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O¨zgu¨r Keles¸; Vincent Brubaker-Gianakos; Vimal Viswanathan; Farshid Marbouti – Journal of STEM Education: Innovations and Research, 2023
This paper describes the application of new Virtual Learning Environments (VLEs) in engineering education. It demonstrates how VLEs improve student learning in two engineering concepts compared with the traditional classroom setting. Literature has conflicting studies on both the advantages and disadvantages of learning in VLEs. The application of…
Descriptors: Educational Environment, Virtual Classrooms, Computer Simulation, Artificial Intelligence
Alexandra Hain; Sarira Motaref – Journal of STEM Education: Innovations and Research, 2023
The ability to predict spatial elements based on two-dimensional figures, evaluate engineering elements, identify expected deformations, and predict possible failure mechanisms are critical for engineers. However, in applied mechanics courses, many undergraduate engineering students struggle with applying these skills to engineering problems.…
Descriptors: Computer Simulation, Visual Aids, Undergraduate Students, Engineering Education
Bradley Bowen; Bryanne Peterson – Journal of STEM Education: Innovations and Research, 2024
Modeling and simulation activities are common in secondary technology and engineering education classrooms. Virtual simulations are used to integrate engineering design into classroom instruction. The performance outcomes of a student's final virtual design usually depend on the level of knowledge application. When applying the learned content to…
Descriptors: Models, Middle Schools, STEM Education, Secondary School Curriculum
Carrell, John; Spott, Jessica; Johnson, Levi – Journal of STEM Education: Innovations and Research, 2021
LAZARUS is the Lab for the Analysis of Zombie Activity and Research into Undead Simulations. LAZARUS began in 2014 through a [UNIVERSITY] and [ISD] partnership, aimed at engaging K-12 students in rigorous research in a unique way. This partnership was the initial driving force in the conceptualization and creation of a super-computer known as the…
Descriptors: Elementary Secondary Education, Outreach Programs, STEM Education, At Risk Students
Lakin, Joni M.; Han, Yi; Davis, Edward – Journal of STEM Education: Innovations and Research, 2016
The "Grand Challenges" for Engineering are an effort to portray engineering as a field that has profound impacts on society. This study explores the level of interest first-year engineering students had in various "Grand Challenges" and in nanotechnology topics. We administered a survey to a large sample of students enrolled in…
Descriptors: College Freshmen, Molecular Structure, Technology, Interdisciplinary Approach
Chou, Karen C.; Moaveni, Saeed; Sapp, James D. – Journal of STEM Education: Innovations and Research, 2017
The integrity of a structural system depends on the strength of materials, shape of the individual member and the elements used to hold the members together. In most undergraduate civil engineering curricula, a structural steel and/or reinforced concrete design course is required. Usually, the main focus of these courses is on member selection…
Descriptors: Engineering Education, Metallurgy, Construction Materials, Computer Simulation
Chou, Karen C.; Moaveni, Saeed; Drane, Denise – Journal of STEM Education: Innovations and Research, 2016
A Virtual Steel Connection Sculpture was developed through a grant from the National Science Foundation. The Virtual Sculpture is an interactive tool that shows students and anyone interested in connections how steel members are connected. This tool is created to complement students' steel design courses. The features of this educational tool,…
Descriptors: Sculpture, Metallurgy, Construction Materials, Computer Simulation
Gilliam, Melissa; Bouris, Alida; Hill, Brandon; Jagoda, Patrick – Journal of STEM Education: Innovations and Research, 2016
Alternate Reality Games (ARGs) are multiplayer role-playing games that use the real world as their primary platform and incorporate a range of media, including video, audio, email, mobile technologies, websites, live performance, and social networks. This paper describes the development, implementation, and player reception of "The…
Descriptors: STEM Education, Educational Games, Computer Games, Computer Simulation