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The facilitation of STEM education can be enhanced by the provision of opportunities for learners to gain a better understanding of science through the utilization of tangible and visual examples. The objective of this work is to present an…
MiBoard (Multiplayer Interactive Board Game) is an online, turnbased board game that was developed to assess the integration of game characteristics (point rewards, game-like interaction, and peer feedback) and how that might affect student…
Drawable electronics attract the attention of both educators and innovative circuit engineers due to their affordability and simplicity. This paper focuses on active learning activities related to conducting lines and presents extensible…
We consider active learning under incentive compatibility constraints. The main application of our results is to economic experiments, in which a learner seeks to infer the parameters of a subject's preferences: for example their attitudes…
One of the oft-cited qualities sought after in a potential future engineering employee is an analytical mind that is "continually examining things." In one sense this examination is discouraged in an instructional laboratory employing…
We describe our adventures in creating a new first-year course in Experimental Mathematics that uses active learning. We used a state-of-the-art facility, called The Western Active Learning Space, and got the students to "drive the…
In this research, a literature in human-computer interaction is reviewed and the technology aspect of human computer interaction related with digital academic supportive devices is also analyzed. According to all these concerns,…
People with disabilities often face discrimination and lack of access in all areas of society. While improving the affordability and appropriateness of assistive technologies can pave the way for easier participation and independence,…
Most education and workplace learning takes place in classroom contexts far removed from laboratories or field sites with special arrangements for scientific research. But digital online resources provide a novel opportunity for large scale…
The global introduction of affordable Internet of Things (IoT) devices offers an opportunity to empower a large variety of users with different needs. However, many off-the-shelf digital products are still not widely adopted by people who…
We report results from a study designed to identify links between undergraduate students' views about experimental physics and their engagement in multiweek projects in lab courses. Using surveys and interviews, we explored whether students…
Modeling the dynamic behavior of deformable objects is crucial for creating realistic digital worlds. While conventional simulations produce high-quality motions, their computational costs are often prohibitive. Subspace simulation…
Validation of robotics theory on real-world hardware platforms is important to prove the practical feasibility of algorithms. This paper discusses some of the lessons learned while adapting the EvoBot, a low-cost robotics platform that we…
In recent years, there is an increasing interest in high school robotics extracurriculars such as robotics clubs and robotics competitions. The growing demand is a result of more ubiquitous open-source software and affordable off-the-shelf…
Interactive notebooks, such as Jupyter, have revolutionized the field of data science by providing an integrated environment for data, code, and documentation. However, their adoption by robotics researchers and model developers has been…
When executed well, project-based learning (PBL) engages students' intrinsic motivation, encourages students to learn far beyond a course's limited curriculum, and prepares students to think critically and maturely about the skills and…
Most of today's educators are in no shortage of digital and online learning technologies available at their fingertips, ranging from Learning Management Systems such as Canvas, Blackboard, or Moodle, online meeting tools, online homework,…
Technological innovation is an important aspect of teaching and learning in the 21st century. This article examines faculty attitudes toward technology use in the classroom at one regional public university in the United States. Building on…
Project-Based Learning (PBL) is a teaching technique in which authentic, real-world projects are used as the primary vehicle to drive the student's learning experience. This technique has been found to be very effective, but its overall…
The aim of this study was to see whether student participation increased when mobile devices were used in the classroom. We measured the amount of student participative actions when the Socrative tool was used and when it was not used. Our…