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Handbook of Research on Applied E-Learning in Engineering and Architecture Education
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4 pages
1 file
In this chapter, the authors propose to look at the empirical findings that will be useful for instructors, who wish to improve their understanding on how to design an e-learning curriculum that will take into account the different learning needs of their engineering students. The studies surveyed in this chapter will focus on gender and game-based learning, which will offer insights as to how to improve the level of participation and learning outcomes for females in male-dominated fields. In particular, the authors will focus on gender issues and how learning in an e-learning curriculum can be designed to engage female students and to improve retention of female students. The authors propose the following change in an engineering e-learning curriculum: mixed-sex groups, use of collaborative activities, blended learning, and communication tools, and mixed-sex curriculum design team.
Journal of Science …, 2010
The aim of this paper was to explore whether there is a gender difference in the beneficial effects of Racing Academy, which is a video game used to support undergraduate students learning of Mechanical Engineering. One hundred and thirty-eight undergraduate students (15 females and 123 males) participated in the study. The students completed a pre-test a week before they started using Racing Academy. The pre-test consisted of a test of students’ knowledge of engineering, and a measure of students’ motivation towards studying engineering. A week after using Racing Academy the students completed a post-test which was identical to the pre-test, except it also included a measure of how frequently they used Racing Academy and how motivating the students found playing Racing Academy. We found that after playing Racing Academy the students learnt more about engineering and there was no gender difference in the beneficial effect of Racing Academy, however there is some evidence that, female students found Racing Academy more motivating than male students. The implications for the use and design of video games for supporting learning for both males and females are discussed.
2019
The quest to incorporate digital games into US classrooms has been pervasive in educational communities over the last two decades. Educational video games have been studied as a mechanism for enhancing the engagement and performance of underrepresented groups (UGs) in spatial learning, physics, computer science, general engineering, software and electrical engineering, mechanical engineering (ME) computer aided design, and aerospace engineering. Less than a handful of these studies have explored games’ appeal, efficacy or UG performance as a function of gender. Preliminary findings on a study that explores the appeal, efficacy, and performance of UGs in engineering-based educational video games as a function of gender and those of intersectional backgrounds is discussed. Emphasis is placed on elucidating these students' perceptions of serious game structure, design and content, and how these factors motivate their learning of engineering concepts and self-identification as engin...
2020
This Research Full paper focuses on perceptions and experiences of freshman and sophomore engineering students when playing an online serious engineering game that was designed to improve engineering intuition and knowledge of statics. Use of serious educational engineering games has increased in engineering education to help students increase technical competencies in engineering disciplines. However, few have investigated how these engineering games are experienced by the students; how games influence students' perceptions of learning, or how these factors may lead to inequitable perspectives among diverse populations of students. Purpose/Hypothesis: The purpose of this study was to explore the perceptions, appeal, and opinions about the efficacy of educational online games among a diverse population of students in an engineering mechanics statics course. It was hypothesized that compared to majority groups (e.g., men, White), women of color who are engineering students would ...
2019 IEEE Frontiers in Education Conference (FIE), 2019
This Work-In-Progress falls within the research category of study and, focuses on the experiences and perceptions of first-and second year engineering students when using an online engineering game that was designed to enhance understanding of statics concepts. Technology and online games are increasingly being used in engineering education to help students gain competencies in technical domains in the engineering field. Less is known about the way that these online games are designed and incorporated into the classroom environment and how these factors can ignite inequitable perspectives and experiences among engineering students. Also, little if any work that combines the TAM model and intersectionality of race and gender in engineering education has been done, though several studies have been modified to account for gender or race. This study expands upon the Technology Acceptance Model (TAM) by exploring perspectives of intersectional groups (defined as women of color who are en...
Australasian Journal of Information Systems, 2007
Literature to date suggests contrary indicators of acceptance of the use of technology to support learning by females. With the increasing adoption of information technology to support teaching and learning, it is imperative that factors which may impede student learning are identified. The research reported here is of a large-scale survey of the perceptions of university students about eLearning and their use of the online learning environment. The aim of the survey was to gather data to inform about online learning practices at the University. The results were explored, amongst other factors, by gender. Findings include no significant differences between the female and male students with respect to being able to use the online learning environment confidently and effectively. In general the female students were more willing to participate in online discussions. However, there was no difference between the female and male students regarding their willingness to voice their opinions online. An unexpected result was the greater value placed by female students on using the online environment for communicating and collaborating with students of diverse background.
WIT Transactions on Information and Communication Technologies, 2004
The current debate on gender and e-learning runs the risk of getting trapped in a female-male dichotomy by defining gender-stereotyped styles of learning, communication, and computer literacy. A closer look at the state of the art in this area, however, reveals differences in use and efficiency of new media applied in e-learning scenarios that are too complex to be defined only along the gender border. Learning, working, and communication styles relate to the subjects' personal experiences and their computer literacy; they are context dependant and influenced by the learning environment. However, living in a gender-stereotyped world leads to both gendered cultural and social experiences as well as gendered strategies in learning and dealing with new technologies and new media. It is a demand on technology itself to reflect this complexity and thus to open its development and constructions for the integration of diverse 'end user demands'. Based on a user-oriented concept we will introduce a set of demands for the construction of e-learning tools that correspond to diversity and gender needs. We will point up this approach with some examples derived from our work in the "center of gender research in computer science and natural science" (GIN). Our goal is to apply user-oriented demands on the construction of e-learning systems in order to narrow the gender gap in ICT-applications without getting trapped in gender dichotomies.
Journal of Engineering Education, 2011
Wayne a BACKGROUND Collaboration is an ABET accreditation required component of the engineering curriculum. Research has shown that collaborative learning positively influences student achievement. The relationship between motivation, collaborative learning strategies, and achievement is not well studied in an engineering education context. PURPOSE (HYPOTHESES) A set of hypotheses were tested that predicted positive relationships between students' self-reported informal collaboration, self-efficacy for learning course material, knowledge building behaviors, and course grade. A second set of hypotheses were tested that predicted gender similarities in reported self-efficacy, and gender differences in reported collaborative learning activities. DESIGN/METHOD One hundred fifty engineering students were surveyed for study 1 and 513 students were surveyed for study 2. Bivariate correlations were completed to examine relationship between study variables; multiple regression analysis was completed to examine predictive ability of variables on course grade; MANOVA was completed to examine multivariate relationship between variables. RESULTS In study 1, students' reported use of collaborative learning strategies and reported self-efficacy for learning course material were significantly predictive of their course grade. In study 2, female students reported greater use of collaboration as a learning strategy than their male classmates; among male and female students combined, those who received "B's" in their engineering course reported more collaboration than their peers who received "A's" or "C's" and lower. CONCLUSIONS Overall, students' self reported collaborative learning strategies were associated with increased self-efficacy for learning course material and course grade, particularly for students who received "B's" in the course. Female students reported greater use of collaborative learning strategies than their male peers.
Los sistemas de climatización se pueden dividir en primer lugar atendiendo al tipo de expansión, en equipos autónomos o de expansión directa y equipos centralizados o de expansión indirecta. Equipos autónomos o de expansión directa: estos equipos tienen un intercambio directo entre el aire a acondicionar y el refrigerante, el aire se enfría por la expansión directa de un refrigerante. No utilizan agua como fluido caloportador y presentan baterías de expansión directa (evaporadores o condensadores). El equipo puede producir frío sólo o frío y calor.
European Journal of Archaeology, 2000
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