group and 32 persons in the control group) persons working in Computer Engineering in the 2021–2022 academic year. The application process includes an 8-week course period. The data as the result of the test were collected from both groups using the MCQ-30 scale and from the experimental group by the metacognitive strategy questions after preparing the engineering lesson plans made by robot simulation. Evaluation of the data showed that the robot simulation was effective in the metacognition scores of the people in the experimental group, and the success level of the people in the control group did not change significantly, considering the results of the pretest and the posttest.</p></div>","PeriodicalId":50643,"journal":{"name":"Computer Applications in Engineering Education","volume":"33 1","pages":""},"PeriodicalIF":2.0,"publicationDate":"2024-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143121295","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Use of Generative Artificial Intelligence in Teaching and Learning: Engineering Instructors' Perspectives","authors":"Phiwe M. Simelane, Javeed Kittur","doi":"10.1002/cae.22813","DOIUrl":"https://doi.org/10.1002/cae.22813","url":null,"abstract":"<div>\u0000 \u0000 <p>Advancements in generative artificial intelligence, particularly ChatGPT, are increasingly influencing engineering education. Engineering instructors have noticed their students using this technology and are beginning to understand its effects on learning and teaching. While research has explored its impacts on general education, few qualitative studies examine engineering instructors' perspectives on how it affects both students and instructors. This qualitative study gathers engineering instructors' views on how ChatGPT affects and could affect their teaching and students' learning experiences. Engineering faculty were invited to participate in Zoom interviews. They were asked questions about their experiences with ChatGPT in their courses. The data collected were analyzed inductively to identify themes. Instructors likened ChatGPT's impact on education to the introduction of calculators, noting its potential to ease academic tasks. They highlighted its benefits in drafting, outlining, and correcting grammatical errors. However, concerns were raised about the quality of ChatGPT's output due to possible inaccuracies (hallucinations) and the risk of students over-relying on the technology, thus avoiding genuine learning. Instructors recommended that students use ChatGPT as a supplementary tool, verify the information it provides, and that instructors educate students on its limitations and proper use. The overall outlook on ChatGPT in engineering education is positive, with instructors open to its integration in the classroom. Despite growing research on ChatGPT and engineering education, further studies are needed to assess its effectiveness across different course levels. This would help institutions and professors implement ChatGPT appropriately in various subjects and levels.</p>\u0000 </div>","PeriodicalId":50643,"journal":{"name":"Computer Applications in Engineering Education","volume":"33 1","pages":""},"PeriodicalIF":2.0,"publicationDate":"2024-12-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143119642","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
José Joaquín González-Cortés, Domingo Cantero, Martín Ramírez
{"title":"Project-Based Learning in Bioprocess Engineering: MATLAB Software as a Tool for Industrial-Scale Bioreactor Design","authors":"José Joaquín González-Cortés, Domingo Cantero, Martín Ramírez","doi":"10.1002/cae.22811","DOIUrl":"https://doi.org/10.1002/cae.22811","url":null,"abstract":"<p>The project-based learning (PBL) methodology has proven to be a valuable pedagogical approach in engineering programs for decades. However, a significant gap remains in the application of such methodologies in the field of bioprocess engineering. This study addresses this gap by exploring the implementation and outcomes of innovative PBL methodology in the context of bioprocess engineering education. The educational innovation involved the study of a bioprocess at the industrial scale, which comprises the definition of the culture medium, the operational units of the process, the design of the bioreactor with the assistance of MATLAB software, and the performance of a techno-economic analysis. The results over eight academic years (441 students) demonstrated consistently high average grades in case studies (8.9 ± 0.3 out of 10), indicating successful student navigation of PBL challenges. The students’ positive feedback highlighted the satisfaction and effectiveness of the methodology in promoting collaboration, enhancing comprehension, and preparing students for real-world scenarios. Overall, this study provides valuable insights into the successful implementation of PBL in bioprocess engineering education, highlighting its potential for fostering active learning, practical skill development, and student engagement. These findings contribute to the growing body of literature on innovative pedagogical approaches in engineering education and underscore the importance of ongoing evaluation and refinement for enhancing student learning outcomes.</p>","PeriodicalId":50643,"journal":{"name":"Computer Applications in Engineering Education","volume":"33 1","pages":""},"PeriodicalIF":2.0,"publicationDate":"2024-12-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/cae.22811","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142860771","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}