Educating Engineers for Future Industrial Revolutions: Proceedings of the 23rd International Conference on Interactive Collaborative Learning ... in Intelligent Systems and Computing, 1328)
معرفی کتاب «Educating Engineers for Future Industrial Revolutions: Proceedings of the 23rd International Conference on Interactive Collaborative Learning ... in Intelligent Systems and Computing, 1328)» نوشتهٔ Michael E. Auer (editor), Tiia Rüütmann (editor)، منتشرشده توسط نشر Springer International Publishing : Imprint: Springer در سال 2021. این کتاب در 2 صفحه، فرمت pdf، زبان انگلیسی ارائه شده است.
This book contains papers in the fields of collaborative learning, new learning models and applications, project-based learning, game-based education, educational virtual environments, computer-aided language learning (CALL) and teaching best practices. We are currently witnessing a significant transformation in the development of education and especially post-secondary education. To face these challenges, higher education has to find innovative ways to quickly respond to these new needs. There is also pressure by the new situation in regard to the Covid pandemic. These were the aims connected with the 23rd International Conference on Interactive Collaborative Learning (ICL2020), which was held online by University of Technology Tallinn, Estonia from 23 to 25 September 2020. Since its beginning in 1998, this conference is devoted to new approaches in learning with a focus on collaborative learning. Nowadays the ICL conferences are a forum of the exchange of relevant trends and research results as well as the presentation of practical experiences in Learning and Engineering Pedagogy. In this way, we try to bridge the gap between ‘pure’ scientific research and the everyday work of educators. Interested readership includes policymakers, academics, educators, researchers in pedagogy and learning theory, school teachers, learning industry, further and continuing education lecturers, etc. Preface Organization Committees General Chair ICL2020 Conference Chair International Chairs Honorary Advisors Technical Program Chair Workshop and Tutorial Chair Special Sessions Chair Publication Chair Awards Chairs Local Arrangement Chairs Senior Program Committee Members Program Committee Members Local Organizing Committee Members Contents Collaborative Learning Cross-Disciplinary Remote Course for Mixed Group of Students and Professionals Abstract 1 Introduction 2 Remote Collaborative Learning 3 Course Design 4 Expected Results 5 Concluding Discussions References Realization of Elite Education at Engineering Higher Education Institution Abstract 1 Context 2 Purpose or Goal 3 Approach 4 Results 5 Conclusions References Innovative Common Study Block Framework for Joined Collaborative Curriculums Development Abstract 1 Introduction 2 Research of Companies Requirements 3 Validation of Innovative Framework for Joined Collaborative Curriculums Development During the UniLog Project 4 Summary References Optimizing Experimental Science Learning Outcomes Through the Inquiry Based Method and Team Making Using a Sociometric Software Tool Abstract 1 Introduction 2 Rationale of the Research 3 Research Methodology 3.1 Research Purpose and Research Questions 3.2 Research Participants 3.3 Research Method and Research Tools 3.4 Research Process 4 Data Analysis Methods 5 Results 6 Discussion References The Lessons of Forced Distance Learning: Software Engineering Approach in the Gap of Generations of Educational Software Abstract 1 Introduction 2 Overview 2.1 Historical Overview of Educational Software Generations 2.2 COVID-19 Impact on Usage of Educational Software Generations 3 The World Distance Learning Infrastructure Readiness to COVID-19 4 The Software Engineering View 5 Lessons Learned 6 Conclusion Acknowledgement References The EPUM Platform: A Novel Collaboration Paradigm Abstract 1 Introduction 2 Related Work 2.1 Collaborative Blended Learning Approaches in Urban Form Studies 2.2 Collaborative ICT Platforms 3 Methodology 4 Technical Implementation 5 Evaluation 6 Conclusions and Future Work Acknowledgment References The MopBot Cleaning Robot – An EPS@ISEP 2020 Project 1 Introduction 2 Background 2.1 Related Solutions 2.2 Ethics 2.3 Marketing 2.4 Sustainability 3 Proposed Solution 3.1 Concept 3.2 Design 3.3 Simulation 4 Discussion 5 Conclusion 5.1 Project Outcomes 5.2 Personal Outcomes References Case Study in Experiential Learning - From Chaos to Order: Sensemaking with the Interactive Timeline Tool in Architecture and Civil Engineering Studies Abstract 1 Introduction 2 Theoretical Framework 3 Case Study 3.1 Approach 3.2 Developing the Interactive Timeline Tool 3.3 Digital Improvement 4 Discussion and Conclusions References Reflection Assignment as a Tool to Support Students’ Metacognitive Awareness in the Context of Computer-Supported Collaborative Learning Abstract 1 Introduction 2 Theoretical Framework 3 Research Design 3.1 Context of Data Collection 3.2 Empirical Data 3.3 Qualitative Content Analysis 4 Results and Discussion 4.1 Students’ Knowledge About Themselves as Collaborative Learners 4.2 Students’ Procedural Knowledge on Collaborative Learning Strategies 4.3 Students’ Conditional Knowledge on Collaborative Learning Strategies 4.4 Students’ Planning of Their Learning in the Context of CSCL 4.5 Students’ Evaluation of Their Learning in the Context of CSCL 5 Practical Implications 6 Conclusion References Smart Bicycle Probe – An EPS@ISEP 2020 Project 1 Introduction 2 Background 2.1 Related Products 2.2 Marketing 2.3 Ethics 2.4 Sustainability 3 Proposed Solution 3.1 Concept 3.2 Design 3.3 Application Development 3.4 Simulation and Tests 4 Discussion 5 Conclusion 5.1 Project Outcomes 5.2 Personal Outcomes References Using GitLab Interactions to Predict Student Success When Working as Part of a Team Abstract 1 Introduction 1.1 Overview 1.2 Research Questions 2 Data Summary 3 Data Exploration 4 Methods 4.1 Model Training Considerations 4.2 Model Evaluation 5 Discussion 5.1 Decision Trees 5.2 Random Forest 5.3 Extra Trees 5.4 Ada Boost 5.5 Gradient Boosting 6 Conclusion Acknowledgements References New Learning Models and Applications Screening Executive Functions of Preschool Children via a Web Application Abstract 1 Introduction 2 Method 2.1 Participants 2.2 Material and Procedure 2.3 Implementation 3 Results 4 Discussion 5 Conclusion References Project-Based Activities as Methodology for Developing Informational and Legal Competences in Future Engineers Abstract 1 Context 2 Purpose or Goal 3 Approach 4 Actual or Anticipated Outcomes 5 Conclusions/Recommendations/Summary References Teaching Project Risk Management in a BIM-Enabled Learning Environment Abstract 1 Introduction 1.1 Background 1.2 BIM-Enabled Learning Environment 1.3 Teaching Project Risk Management 1.4 Research Purpose and Paper Structure 2 Methodology 3 Findings 3.1 Case 1: Current Approach to Teaching Project Risk Management 3.2 Case 2: Proposed BLE Approach to Teaching Project Risk Management 4 Discussion 5 Conclusions Acknowledgement References STACK Assessment in Mathematics Classroom: Advantages and Disadvantages Abstract 1 Introduction 2 Approach 3 Actual Outcomes 4 Conclusion References Developing Intellectual Competence of Future Biotechnologists in the Process of Learning a Foreign Language Abstract 1 Context 2 Purpose 3 Approach 4 Actual or Anticipated Outcomes 5 Conclusions/Recommendations References Proposal for Laboratory Didactic at an Electrical Engineering Program: A Teaching-Learning Strategy for Laboratory Activities in Electrical Energy Conversion Applications Abstract 1 Introduction 2 Laboratory Didactics in Engineering Education 2.1 Definition and Types of Experiments in Engineering Education 2.2 Different Aspects About Laboratory Didactics in Engineering Education 3 Traditional Teaching-Learning Methodology 4 Proposed Teaching-Learning Methodology 5 Conclusion References Development of Cross-Domain Competences for Work 4.0 Abstract 1 Introduction 2 State of Art 3 Core for Cross-Domain Competences for Work 4.0 4 Conclusion References Fostering Natural and Data Science Skills of School Kids 1 Introduction 2 Theoretical Foundation 2.1 Inquiry-Based Learning 2.2 Data Science Process 2.3 Data Science Learning Model 3 Application and Learning Environment 3.1 Scenario and Procedure 3.2 Learning Environment 4 Evaluation 4.1 Participants and Procedure 4.2 Interest 4.3 User Experience and Usability 4.4 Usefulness 4.5 Activity Analysis 5 Conclusion and Outlook References Smart Instruction of EAP and ESP Reflecting Learner’s Motivation Type Abstract 1 Introduction 2 Theoretical Background 2.1 Communication in Foreign Languages 2.2 English for Academic and Specific Purposes 2.3 Smart Instruction 2.4 Motivation Types 3 Methodology 3.1 Process of Smart Instruction 3.2 Research Problem, Question and Objective 3.3 Hypotheses 3.4 Methods and Tools 3.5 Research Sample 4 Research Results 5 Discussion and Conclusion Acknowledgements References Metalinguistic Awareness in Technical Communication Abstract 1 Introduction 2 Method and Materials 3 Results and Discussion 4 Conclusion References Subtitled and Unsubtitled Movie and Listening Comprehension Abstract 1 Introduction 2 State of the Art 3 Research Design 3.1 Participants 3.2 Materials 4 Results and Discussion 4.1 Pre-test 4.2 Listening Comprehension Tests 4.3 Post-test 4.4 Tests 4.5 Wilcoxon with SPSS: Experimental Group 4.6 Wilcoxon with SPSS: Control Group 5 Conclusions References Technology for L1 Kichwa/L2 Spanish Speakers’ Vowel Sound Production of English as Their L3 Abstract 1 Introduction 2 State of the Art 2.1 Approaches in Pronunciation Improvement 2.2 Sound Production Among Languages 2.3 Technology and Language Learning 3 Methodology 3.1 Participants 3.2 Data Collection 4 Results 5 Discussion References Professional Development of Educators of General and Professional Education Systems in University Complex: Convergent Educational Environment Abstract 1 Introduction 1.1 Professional Development of Educators in Russia 1.2 Kazan National Research Technological University Experience 2 Convergent Approach for Professional Development of Educators 2.1 Professional Development Programs 3 Conclusion References QRing Specialties’ Mobile Course Elements to Support VET Learners’ Cognitive Level Abstract 1 Introduction 2 Rationale of the Research 3 Research Methodology 3.1 Research Purpose and Research Questions 3.2 Research Participants 3.3 Research Method and Research Tools 3.4 Research Process 4 Results 5 Discussion References Digital Transformation of Interdisciplinary Engineering Education 1 Introduction 2 Theory-Based Framework 3 Novel Theory-Based Teaching and Learning Concept 4 Project-Based Laboratory Experiment 4.1 DC Motor Control 4.2 AdvancedVisionCar (AVC) 5 Implementation and First Experiences 6 Conclusions and Future Work References Poster: Technological University Faculty Attitudes Towards Online Education Abstract 1 Introduction 2 Methodology 3 Results of Surveys on Faculty Attitudes Towards Online Education 4 Discussion Acknowledgment References Emergency Remote Learning During COVID-19: Socio-educational Impacts on Portuguese Students Abstract 1 Introduction 2 Background 2.1 Educational/Pedagogical Issues 2.2 Technological and Working Conditions 2.3 Social Issues 2.4 Family-Related Issues 2.5 Psychological Issues 2.6 Financial Issues 3 Methodology 4 Results 4.1 Demographics and Transition to ERL 4.2 ERL Impacts on Students’ Lives 5 Conclusion Acknowledgments References Cybertraining – A Development by Using a Holonic Control Structure 1 Introduction 2 Functional Integration of Information Technology in School 2.1 A Motivation of Cybernetic Treatment of the School 2.2 A Holonic Model of School 3 Training Group as a Holonic System 4 School – Structure of Holonic Control System 5 Outcomes and Interpretations 6 Concluding Remarks References E-inclusion Prediction Modelling in Blended Learning Courses Abstract 1 Introduction 2 Methodology 2.1 Data Acquisition 2.2 Data Pre-processing 2.3 Attribute Selection 2.4 Application of the Selected Algorithms to Create a Prediction Model 2.5 Evaluation Metrics 2.6 Evaluation Strategy 2.7 Data Balancing 3 Results and Discussion 3.1 Results in the Video Technology and Design Course 3.2 Results in Mobile Technologies Course 3.3 Results in the Robotics Course 4 Conclusions Acknowledgment References Project Based Learning Poster: Project-Based Learning in the Mathematics Course for First Year Students at a Technical University Abstract 1 Introduction 2 The Project Activities in TPU 2.1 Project Activity in the First Course 2.1.1 Derivative in Electrical Engineering 2.1.2 Application of Linear Algebra in Electric Power and Electrical Engineering 3 Some Results of Work on the Project Method 4 Statistical Analysis of the Results of a Pedagogical Experiment 5 Conclusion References Module Proposal in Mechanical Engineering Based on Project Based Learning Abstract 1 Introduction 2 PjBL in Engineering Education 2.1 PjBL Definition and Characteristics 2.2 PJBL in Chilean Context 3 A PjBL Proposal on Mechanical Engineering 3.1 Design of PjBL Module at University of Talca 3.2 Objectives and Knowledge 3.3 Types of Problems 3.4 Progression and Size 3.5 Academic Staff and Laboratories 3.6 Assessment and Evaluation 4 Students’ Perceptions of PjBL Initiative in Mechanical Engineering 4.1 Methodology 4.2 Population and Procedure 4.3 Characterization of the Sample 4.4 Results of Student’s Survey 5 Conclusion References Introducing Real-World Projects into a Chemical Technology Curricula Abstract 1 Introduction 2 Innovation and Project Management 2.1 Innovation in Chemical Technology 2.2 Project Management/Innovation Spine 3 Applied Projects for 3rd and 4th Year Students 3.1 Projects Addressing Community and Societal Problems for 3rd Year Students 3.2 Projects Addressing the Recycling of Mattresses Containing Polyurethane Foam 4 Student Feedback 5 Conclusions Acknowledgements References Poster: Practice of PBL Education in Collaboration with Printing Company Abstract 1 Introduction 2 Outline of Educational Practice 2.1 Engineering Design Process 2.2 Project Activities 3 Student Project 4 Survey of Educational Effects 5 Summary Acknowledgment References Poster: Project Based Learning Using Digital Storytelling: Educational Program for Students Before Learning Full-Scale PBL Practice Abstract 1 Introduction 2 Digital Storytelling Exercise 2.1 How to Make an Animation 2.2 Digital Storytelling Exercise with Stop Motion Animation 3 Questionnaire Survey After the Class 4 Conclusions References Good Practice of Using Project Education in Technical Subject Teaching Abstract 1 Introduction 2 Background of the Stated Problem 3 Teaching Risk Management Based on the Use of Project Education 4 Results 5 Discussion 6 Conclusion Acknowledgement References Poster: Lesson Effects of PBL Education Promoted the Use of AI Abstract 1 Introduction 2 Implementation Method 2.1 General 2.2 PD I 2.3 AI Basics 3 Results and Discussions 3.1 PD I 3.2 AI Basics 4 Conclusions References Developing Cross-Cultural Communicative Competence of University Students in the Globalized World Abstract 1 Introduction 2 Methods and Approaches 3 Progress of Work 4 Conclusion References Experience in an Application of Project-Based Learning to Teaching of Mechanical Engineering and Energy Technology Processes Control Abstract 1 Introduction 2 Using the PBL Method in the Study of Engineering Disciplines 2.1 Principles of PBL Methodology 2.2 Applying of PBL Method in Technical Courses 3 Practical Implementation 4 Results 5 Conclusion Acknowledgments References Game Based Education Polytech WebQuest as an Organization Form of Students Project Activities Abstract 1 Context 2 Purpose 3 Approach 3.1 WebQuest 3.2 Cloud Quest 3.3 Differences Between Cloud Quest and WebQuest 3.4 Difficulties in the Interpretation of the Results 4 Conclusions References sCool: Impact on Human-Computer Interface Improvements on Learner Experience in a Game-Based Learning Platform 1 Introduction 2 Related Work 3 sCool - Interface Improvements 3.1 Requirements 3.2 Implementation of Interface Optimizations 4 Evaluation 4.1 Setting and Instruments 4.2 Procedure 4.3 Participants 4.4 Results and Discussion 5 Conclusion References ``LimStorm'' – A Didactic Card Game for Collaborative Math Learning for Gen Z Students 1 Introduction 2 Didactic Games and Gamification in Higher Education 3 Briefly About Limits 4 Commonly Occurring Sequences and Limits 5 The Structure of the LimStorm Deck and the Rules of the Game 6 Possibilities of Integrating the Didactic Game LimStorm into Education 7 Conclusion References Effects of Competitive Coding Games on Novice Programmers 1 Introduction 2 Related Work 3 Implementation 4 Evaluation 5 Future Work and Conclusion References Developing Blitz Games and Using Them in Teaching Engineering Disciplines Abstract 1 Blitz Games as a Means in Interactive Learning 1.1 Increasing Interest in and Motivation for Learning Using Blitz Games 1.2 Stages in Developing Blitz Games 1.3 Blitz Games for Engineering College 2 Actual Outcomes 2.1 Introducing Blitz Games in Teaching Engineering Disciplines Within the SVE System 2.2 Analysis of Survey Findings 3 Conclusions References Improving the Teaching-Learning Process in Engineering Through a Game-Based Web Support System: Edutrivias Abstract 1 Introduction 2 Game-Based Learning in Engineering Education 2.1 Game-Based Learning 2.2 Game-Based Learning in Engineering 3 Edutrivias 3.1 Trivia Games 3.2 The Teaching-Learning Process in Edutrivias 4 Exploratory Case Study 4.1 Subjects Selection 4.2 Evaluation Characteristics 4.3 Data Collection 4.4 Data Analysis 5 Conclusions and Future Work References About the Effectiveness of Different Game Design Elements for an Introductory Programming Course Abstract 1 Introduction 2 The Concept of Gamification 2.1 Definition of Gamification 2.2 Game Design Elements 3 Addressing Motivation with Gamification Features 3.1 Intrinsic Needs with the Perspective of Self-determination 3.2 From Self-determination Theory to Game Design Elements 3.3 Satisfying Needs with Gamification in Practice 4 Suitable Gamification Features for a Programming Course 4.1 Evaluation Methodology 4.2 Analysis of Game Design Elements 4.3 Discussion of the Analysis 5 Summary Acknowledgement References Development and Implementation of Gamified Technologies in the Life Long Learning System (Based on a Multidisciplinary University) Abstract 1 Context 2 Purpose 3 Approach 3.1 Stages of Gamification Technology Implementation 3.2 Project Training Activities 4 Conclusions References Teaching Environmental Entrepreneurship to Students with a Serious Gaming Approach Abstract 1 Introduction 2 Game Description 2.1 Key Game Options and Objectives 2.2 Theoretical Content Taught in the Game 3 The Learning Objectives 4 Test Setting 4.1 Sample Group 4.2 Test Statements 5 Results 5.1 Evaluation of the Pre-test 5.2 Comparison of the Pre- and Post-test 6 Conclusion and Discussion Acknowledgements References Towards a Framework for Adaptive Gameplay in Serious Games that Teach Programming: Association Between Computational Thinking and Cognitive Style Abstract 1 Introduction 1.1 Outline - Research Question 2 Related Work 2.1 Programming Learning Through Playing Games 2.2 Personality Traits in Programming Learning 3 Method 3.1 Adapting the Learning Experience 3.2 Game Design Frameworks 4 A Framework for Adaptive Gameplay 4.1 Modelling the Framework 5 Discussion 6 Conclusions References The Counterintuitive Concept of Ergodicity in the Context of a Business Simulation Game Abstract 1 Introduction and Motivation 2 Background 2.1 Simulation 2.2 The Concept of Ergodicity 2.2.1 A Definition of Ergodicity 2.2.2 New Rising of the Ylsung 2.2.3 Ergodicity in New Rising of the Ylsung 3 Research Questions and Methodology 4 Results 4.1 Applying Parameter Sets 4.1.1 Cooperation Under Random Exterior Conditions 4.1.2 Cooperation Under Bad Exterior Conditions 4.2 Ergodicity as a Solution for Real-Life Scenarios 5 Conclusion Acknowledgments References A Guide for the Development of Game-Based Evacuation Simulators Abstract 1 Introduction 2 Background 3 Evacuation Simulators Models 3.1 Hazardous Elements 3.2 Spatial Elements 3.3 Human Behavior 3.4 Special Elements 4 Simulators and Gaming Characteristics 5 Conclusion and Discussion References Educational Virtual Environments Virtual Environments for Smart House System Studying Abstract 1 Introduction 2 State-of-the-Art 3 SHS Virtual Environments Implementation 4 Conclusion References Experiences from Maritime Logistics Distance Learning Course Abstract 1 Introduction 2 Process of Producing Distance Education Course Content 3 Distance Education Course in Used Platform 4 Implications on Further Development of In-Service Training Program 5 Conclusions References MOOCs in Logistics – Preliminary Data on University Curricula Coverage Abstract 1 Introduction 2 Studies on MOOCs and Formal Higher Education 3 Methodology 4 Findings 5 Conclusion and Discussion References Real and Virtual Lab Activities and the Effect of the Switching of Their Order in Teaching Science Concepts to Students with Learning Difficulties – A Case Study Abstract 1 Introduction 2 Rationale of the Research 3 Research Methodology 3.1 Research Purpose and Research Questions 3.2 Research Participant Profile 3.3 Research Method, Tools and Process 3.4 Heat and Electric Circuit Phenomena Intervention Phases 4 Results 5 Discussion References Online Learning as a Necessary Measure During a Pandemic and as an Opportunity to Increase the Engineering Education Efficiency Abstract 1 Introduction 2 Problem Status: E-learning and Distance Study Tools 2.1 Concepts and Methods to Realize Distance Study 2.2 Interaction and Its Realization During Distance Education 2.3 Remote Laboratories 2.4 Issues Connecting with the Organization Process of Distance Study 3 Case Study: Experience of Distance Study Realization During COVID-19 Pandemic 3.1 Features of the Educational System and Its Readiness for Global Challenges 3.2 Problems Encountered in the Countries of the World: The View of Teachers, Students and Administrators 3.3 Features of the Educational Process Implementation in KFU During COVID 19 4 Conclusion References Virtual Reality for Developing Intercultural Communication Skills of Engineering Students Abstract 1 Introduction 2 Methods 3 Results and Discussion 3.1 Survey Results 3.2 Draft Course Development 4 Conclusions Acknowledgements References Emotion Analysis in Distance Learning Abstract 1 Introduction 2 State of Art 2.1 ITS 2.2 Student Emotion Analysis 3 Proposed Framework 4 Methodology and Results 4.1 ITS Application 4.2 Population 4.3 Dataset 4.4 Results 5 Conclusions and Future Work Acknowledgements References Computer Aided Language Learning (Call) Work in Progress: Web-Delivered Reading Improvement Battery of Tasks Abstract 1 Context 2 Purpose or Goal 3 Approach 4 Actual or Anticipated Outcomes 5 Conclusion References Learners’ Preferences in ESP Instruction for Higher Medical Staff Abstract 1 Introduction 2 Theoretical Background 3 Research Methodology 3.1 Research Problem, Question, Objective 3.2 Hypotheses 3.3 Methods, Tools, Sample 4 Research Results 4.1 Hypotheses 1H and 2H 4.2 Hypotheses 3H and 4H 4.3 Hypotheses 5H and 6H 4.4 Students’ Feedback on Blended Learning 5 Summary and Conclusion Acknowledgements References Training Professional Vocabulary On-line when Studying “English for Special Purpose” in Technological University Abstract 1 Introduction 2 Purpose of the Research 3 Approach 4 Outcomes 5 Conclusions References Utilizing NLP Tools for the Creation of School Educational Games Abstract 1 Introduction 2 NLP Infrastructure 2.1 Greek Language 2.2 Corpus Processing 2.3 Augmenting Morphological Lexicon 2.4 Tools 3 Test Bed: Geography 3.1 Taxonomy of Geographical – Geological Terms 3.2 The Concept of Mini Games 3.3 The Role of the Teacher 3.4 Intentions of Using NLP Techniques and Pedagogical Objectives 4 Conclusions Acknowledgment References Work in Progress: Designing an Academical Online Course for Technical Students: Structure, Content, Assessment Abstract 1 Introduction 2 Project Description 2.1 Research Background 2.2 Purpose 2.3 Approach 3 Literature Review 4 Main Body 5 Recommendations 6 Conclusion References The OpenLang Network Platform: Building a European Community of Language Learners and Teachers Abstract 1 Introduction 2 Platform Design 2.1 Openness 2.2 Customisation 2.3 Interoperability 2.4 Mobile Interface 2.5 Community Support 2.6 Monitoring 2.7 Storytelling 2.8 Interactivity 2.9 Gamification 3 Platform Implementation 4 Conclusions and Next Steps Acknowledgement References Teaching Best Practices Challenges of Teaching Programming in StackOverflow Era Abstract 1 General Teaching Practices for Courses of Programming 1.1 Potential Weaknesses of Traditional Methods of Teaching 1.2 Choice of Technical Tools 1.3 Choice of Assignments 1.4 Assessment and Feedback 1.5 Flipped Classroom 1.6 Work in Pairs 2 Experiments and Results 2.1 Introducing Automated Testing 2.2 From Plagiarism Detection to Flipped Classroom 2.3 Introducing Work in Pairs 3 Conclusion References A Digital Services Course to Promote Teaching of Informatics in Estonia Abstract 1 Background 1.1 The K-12 Informatics in Europe 1.2 The Gymnasium Informatics Plan in Estonia 1.3 Developing the Digital Services Course 2 Methodology 3 Results 3.1 Examples from the Workbook Exercises 3.2 Results from Feedback and Changes to the Course 4 Discussion 5 Conclusion Acknowledgements References Poster: Technique of Active Online Training: Lessons Learnt from EngiMath Project Abstract 1 Introduction 2 Background 2.1 Project and Course Overview 2.2 Tests and Questions 3 Approach 3.1 Collaborative Peer Review 3.2 Approbation 3.3 Students’ Survey 4 Results 4.1 Partners’ Peer Review 4.2 Results of the Approbation 4.3 Results of Students’ Survey 5 Conclusions References A New English Course for the Program “International Transport Policy” Abstract 1 Context 2 Goal 3 Approach 4 Actual Outcomes 5 Conclusions References Interdisciplinary Sustainable Development Module for Engineering Education Abstract 1 Introduction 2 Interdisciplinary Teaching Module 3 Interdisciplinary Research Projects of MSc Students 4 Results 5 Conclusions References STEM4Girls-Workshop on Machine Learning 1 Motivation 2 Related Work 3 Goals 4 Approach 5 Learning Objectives 5.1 Cognitive Learning Objectives 5.2 Affective Learning Objectives 6 Course Concept 6.1 Role Model as Instructor 6.2 Combine Theoretical Input with Acitivity and Self-reflection 6.3 Machine Learning Tool and Front-End 7 First Experiences 8 Conclusions References Remote Training for Firefighter Group Commanders 1 Introduction 2 Implementation 2.1 Multiple-Choice Questions 2.2 Scenarios 2.3 Videos 2.4 Calculation Exercises 2.5 Final Exam 3 First Results 4 Citizen Science Approach 5 Conclusions and Outlook References Examining Technology and Teaching Gaps in Russian Universities Amid Coronavirus Outbreak Abstract 1 Introduction 2 Literature Review 3 Methodology 4 Results and Discussion 4.1 RUDN University 4.2 PNRPU 5 Conclusion References Applying Strategies of Higher Order Thinking in Pre-gradual Preparation of Technical Subject Teachers Abstract 1 Introduction 2 Research Methodology 3 Results and Their Discussion 4 Recommendations to Strategies Aimed at Development of Higher Order Thinking Skills in Technical Subjects Teaching 5 Conclusion Acknowledgement References Developing Engineering Students Writing Competence: An Intervention Based on Formative and Peer Assessment Abstract 1 Introduction 2 Background and Justification for This Approach 2.1 Writing in the Engineering Curriculum 2.2 Solution Components 3 Research Method 3.1 Research Question 3.2 Problem Context 3.3 The Intervention 3.4 Evaluation 3.5 Participants 4 Results 5 Discussion and Conclusion Acknowledgements References Systematic Assessment of Interactive Instructional Technologies in Higher Engineering Education Abstract 1 Introduction 2 Background and Preliminaries 3 Systematic Mapping – Protocol Design and Discussion 4 Systematic Mapping – Mapping and Discussion 5 Conclusion References Author Index
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