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Abstract

Conducting experiments is an important practice for both engineering design and scientific inquiry. Engineers iteratively conduct experiments to evaluate ideas, make informed decisions, and optimize their designs. However, both engineering design and scientific experimentation are open‐ended tasks that are not easy to assess. Recent studies have demonstrated how technology‐based assessments can help to capture and characterize these open‐ended tasks using unobtrusive data logging. This study builds upon a model to characterize students' experimentation strategies in design (ESD). Ten undergraduate students worked on a design challenge using a computer‐aided design (CAD) tool that captured all their interactions with the software. This “process data” was compared to “think‐aloud data,” which included students' explanations of their rationale for the experiments. The results suggest that the process data and the think‐aloud data have both affordances and limitations toward the goal of assessing students' ESD. While the process data was an effective approach to identify relevant sequences of actions, this type of data failed to ensure that students carried them out with a specific purpose. On the other hand, the think‐aloud data captured students' rationale for conducting experiments, but it depended on students' ability to verbalize their actions. In addition, the implementation of think‐aloud procedures and their analysis are time consuming tasks, and can only be done individually.

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... Some LA tools have higher requirements for learners. The tool appeared in the research of Vieira et al. (2018) required freshmen students basic high school level science knowledge and good English-speaking skills. ...
... Some LA tools demonstrates the ability to help set learning environments in which learners' complex problem-solving skills improved, like engineering design courses (Dasgupta et al., 2019;Vieira et al., 2018;Mio et al., 2019), marketing-based decision courses (Bucic et al., 2018) or game design courses (Richard & Giri, 2019). ...
... Interdisciplinary LA tools appears more often in STEM design course and the learning context where study items are divided by work fields for adult learners. The objects of this learning environment are more related to ability development (Tran et al., 2018), to assessing students' experimentation strategies in an engineering design challenge (Vieira et al., 2018), to suppling opportunities of computational thinking (Richard & Giri, 2019) and improving content-discover ability (Tran et al., 2018). ...
Chapter
Applying learning analytics (LAs) to actual teaching scenarios is a huge challenge. One of the problems that is required to be solved is how to combine LAs with pedagogy. Activity theory (AT) provides a conceptional tool for social human activities including objects and tools. Combining AT and pedagogical strategies as an analysis framework, this chapter analyzes LA application scenarios in seven components: subject, objective, community, tools, rules, division of labor, and outcomes. And learning theories present an in-depth analysis of rules. Conclusion shows in the LA application: teachers and students are main subjects; knowledge mastery is a common object; researchers and administrators play important roles while teachers have no specific teaching guidance to follow; presentation strategies of content are abundant; LAs integrate with multiple assessments; behaviorism, cognitivism, and constructivism embodied at different degrees; measurement of LAs application are diverse; not only learners, but characteristics of tasks need to be further studied.
... In this case study [68,69], we explore how we can use LA to understand specific strategies of the engineering design process. The primary benefit of the design process is its support for solving real-world problems, which are complex issues with no single solution or approach to arrive at the solution. ...
... Vieira and colleagues [69] proposed a continuum of experiments implemented by designers with different levels of experience. Novice designers do not generate hypotheses or implement experiments to test their hypotheses [72]. ...
Chapter
This chapter presents five case studies that explore various affordances for engineering educators in reimagining education through technology. The first case study delves into the integration of teamwork and technology, addressing challenges in online learning and proposing innovative solutions for effective engagement in teamwork within large-sized classrooms. The second case study explores the integration of computational science and engineering (CSE) and computational thinking (CT) into existing engineering courses, recognizing CSE as a crucial pillar in the digital era. The third case study discusses personalized digital learning through adaptive technologies to enhance participation in engineering education. The fourth case study highlights the nuanced art of managing uncertainty in makerspaces, emphasizing the role of educators in guiding students through productive uncertainty management. The final case study explores the application of learning analytics in engineering design, offering insights into student experimentation strategies. Through these case studies, the chapter aims to provide academic leaders with valuable insights and strategies to redefine engineering education through technology.
... Moreover, while videotaping can capture these strategies, analyzing video data is time-intensive and often only practical in research contexts. Learning analytics can offer an alternative for capturing students design strategies and practices that is unobtrusive (Shute, 2011), and scalable for all students in a classroom setting (e.g., Vieira et al., 2018) and produces rich and reliable data (Rahman et al., 2019). Learning analytics leverage digital platforms to collect detailed student behavior to support analysis of this data toward understanding and supporting learners (Siemens, 2013). ...
... Although still emerging as an analytical approach, learning analytics has been growing in popularity with several dedicated literature reviews published (e.g., see Aldowah et al., 2019;Mangaroska & Giannakos, 2019) and conferences such as International Conference on Learning Analytics and Knowledge. Moving specifically to the study of design learning or design education, learning analytics are also gaining more attention (Vieira et al., 2018;Akhtar et al., Vieira et al. (2016) used a computer aided design (CAD) system for creating sustainable homes that logged students' actions to identify the design experiment strategies of 55 middle school students, including systematic and non-systematic experiments. The results revealed a correlation between the number of experiments run, both systematic and non-systematic, and the quality of students' final design models. ...
Article
Full-text available
Worldwide, engineering design is seeing an increase in pre-college settings due to changing educational policies and standards. Additionally, these projects can help students develop critical skills for a broad range of problem settings, such as design thinking and reflection. In design and other contexts, reflection is a mental process where someone returns to previous experience and uses this revisiting to aid in new actions. While there is substantial research studying design practices at the collegiate or professional level, the design practices of younger students remain understudied. Moreover, past research on reflection has tended to focus on how to support reflection or what impact reflection has and not how students engage in reflection strategies. We had 105 middle school students in the Midwestern United States design a green-energy home using a computer-aided design (CAD) tool, Energy3D. Students were instructed to use Energy3D’s design journal to reflect on their design process throughout the project, enabling students to employ different reflection strategies. Energy3D unobtrusively captures students’ design actions, including journal interactions; these were used to identify students' reflection strategies. Three features of journal interaction were developed, i.e., frequency of interaction across sessions, intensity of interaction, and relative frequency of journal use over other actions. We used k-means cluster analysis on these features and discovered four groups representing different strategies. Regression was used to understand the relationship between reflection strategies and design outcomes. Finally, we draw out implications for supporting pre-college students' productive beginnings of engagement in reflection and future study directions.
... Some of the OELEs are associated with standardized assessments, such as the Programme for International Student Assessment (PISA) and the National Assessment of Educational Progress (NAEP) (eg, PISA (Teig et al., 2020), NAEP (Chu & Leighton, 2019)). Furthermore, some OELEs are game-like, wrapping the scenarios to explore in a story (eg, Crystal Island (Taub et al., 2018), VPA (Jiang et al., 2015), Energy3D (Vieira et al., 2018), TugLet (Käser et al., 2017), BioWorld (Doleck et al., 2016a)), while other OELEs are more closely associ- ...
... At the same time, aggregated features based on raw actions alone were found to have limited predictive power for target competencies (Fratamico et al., 2017;Pedro et al., 2012;Wang, Salehi, et al., 2021). One way to address this challenge is through combining sub-sequences of discrete actions into semantically meaningful units, or events, and counting the instances of these units, such as experiment trials set up by students to collect data (Vieira et al., 2018) or test hypotheses . These features are informed by researchers' knowledge of theoretical frameworks or observations of students working through the task, thus better aligned with the underlying cognitive processes. ...
Article
Full-text available
Technology‐based, open‐ended learning environments (OELEs) can capture detailed information of students' interactions as they work through a task or solve a problem embedded in the environment. This information, in the form of log data, has the potential to provide important insights about the practices adopted by students for scientific inquiry and problem solving. How to parse and analyse the log data to reveal evidence of multifaceted constructs like inquiry and problem solving holds the key to making interactive learning environments useful for assessing students' higher‐order competencies. In this paper, we present a systematic review of studies that used log data generated in OELEs to describe, model and assess scientific inquiry and problem solving. We identify and analyse 70 conference proceedings and journal papers published between 2012 and 2021. Our results reveal large variations in OELE and task characteristics, approaches used to extract features from log data and interpretation models used to link features to target constructs. While the educational data mining and learning analytics communities have made progress in leveraging log data to model inquiry and problem solving, multiple barriers still exist to hamper the production of representative, reproducible and generalizable results. Based on the trends identified, we lay out a set of recommendations pertaining to key aspects of the workflow that we believe will help the field develop more systematic approaches to designing and using OELEs for studying how students engage in inquiry and problem‐solving practices. Practitioner notes What is already known about this topic Research has shown that technology‐based, open‐ended learning environments (OELEs) that collect users' interaction data are potentially useful tools for engaging students in practice‐based STEM learning. More work is needed to identify generalizable principles of how to design OELE tasks to support student learning and how to analyse the log data to assess student performance. What this paper adds We identified multiple barriers to the production of sufficiently generalizable and robust results to inform practice, with respect to: (1) the design characteristics of the OELE‐based tasks, (2) the target competencies measured, (3) the approaches and techniques used to extract features from log files and (4) the models used to link features to the competencies. Based on this analysis, we can provide a series of specific recommendations to inform future research and facilitate the generalizability and interpretability of results: Making the data available in open‐access repositories, similar to the PISA tasks, for easy access and sharing. Defining target practices more precisely to better align task design with target practices and to facilitate between‐study comparisons. More systematic evaluation of OELE and task designs to improve the psychometric properties of OELE‐based measurement tasks and analysis processes. Focusing more on internal and external validation of both feature generation processes and statistical models, for example with data from different samples or by systematically varying the analysis methods. Implications for practice and/or policy Using the framework of evidence‐centered assessment design, we have identified relevant criteria for organizing and evaluating the diverse body of empirical studies on the topic and that policy makers and practitioners can use for their own further examinations. This paper identifies promising research and development areas on the measurement and assessment of higher‐order constructs with process data from OELE‐based tasks that government agencies and foundations can support. Researchers, technologists and assessment designers might find useful the insights and recommendations for how OELEs can enhance science assessment through thoughtful integration of learning theories, task design and data mining techniques.
... Previous work has characterized students' strategies for generating ideas and conducting experiments in engineering design thinking (Goldstein et al., 2015;Seah & Magana, 2019;Vieira et al., 2018). For instance, Seah and Magana (2019) identified and characterized patterns of students' experimentation strategies while students were designing an energyefficient house using a CAD tool. ...
... For instance, Seah and Magana (2019) identified and characterized patterns of students' experimentation strategies while students were designing an energyefficient house using a CAD tool. Following a think-aloud protocol, Vieira et al. (2018) explored the connections between students' explanations and the process data generated by the software as students performed experiments while completing a design task. Goldstein et al. (2015) focused on idea fluency by investigating the patterns of students' design behaviors in a design challenge (Goldstein et al., 2015). ...
Article
Full-text available
In this exploratory study, we investigated students’ design thinking strategies during a challenge involving the design of an energy-efficient house. We used the Informed Design Teaching and Learning Matrix as a framework for characterizing the students’ design thinking, focusing on four specific strategies—generating ideas, conducting experiments, revising and iterating, and troubleshooting. To elicit the use of design thinking strategies, we employed two pedagogical approaches—tell-and-practice (T&P) and contrasting cases (CC)—as conditions in a within-subjects design, where participants were exposed to one approach first and then the other. Findings suggest that students exposed to T&P then CC had more balanced use of all four design strategies as compared to the students exposed to CC first then T&P. Regarding changes in strategies used, there was a significant increase in conducting experiments, but a significant decrease in troubleshooting, after students were exposed to both approaches. This finding suggests that students spent more time experimenting and understanding how the system works rather than focusing on problematic areas and finding solutions to the problems they faced during the design process. Implications of the study include recommendations for using T&P and CC to elicit design strategies during design thinking.
... In general, these situations contain problems that must be resolved. Design is the process of using scientific and engineering knowledge to solve technological challenges and optimize solutions within a set of requirements and restrictions (Arastoopour Irgens et al., 2017;Vieira, Seah & Magana, 2018). Because engineering is the application of scientific and mathematical principles to real-world problems (Svarovsky & Shaffer, 2007), engineering design activities can provide a rich environment for students to gain fundamental science skills and understandings while working on projects that are personally significant to them (Buber & Unal Coban, 2020;Fortus, Reddy, & Dershimer, 2003). ...
... In interdisciplinary education, these relationships have not been explicitly examined. Although studies such as Yu et al. (2020) investigate the relationships between scientific knowledge, CT, and design thinking through modeling, they do not explicitly address students' engagement in practice and the role of CT in this engagement.However, there are studies that highlight students' challenges in applying scientific content knowledge to engineering design through inquiry (Vieira et al., 2018) and in using mathematics and scientific knowledge in modelling the design product (Magana, 2017). Therefore, the next step of the project will allow us to address our initial hypothesis by implementing the activities in primary pre-service teacher education at USC. ...
... In general, these situations contain problems that must be resolved. Design is the process of using scientific and engineering knowledge to solve technological challenges and optimize solutions within a set of requirements and restrictions (Arastoopour Irgens et al., 2017;Vieira, Seah & Magana, 2018). Because engineering is the application of scientific and mathematical principles to real-world problems (Svarovsky & Shaffer, 2007), engineering design activities can provide a rich environment for students to gain fundamental science skills and understandings while working on projects that are personally significant to them (Buber & Unal Coban, 2020;Fortus, Reddy, & Dershimer, 2003). ...
... In interdisciplinary education, these relationships have not been explicitly examined. Although studies such as Yu et al. (2020) investigate the relationships between scientific knowledge, CT, and design thinking through modeling, they do not explicitly address students' engagement in practice and the role of CT in this engagement.However, there are studies that highlight students' challenges in applying scientific content knowledge to engineering design through inquiry (Vieira et al., 2018) and in using mathematics and scientific knowledge in modelling the design product (Magana, 2017). Therefore, the next step of the project will allow us to address our initial hypothesis by implementing the activities in primary pre-service teacher education at USC. ...
Book
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P2D project (Progression and Pedagogy of Design [P2D]: Contextualizing Design based Pedagogy in Teacher Education Programs) is a 30-month project granted by the European Commission’s Erasmus+ program (Award# 2020-1TR01-KA203-094180). This project is built on a new framework called Design based Pedagogical Content Knowledge (DPCK). DPCK was a four-year journey to search for ways of supporting design-based pedagogy in teacher education (Delen et al., 2020). The idea of DPCK was to build a coherent framework that could be implemented in other universities and classrooms. First of all, I would like to thank all my colleagues for participating in numerous discussions in the Promoting Instructional Coherence through Science Teacher Education (PICoSTE) Erasmus+ project (Award # 2017-1-DE03- KA201-035669). All of these discussions aided in the formation of our ideas about the DPCK. Next, I would like to thank my colleagues in the P2D project for exploring how to implement this new framework in four different universities and countries. The booklet will offer you a detailed baseline for the need to switch our discussion to teacher education. All chapters in this booklet will examine the need to emphasize design-based pedagogy in teacher education. To accomplish this, we will begin Chapter 1 with a general description of pedagogy in the design education literature and how the DPCK concept is related to the existing body of literature. The following chapters in the book are closely linked with the DPCK framework (see Figure 1). The main emphasis of DPCK is putting the design challenges and products upfront. Connected with this goal, Chapter 2 and Chapter 3 will discuss how European studies focused on design challenges and design products. The second emphasis of DPCK is to integrate and connect the three dimensions of scientific knowledge (disciplinary core ideas, crosscutting concepts and scientific/engineering practices). Chapter 4 will bring a new perspective to this process by integrating critical thinking into scientific practices and the design process. Chapter 4 also introduces our activity framework and this chapter also includes activities designed for integrating critical thinking with different core ideas. Chapter 2 and Chapter 3 will present examples of design challenges and products that support critical thinking. Then, Chapter 5 will discuss how we can create/adapt integrated assessment strategies/tools when implementing design pedagogy in teacher education programmes. All chapters in this book will provide a short overview of the literature to make it clear that a focus on developing pre-service teachers’ DPCK is missing in teacher education. Chapter 2 and Chapter 3 provide a review from European perspective to discuss the scarcity of design challenges/products. Chapter 4 and Chapter 5 review the literature from a broader perspective since there were very few examples linked to critical thinking and assessment. The final Chapter 6 concludes with a summary of P2D activity framework and our initial ideas for assessment. In the 2021-2022 academic year, the examples presented in this book will be implemented in four different countries and in teacher education programs throughout Europe. This book will serve as the baseline for project activities and next year, project partners will work on utilizing the pedagogy of design across different countries and teacher education programs. Activities presented from Chapter 2 to Chapter 4 will be tested (Section 4 in these chapters include the activities). As stated in Chapter 5, new activities and assessment tools will be created during these implementations. Based on the results of our implementation, Chapter 6 will be revised. The second edition of the book will also include different case studies to discuss the design-based pedagogy implementation in four different countries.
... With its increasing importance and popularity in education, research efforts have been put into better understanding the different design strategies applicable to engineering design, challenges in learning them, as well as pedagogical strategies to teach them (e.g., Atman, Cardella, Turns, & Adams, 2005;Crismond & Adams, 2012). Even though there has been some efforts on assessing idea fluency and experimentation through the student design process by exploring design replays and process data (Goldstein, Purzer, Mejia, Zielinski, & Douglas, 2015;Vieira, Hathaway Goldstein, Purzer, & Magana, 2016;Vieira, Seah, & Magana, 2018), efforts on operationalizing design strategies as forms of assessment or formative feedback, still remain largely unexplored. ...
Conference Paper
Full-text available
Various research efforts have been put into understanding design strategies performed by novice designers versus informed designers, misconceptions and challenges in design, as well as design teaching strategies, just to name a few. However, the work on operationalizing design strategies as a form of assessment still remains largely unexplored. In this study, we aimed to (a) investigate ways to operationalize design strategies using process data, and (b) study the interplay between students' design strategies use and their design performance. The design strategies we targeted were generating ideas and troubleshooting.
... Learning analytics, for example, does not necessarily require large data sets because it essentially means collecting data on the interaction of the user/ student with an educational tool. For example, Vieira et al. [39] collected students' interaction with an educational CAD tool to characterize students' engineering design process by analyzing their decisions and actions on building an energy-efficient house. These text files were relatively small (i.e., kilobytes) but provided rich information about students' processes. ...
Article
This study proposes and demonstrates how computer‐aided methods can be used to extend qualitative data analysis by quantifying qualitative data, and then through exploration, categorization, grouping, and validation. Computer‐aided approaches to inquiry have gained important ground in educational research, mostly through data analytics and large data set processing. We argue that qualitative data analysis methods can also be supported and extended by computer‐aided methods. In particular, we posit that computing capacities rationally applied can expand the innate human ability to recognize patterns and group qualitative information based on similarities. We propose a principled approach to using machine learning in qualitative education research based on the three interrelated elements of the assessment triangle: cognition, observation, and interpretation. Through the lens of the assessment triangle, the study presents three examples of qualitative studies in engineering education that have used computer‐aided methods for visualization and grouping. The first study focuses on characterizing students' written explanations of programming code, using tile plots and hierarchical clustering with binary distances to identify the different approaches that students used to self‐explain. The second study looks into students' modeling and simulation process and elicits the types of knowledge that they used in each step through a think‐aloud protocol. For this purpose, we used a bubble plot and a k‐means clustering algorithm. The third and final study explores engineering faculty's conceptions of teaching, using data from semi‐structured interviews. We grouped these conceptions based on coding similarities, using Jaccard's similarity coefficient, and visualized them using a treemap. We conclude this manuscript by discussing some implications for engineering education qualitative research.
... The following is a list of data mining methods that can be applied to learning analytics [40][41][42][43].  A student's relationships with other students and teachers in a learning setting can be used to predict how well they will succeed. ...
Article
Full-text available
Data mining is a method for extracting information from enormous amounts of data. Data mining, also known as knowledge discovery from data, is the swift and straightforward detection of patterns that hint to knowledge that has been implicitly stored or recorded in big databases, data warehouses, the web, other massive data repositories, or information streams. In this essay, several data mining theories, approaches, tactics, and applications are discussed. The purpose of modern management promotion today is to improve the problem of inaccurate information transmission and increase productivity. The primary goal of contemporary administration is to increase the university potential to develop talent and serve society. The primary focus of this work is on the information management systems that colleges and universities construct utilizing data mining. For many disciplines in higher education, data mining offers useful solutions. Due to the abundance of student data that may be utilized to identify illuminating trends on how students learn, the area of education research is continuously growing. To evaluate student performance and assist them in showcasing the students' accomplishments, educational institutions might use educational data mining. This paper reviews various techniques used as knowledge extractors to tackle specific education challenges from large data sets of higher education institutions to the benefit of all educational stakeholders.
... Consequently, DS has become a crucial tool for the research and educational community [3]. Educational research has explored diverse topics using DS tools, including student admission [72] and retention [71], as well as student approaches to problem-solving [65]. However, less is known about the processes involved in DS education itself, with the persistent question still being "How do we train [a] workforce of professionals who can use data to its best advantage?" ...
Article
Full-text available
This study implements a computational cognitive apprenticeship framework for knowledge integration of Data Science (DS) concepts delivered via computational notebooks. This study also explores students' conceptual understanding of the unsupervised Machine Learning algorithm of K‐means after being exposed to this method. The learning of DS methods and techniques has become paramount for the new generations of undergraduate engineering students. However, little is known about effective strategies to support student learning of DS and machine learning (ML) algorithms. The research questions are: How do students conceptualize their understanding of an unsupervised ML method after engaging with interactive visualizations designed using the computational cognitive apprenticeship approach? How do the affordances of the interactive visualizations support or hinder student knowledge integration of an unsupervised machine learning method? Design‐based research allowed for the iterative design, implementation, and validation of the pedagogy in the context of a working classroom. For this, data collection methods often take the form of student artifacts. We performed a qualitative content analysis of students' written responses and reflections elicited during the learning process. Results suggest that the computational cognitive apprenticeship promoted knowledge integration. After interacting with the computational notebooks, most students had accurate conceptions of the goal and the nature of the method and identified factors affecting the output of the algorithm. Students found it useful to have a concrete representation of the method, which supported its conceptual understanding and showcased the acquisition of strategic knowledge for its appropriate execution. However, we also identified important misconceptions students held about the algorithm.
... Así, diseñar y llevar a cabo experimentos controlados es una habilidad que todos los estudiantes deberían desarrollar. La Figura 11 muestra un continuo de los experimentos que logran implementar diseñadores con diferentes niveles de experiencia (Vieira, Seah y Magana, 2018). A menudo, los diseñadores principiantes no generan hipótesis ni implementan experimentos para probar sus hipótesis (Crismond y Adams, 2012). ...
... Así, diseñar y llevar a cabo experimentos controlados es una habilidad que todos los estudiantes deberían desarrollar. La Figura 11 muestra un continuo de los experimentos que logran implementar diseñadores con diferentes niveles de experiencia (Vieira, Seah y Magana, 2018). A menudo, los diseñadores principiantes no generan hipótesis ni implementan experimentos para probar sus hipótesis (Crismond y Adams, 2012). ...
... In general, these situations contain problems that must be resolved. Design is the process of using scientific and engineering knowledge to solve technological challenges and optimize solutions within a set of requirements and restrictions (Arastoopour Irgens et al., 2017;Vieira, Seah & Magana, 2018). Because engineering is the application of scientific and mathematical principles to real-world problems (Svarovsky & Shaffer, 2007), engineering design activities can provide a rich environment for students to gain fundamental science skills and understandings while working on projects that are personally significant to them (Buber & Unal Coban, 2020;Fortus, Reddy, & Dershimer, 2003). ...
Chapter
Full-text available
This chapter will discuss how European studies focused on design challenges and design products. It will present examples of design challenges and products that support critical thinking. It provide a review from European perspective to discuss the scarcity of design challenges/products.
... Aladdin (formerly known as Energy3D) is a freely available, opensource CAD program that has been developed specifically to help students learn about designing energy-e icient buildings and renewable energy solutions (Xie, Schimpf, Chao, Nourian, & Massicotte, 2018). It also allows education researchers to study actions that students perform within the platform (e.g., Seah & Magana, 2019;Vieira, Seah, & Magana, 2018). Since the software is easy to use and has built-in tutorials, students can quickly learn how to model a simple building (e.g., see Figure 1). ...
Article
Full-text available
Engineering learning, a three-dimensional construct that includes Engineering Habits of Mind, Engineering Practices, and Engineering Knowledge, has been well established and defined at the post-secondary level (Reed, 2018). Meanwhile, engineering within pre-kindergarten through 12th grade (P-12) classrooms continues to grow steadily. Changes introduced by A Framework for K-12 Science Education (National Research Council, 2012) and Next Generation Science Standards (NGSS Lead States, 2013) have started to place engineering within secondary science education, just as the inclusion of engineering design in Standards for Technological Literacy did within technology education classrooms at the turn of the century (International Technology and Engineering Educators Association, 2000/2002/2007). More and more students are now exposed to engineering learning prior to graduating from high school in a variety of courses like technology, science, and career/technical education classrooms, as well as informal learning programs. Nevertheless, engineering in its own right often remains a missing or minimal component of the learning experience for many students (Change the Equation, 2016; Miaoulis, 2010). To include engineering in a more prominent manner, the Framework for P-12 Engineering Learning (2020) has recently been published as a practical guide for developing coherent, authentic, and equitable engineering learning programs across schools. This guidance includes a definition of the three dimensions of engineering learning, principles for pedagogical practice, and common learning goals. The framework can support the development of in-depth and authentic engineering learning initiatives and provide building blocks toward the 2020 Standards for Technological and Engineering Literacy. As a component of the framework, engineering practices are detailed by describing core concepts that can support performing these practices with increased sophistication over time. Examples include making data-informed design decisions based on material properties and employing computational tools to analyze data to assess and optimize designs. In this Engineering in Action article, we introduce a freely available, open-source computer-aided design (CAD) software called Aladdin and discuss how it can support authentic engineering practice within secondary classrooms. Earlier works have suggested that Aladdin is an effective tool for implementing Next Generation Science Standards (e.g., Chao et al., 2018; Goldstein, Loy, & Purzer, 2017). Similarly, we make a case for using Aladdin in secondary engineering education and discuss how recommendations of the Framework for P-12 Engineering Learning map to specific features of the software.
... It is often not enough to assess students' proficiency in design thinking only from the final product, as one needs to interpret all the steps taken to make the final product to solve a problem. There have been some studies that characterized students' experimentation and generating ideas strategies in engineering design [3,4,5]. However, students' use of four design thinking strategies at the same time has not been assessed and categorized based on their strategic performance. ...
... Given the complexity of the design process, visualization techniques are commonly deployed to both characterize designers' processes and enable comparisons of how designers performed on a given task [21][22][23][24][25][26] . These visualizations may seek to visualize a designer's entire design process or relevant aspects of their design process. ...
Conference Paper
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Abstract: In design, reflection is a central practice that helps designers evaluate past strategies, synthesis knowledge they've gained and plan future actions. For novice designers, developing reflection abilities may be particularly important as it may both help them develop this specific ability and more broadly develop their design thinking abilities. However, the design process is fluid with distinct design stages that may happen in varying order and repeat or cycle in a sequence unique to the design context and designers involved. Reflection similarly can happen in different patterns across the design process. Thus, it is not clear when students may reflect. While past work in design has studied several aspects of reflection such as students' reflective practices or how reflection relates to design quality outcomes, less work has looked at how reflection is distributed over the design process. We seek to address this gap by proposing to analyze designers' reflection process through a data visualization approach to generate reflection plots of students' reflection activities in context with other key design activities. Data from a class of 28 students in a Midwestern middle school is visualized to discover what key factors distinguish how students reflect over their design processes and to uncover unique modes of how novices reflect temporally. Results identify four factors that distinguish when designers reflect: timing, duration, intensity and interweaving (with other activities). An examination of four cases unveil distinct ways in which students' reflection process can be characterized holistically. These results indicate there is high variability in regards to when and how students reflect, which can be used by design educators and researchers to better support student's future design learning.
... However, it has been only in recent years that educational researchers have investigated the potential of engaging students in engineering design practices via computer simulations for integrated science and engineering learning (Dasgupta et al. 2019;Seah and Magana 2019;Vieira et al. 2018;Xie et al. 2018). Some of this research suggests that by engaging in experimentation practices through design challenges, students may develop some science learning. ...
Article
Full-text available
In science and engineering education, the use of heuristics has been introduced as a way of understanding the world, and as a way to approach problem-solving and design. However, important consequences for the use of heuristics are that they do not always guarantee a correct solution. Learning by Design has been identified as a pedagogical strategy that can guide individuals to properly connect science learning via design challenges. Specifically, we focus on the effect of simulation-enabled Learning by Design learning experiences on student-generated heuristics that can lead to solutions to problems. A total of 318 middle school students were exposed to a lesson that integrated design practices in the context of energy consumption and energy conservation considerations when designing buildings using an educational CAD tool. The students were pre- and posttested before and after the 2-week long intervention. The data analysis procedures combined qualitative with quantitative methods along with machine learning approaches. Our analysis revealed two distinct groups of students based on their learning achievement: the naive developing heuristic group and semi-knowledgeable fixated heuristic group. Differences between the groups are discussed in terms of performance, as well as implications for the use of computer simulations to improve student learning.
... Students often follow a trial and error method for evaluating multiple ideas (Schauble et al., 1991). The goal, for the students, is to pursue a systematic experimentation approach using the available resources (e.g., Vieira, Seah, & Magana, 2018). Technology in the form of simulation software has been found to support this experimentation process by providing repeated opportunities for simulating, testing 'what-if' conditions, and evaluating the proposed solutions (Kolodner et al., 2003). ...
Article
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Tasarım Temelli Pedagoji kitabının çevirisi Uşak Üniversitesi ve Dokuz Üniversitesi'ndeki araştırmacılar tarafından tamamlanmıştır. Kitaba proje sayfamızdan da erişebilirsiniz: http://p2dproject.eu/index.php/ciktilar/
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Chapter
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The ability of future engineering professionals to solve complex real-world problems depends on their design education and training. Because engineers engage with open-ended problems in which there are unknown parameters and multiple competing objectives, they engage in fuzzy decision-making, a method of making decisions that takes into account inherent imprecisions and uncertainties in the real world. In the design-based decision-making field, few studies have applied fuzzy decision-making models to actual decision-making process data. Thus, in this study, we use datasets on student decision-making processes to validate approximate fuzzy models of student decision-making, which we call data-enabled cognitive modeling. The results of this study (1) show that simulated design problems provide rich datasets that enable analysis of student design decision-making and (2) validate models of student design cognition that can inform future design curricula and help educators understand how students think about design problems.
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Engineering design is an iterative process that supports the solution of problems by applying scientific knowledge to make informed decisions. Assessing different levels of expertise in experimentation is a difficult task since these are not usually visible as part of a student's final design solution. The purpose of this research is to investigate and characterize students' experimentation strategies while working on a design challenge. We conducted a concurrent think-aloud to capture students' thinking while they were working on a design challenge using an educational computer-aided design (CAD) software. We showed how the design replays generated from the log files collected from the CAD software can be used to represent students' experimentation strategies and how these representations can be validated by the data collected from the think-aloud. Our preliminary results show that technology-based assessment by the educational CAD tool allows us to identify the differences between different experimentation strategies and that the result of this assessment is supported by the result obtained from the concurrent think-aloud. Implications of this work would be relevant to engineering educators and researchers who are interested in understanding and assessing students' experimentation strategies in engineering design.
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Chapter
Children’s engineering involves design of a solution under specified constraints in response to a particular need or goal. Desktop manufacturing systems enable students to engineer complex solutions with tangible products, expanding the range of possible approaches to engineering education. Desktop manufacturing technologies encompass digital fabrication systems such as 3D printers and computer-controlled die cutting systems and related technologies such as 3D scanners. These systems offer an entry point for advancing children’s engineering as well as connecting to other STEM subjects. Because desktop manufacturing systems have only recently become affordable in schools and are continuing to evolve rapidly, the conditions under which they may be best used in classrooms are not yet well defined. However, there are several promising directions that may guide future research in this area. The design process involved in desktop manufacturing affords an opportunity for connections among multiple representations. The virtual design on the computer screen and the corresponding physical object that is produced are two representations of the same underlying construct. Negotiating these representations offers connections to mathematics taught in schools such as ratios, proportion, and scaling. Computer-assisted design programs developed as learning tools can capture information about student design choices and underlying thought processes. Construction of physical prototypes through desktop manufacturing involves extensive involvement of motor skills that may have linkages with student achievement. Digital objects and designs developed at one school can be disseminated via the Internet and reproduced at other sites, allowing designs to be shared and adapted for specific educational goals.
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This research aims to explore the benefits of a flipped learning approach for students who are taking an introductory-level curriculum on bridge computer aided design in terms of learning attitude and achievement within the curriculum. In this study, collaborative problem based learning (CPBL) supported by flipped learning, a blended learning design, was integrated into a high school bridge computer aided design curriculum. Ninety-one 17-year-old students from two K11 classes were assigned randomly to an experimental group and a control group for the study, respectively. To assess the students' achievements and learning attitudes in the different groups, an 8-week (16 h in total) pre- and post-test quasi-experimental study was designed. The results confirmed the effectiveness of the flipped learning approach. Significant differences were found between the experimental and control group in terms of students' achievements. In the experimental group, students' learning attitudes, motivation and self-evaluation were enhanced. In conclusion, the results show that the flipped learning approach has a positive effect on the transfer of learning. Based on the findings obtained, recommendations for the improvement of future K12 engineering education instruction using the flipped learning approach are provided. © 2015 Wiley Periodicals, Inc. Comput. Appl. Eng. Educ. 9999:1-13, 2015; View this article online at wileyonlinelibrary.com/journal/cae; DOI 10.1002/cae.21622
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Abstract The purpose of this study was to investigate value of combining Real Experimentation (RE) with Virtual Experimentation (VE) with respect to changes in students' conceptual understanding of electric circuits. To achieve this, a pre–post comparison study design was used that involved 88 undergraduate students. The participants were randomly assigned to an experimental (45 students) and a control group (43 students). Each group attended a one semester course in physics for preservice elementary school teachers. Both groups used the same inquiry-based curriculum materials. Participants in the control group used RE to conduct the study's experiments, whereas, participants in the experimental group used RE in the first part of the curriculum and VE in another part. Conceptual tests were administered to assess students' understanding of electric circuits before, during and after the teaching intervention. Results indicated that the combination of RE and VE enhanced students' conceptual understanding more than the use of RE alone. A further analysis showed that differences between groups on that part of the curriculum in which the experimental group used VE and the control group RE, in favour of VE.
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Students' creativity is an important focus globally and is interrelated with students' spatial abilities. Additionally, three-dimensional computer-assisted drawing (3D-CAD) overcomes barriers to spatial expression during the creative design process. Does 3D-CAD affect students' creative abilities? The purpose of this study was to explore the auxiliary effects of 3D-CAD applications on students' creative design capabilities and on students with different spatial abilities. A total of 349 students from a public senior high school in Taoyuan County, Taiwan, participated in the study. The study used a non-equivalent pretest and post-test quasi-experimental design. The key results from the study include the following: (1) students' spatial abilities were moderately correlated with their creative performance, especially their functional creativity; (2) the 3D-CAD applications enhanced students' creative performance, particularly with regard to aesthetics; and (3) in 3D-CAD applications, students with better spatial abilities were superior to those with relatively poor spatial abilities with regard to creative performance. Additionally, the effect sizes of novelty and aesthetics were stronger than that of functionality.
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This study offers new insights into the ongoing debate about whether physical and virtual materials are equally effective in inquiry-based science instruction. Physical materials were predicted to have a surplus value when haptic feedback helps discern object characteristics or when the perceived credibility of experimental data can impede conceptual change. Both assumptions were tested by comparing the belief revisions and confidence ratings of children (n = 60) engaged in an inquiry task about falling objects. Children were assigned to one of three instructional conditions that differed with regard to the type of materials and the possibility to manipulate those materials. Main findings confirmed the alleged benefits of physical manipulation in correcting misconceptions about object characteristics that are perceived by touch. Belief revision about visually discernible characteristics proved independent of the type of material and type of manipulation, as was children's confidence in their post-instructional beliefs. Together, these findings indicate that tactile cues derived from physical manipulation can have a unique contribution to children's science learning.
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Background: Design experiences play a crucial role in undergraduate engineering education and are increasingly important in K-12 settings. There are few efforts to purposefully connect research findings on how people design with what teachers need to understand and do to help K-16 students improve their design capability and learn through design activities. Purpose: This paper connects and simplifies disparate findings from research on design cognition and presents a robust framework for a scholarship of design teaching and learning that includes misconceptions, learning trajectories, instructional goals, and teaching strategies that instructors need to know to teach engineering design effectively. Method: A scholarship of integration study was conducted that involved a meta-literature review and led to selecting and bounding students' design performances with appropriate starting points and end points, establishing key performance dimensions of design practices, and fashioning use-inspired tools that represent design pedagogical content knowledge for teachers. Results: The outcome of this scholarship of integration effort is the Informed Design Learning and Teaching Matrix that contains nine engineering design strategies and associated patterns that contrast beginning versus informed design behaviors, with links to learning goals and instructional approaches that aim to support students in developing their engineering design abilities. Conclusions: This paper's theoretical contribution is an emergent educational theory of informed design that identifies key performance dimensions relevant to K-16 engineering and STEM educational contexts. Practical contributions include the Informed Design Teaching and Learning Matrix, which is fashioned to help teachers do informed teaching with design tasks while developing their own design pedagogical content knowledge.
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This study investigates the hypothesis that when children are engaged in science experiments, the goal of which is to understand relations among causes and effects, they often use the engineering model of experimentation, characterized by the more familiar goal of manipulating variables to produce a desired outcome. Sixteen fifth- and sixth-graders worked on two experimentation problems consistent with the engineering and science models, respectively. The context in which these problems were framed was also varied, to encourage adoption of either an engineering or science model. Over six 40-min sessions, the group achieved significant increases in the percentages of inferences about variables that were both correct and valid. Improvement was greatest for those who began with the engineering problem and then went on to the science problem. The science model was associated with broader exploration, more selectiveness about evidence interpreted, and greater attention to establishing that some variables are not causal. The findings suggest that research on scientific inquiry processes should attend not only to the science content students are reasoning about, but also to their beliefs about the goals of inquiry.
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Empirical data on design processes were obtained from a set of protocol studies of nine experienced industrial designers, whose designs were evaluated on overall quality and on a variety of aspects including creativity. From the protocol data we identify aspects of creativity in design related to the formulation of the design problem and to the concept of originality. We also apply our observations to a model of creative design as the co-evolution of problem/solution spaces, and confirm the general validity of the model. We propose refinements to the co-evolution model, and suggest relevant new concepts of ‘default’ and ‘surprise’ problem/solution spaces.
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This paper presents the results of a survey of CAD users that examined the ways in which their computational environment may influence their ability to design creatively. This extensive online survey builds upon the findings of an earlier observational case study of the use Of Computer tools by a small engineering team. The case Study was conducted during the conceptual and detailed stages of the design of a first-to-world product. Four mechanisms by which CAD tools may influence the creative problem solving process were investigated: enhanced visualisation and communication, circumscribed thinking, premature design fixation and bounded ideation. The prevalence of these mechanisms was examined via a Series of questions that probed the user's mode of working, attitudes, and responses to hypothetical situations. The Survey showed good Support for the first three mechanisms and moderate support for the fourth. The results have important implications for both the users and designers of CAD tools.
  • Dewey
In: Engineering in pre-college settings: Synthesizing research, policy, and practices
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