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1.
IEEE Comput Graph Appl ; 44(2): 73-80, 2024.
Artículo en Inglés | MEDLINE | ID: mdl-38526876

RESUMEN

The Virtual Access to STEM Careers (VASC) project is an intertwined classroom and virtual reality (VR) curricular program for third through fourth graders. Elementary school students learn about and take on the roles and responsibilities of STEM occupations through authentic, problem-based tasks with physical kits and immersive VR environments. This article reports on a round of curriculum and virtual environment development and in-classroom experimentation that was guided by preliminary results gathered from our initial VASC prototyping and testing. This specific iteration focuses on curriculum for learning about sea turtles and tasks regularly completed by park rangers and marine biologists who work with these creatures and a new backend data collection component to analyze participant behavior. Our results showed that educators were able to setup and integrate VASC into their classrooms with relative ease. Elementary school students were able to learn how to interface with our system quickly and enjoyed being in the environment, making a positive link to STEM education.


Asunto(s)
Curriculum , Aprendizaje , Humanos , Estudiantes , Ocupaciones
2.
IEEE Comput Graph Appl ; 43(5): 99-106, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-37708001

RESUMEN

Science plays a crucial role in engineering. But science tends to be obscure to students, especially when they are overwhelmed by complex engineering design challenges that involve many variables. This article shows how computer graphics can be used to visualize science concepts and operationalize inquiry practices in engineering design to support integrated learning and teaching of science and engineering. Based on these graphical capabilities, generative design driven by evolutionary computation can also be visually illustrated to give students a glimpse into how artificial intelligence is transforming engineering design. The article provides real-world examples in the field of sustainable energy engineering based on Aladdin, an open-source design and analysis Web app. It also presents evidence of learning from pilot tests at culturally diverse high schools. Science educators interested in incorporating engineering design into their lesson plans may find this article helpful.

3.
IEEE Comput Graph Appl ; 43(3): 54-60, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-37195832

RESUMEN

Many studies have demonstrated the usefulness of virtual characters in educational settings; however, widespread adoption of such tools is limited by development costs and accessibility. This article describes a novel platform, web automated virtual environment (WAVE), to deliver virtual experiences through the web. The system integrates data acquired from a variety of sources in a manner that allows the virtual characters to exhibit behaviors that are appropriate to the designer's goals, such as providing support for users based on understanding their activities and their emotional states. Our WAVE platform overcomes the challenge of the scalability of the human-in-the-loop model by employing a web-based system and triggering automated character behaviors. To support wide-scale use, we are making WAVE freely accessible (part of the Open Education Resources) and available anytime, anywhere.

4.
J Eng Edu ; 111(2): 446-473, 2022 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-37745167

RESUMEN

Background: We evaluated the effect of three teaching strategies to facilitate teamwork in a systems analysis and design course during the COVID-19 pandemic: (1) offering a HyFlex version of the course, (2) facilitating scheduled online teamwork sessions for all students, and (3) providing conflict resolution training to help teams overcome collaboration challenges. Purpose/Hypothesis: To identify the impact of these instructional strategies and answer four research questions, we measured (1) performance, dynamics, and cooperation strategies of teams and (2) students' perceptions of their own and team members' performance along with changes in their perceptions of their conflict management skills. Design/Method: We used a simultaneous triangulation mixed-methods design to obtain distinct but complementary qualitative and quantitative data. We compared data from two offerings of the course: Fall 2019 and Fall 2020 semesters. In the Fall 2019 semester, an in-person active learning strategy was used, while in the Fall 2020 semester, the course followed a HyFlex delivery mode due to the COVID-19 pandemic. Results: Findings suggest that the use of cooperative learning pedagogy along with HyFlex accommodations for safety and social distancing requirements for the Fall 2020 semester provided students with a comparable learning experience to a traditional in-person mode. Conclusions: Learning strategies, pedagogical supports, and teamwork training can enhance social interactions, and consequently, students' social presence in online learning. Conflict resolution training could be a valuable tool for improving teamwork skills and communication among team members.

5.
CBE Life Sci Educ ; 13(4): 607-23, 2014.
Artículo en Inglés | MEDLINE | ID: mdl-25452484

RESUMEN

Bioinformatics education can be broadly defined as the teaching and learning of the use of computer and information technology, along with mathematical and statistical analysis for gathering, storing, analyzing, interpreting, and integrating data to solve biological problems. The recent surge of genomics, proteomics, and structural biology in the potential advancement of research and development in complex biomedical systems has created a need for an educated workforce in bioinformatics. However, effectively integrating bioinformatics education through formal and informal educational settings has been a challenge due in part to its cross-disciplinary nature. In this article, we seek to provide an overview of the state of bioinformatics education. This article identifies: 1) current approaches of bioinformatics education at the undergraduate and graduate levels; 2) the most common concepts and skills being taught in bioinformatics education; 3) pedagogical approaches and methods of delivery for conveying bioinformatics concepts and skills; and 4) assessment results on the impact of these programs, approaches, and methods in students' attitudes or learning. Based on these findings, it is our goal to describe the landscape of scholarly work in this area and, as a result, identify opportunities and challenges in bioinformatics education.


Asunto(s)
Biología Computacional/educación , Biología/educación , Curriculum , Aprendizaje , Modelos Educacionales , Universidades
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