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  • Research Article
  • 10.14710/ijee.2.1.11-19
THE ANALYSIS IS FOR THE DESIGN OF DIFFERENT CLUB FACE’S THICKNESSES OF FAIRWAY WOOD TO THE CHARACTERISTIC TIME
  • Jun 15, 2020
  • International Journal of Engineering Education
  • Kueipin Kuo

Background: The main factors to influence on the stroking performance of club head are alloy and spring-like effect. Design the structure of new club face to create the fairway wood which can show best stroking feeling and let driving distance become longer. Purpose: The club face of fairway wood is processed through the iron alloy heating procedure and CNC to innovate the club head with high spring-like effect (characteristic time). Method: (1) Use 455 stainless steel processed by heating and aging treatment, to do the analysis on microstructure and mechanical properties. (2) Through CNC to design seven different patterns for the back of club face, each pattern for three club head. The total amount is twenty-one. (3) Make finished product be test the characteristic time and the ability of strike by the practical measurement. (4) To analyze after the compare between three-way ANOVA and LSD. Results: After 455 stainless steel was heated in procedure S850℃-A550℃, mechanical properties became superior and had the better malleability, it is suitable for developing the club face of high spring-like effect. Before and after grinding among three-way ANOVA (pattern*thickness*place), did not achieve the significant level on the figure of characteristic time. Through two-way ANOVA (pattern*place and thickness*place), showed the significant deviation before and after grinding. After doing the crash test by 45m/s, all the results can reach the higher limited standard. Summary: 455 stainless steel was designed with the different club face’s thicknesses of fairway wood can make spring-like effect achieve high characteristic time. The much thinner club face let the characteristic time perform highly. But there was no obvious effects from the patterns of the back club face.

  • Research Article
  • 10.14710/ijee.v2i1.5052
Development of a Game-Based e-Learning System with Augmented Reality for Improving Students’ Learning Performance
  • Jun 15, 2020
  • International Journal of Engineering Education
  • Shu-Hung Yang + 7 more

Currently, the school children usually spend a lot of time on the games in their recreational activities and some of them are even addicted to the games. Compared with other extracurricular activities, the e-Learning system reflects the fact that school children are very interested in the games. As a result, educators have lately craved to develop effective teaching activities that allow the school children to learn some subjects and to play the games simultaneously. Therefore, this study is based on an e-Learning system which combines the serious game by Unity3D Game Engine with augmented reality (AR). Students are able to acquire their knowledge and to foster logical skills via this game-based e-Learning system. According to its efficacy and utilities, this study has assessed and compared the game-based e-Learning system with the traditional learning and other e-Learning systems. The experimental results have indicated that the proposed game-based e-Learning system can outperform other existing systems.

  • Open Access Icon
  • Research Article
  • Cite Count Icon 9
  • 10.14710/ijee.2.1.1-10
Development of a Game-Based e-Learning System with Augmented Reality for Improving Students’ Learning Performance
  • Jun 15, 2020
  • International Journal of Engineering Education
  • Shu-Hung Yang + 7 more

Currently, the school children usually spend a lot of time on the games in their recreational activities and some of them are even addicted to the games. Compared with other extracurricular activities, the e-Learning system reflects the fact that school children are very interested in the games. As a result, educators have lately craved to develop effective teaching activities that allow the school children to learn some subjects and to play the games simultaneously. Therefore, this study is based on an e-Learning system which combines the serious game by Unity3D Game Engine with augmented reality (AR). Students are able to acquire their knowledge and to foster logical skills via this game-based e-Learning system. According to its efficacy and utilities, this study has assessed and compared the game-based e-Learning system with the traditional learning and other e-Learning systems. The experimental results have indicated that the proposed game-based e-Learning system can outperform other existing systems.

  • Open Access Icon
  • Research Article
  • Cite Count Icon 1
  • 10.14710/ijee.2.1.63-81
Developing systems thinking in a Project-Based Learning environment
  • Jun 15, 2020
  • International Journal of Engineering Education
  • Sigal Kordova

As science and engineering projects are becoming increasingly more complex, sophisticated, comprehensive and multidisciplinary, there is a growing need for systems thinking skills to ensure successful project management. Systems thinking plays a major role in the initiation, effective management, and in facilitating inter-organizational tasks. This research assesses the capacity for engineering systems thinking and its contribution in carrying out a multidisciplinary project. The research also reviews the cognitive process through which systems thinking skill is acquired. The study focused on a group of students who have completed their senior design projects in high-tech industry, while their plans were being integrated into existing larger projects in the respective industrial sites. The systems thinking skill of the students was examined according to a questionnaire for assessing the Capacity for Engineering Systems Thinking (CEST). Statistical analysis shows significant differences in the students capacity for systems thinking at the beginning and end of the work (p<0.001). This research demonstrates that systems thinking skills can be improved through awareness and involvement in multidisciplinary projects.

  • Open Access Icon
  • Research Article
  • Cite Count Icon 3
  • 10.14710/ijee.2.1.52-62
VIRTUAL LABORATORIES AS STRATEGY FOR TEACHING IMPROVEMENT IN MATH SCIENCES AND ENGINEERING IN BOLIVIA
  • Jun 15, 2020
  • International Journal of Engineering Education
  • Francisco Vargas

The vertiginous technological advancement has made necessary the use of computersoftware that contributes to the improvement of teaching in math sciences and engineering.It is in this context that the last five years the strategy presented in this article has been disseminatedin the main universities of Bolivia, a country where the schools have not yet been ableto offer basic disciplines such as calculus, matrix algebra, physics and/or differential equationsto solve problems considering applicative aspects. To establish this connection, it is necessaryto deduce differential equations associated with practical problems, solve these equationswith different numerical algorithms, and establish the concept of simulation to later introducelanguages like Python/VPython free of license to elaborate Virtual Laboratories that allow obtainingthe solutions in two and three dimensions. The classical problems addressed for thispurpose are the satellite of two degrees of freedom and the inverted pendulum.

  • Open Access Icon
  • Research Article
  • Cite Count Icon 2
  • 10.14710/ijee.2.1.20-32
Distributed Cat Modeling Based Agile Framework for Software Development
  • Jun 15, 2020
  • International Journal of Engineering Education
  • Prakash B + 1 more

Software development is a hectic process that requires keen understanding and effective model such that the developed software inherits good quality, reliability, and achieves customer satisfaction towards achieving the goals effectively. The effective operation of the software is enabled by modifying the operating modules of the software through a model, like agile. In this paper, the catastrophic and distributed computing models are integrated into the software development step. The proposed model is termed as Distributed Cat model that is developed with the aim to handle the risk factors engaged in various developing stages of the agile model. The risk factors that affect the communication, planning, release, design, coding and testing modules of the agile modules are deeply learned and executed such that the risk factors are tackled by various modules present in the proposed Distributed Cat model. The effectiveness of the proposed model is analyzed based on the performance metrics, such as Index of Integration (IoI) and Usability Goals Achievement Metric (UGAM), for which five products including the hotel management system, Customer relationship Management system (CRM), Rainfall prediction system, Temperature monitoring system, and meta-search system, are employed and analyzed. The analysis is progressed using the parameters, like mean difference, variance, standard devaiation, correlation. The analysis proves that the proposed model offered a great deviation after applying the proposed model contributing a high degree of performance in software development.

  • Research Article
  • 10.14710/ijee.v2i1.4466
Role of FCBF Feature Selection Algorithm in Educational Data Mining
  • Jun 15, 2020
  • International Journal of Engineering Education
  • Maryam Zaffar

Educational Data Mining (EDM) is a very vigorous area of Data Mining, and it is helpful in predicting the performance of students. Student performance prediction is not only important for students, but also helpful for academic organization to detect the causes of success and failures of students. Furthermore, the features selected through the students’ performance prediction models helps in developing action plans for academic welfare. Feature selection can increase the prediction accuracy of the prediction model. In student performance prediction model, where every feature is very important, as neglection of any important feature can causes wrong development of academic action plans. Moreover, the feature selection is very important step in the development of student performance prediction models. There are different types of feature selection algorithms. In this paper FCBF is selected as a feature selection algorithm. This paper is a step on the way to identifying the factors affecting the academic performance of the students. In this paper performance of FCBF is being evaluated on three different student’s datasets. The performance of FCBF is detected well on a student dataset with greater no of features.

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  • Research Article
  • Cite Count Icon 1
  • 10.14710/ijee.2.1.33-51
Predictive analysis of instruction in science to students’ declining in-terest in science-An analysis of gifted students of sixth - and seventh-grade in Taiwan
  • Jan 27, 2020
  • International Journal of Engineering Education
  • Chia-Yen Hsieh

Students’ interest in science declines substantially in the transition from elementary to secondary education. Using students’ ratings of their instruction on the topic of oxidation-reduction reaction, we examined if changes in instructional practices accounted for differences in situational interest in science imagination instruction and enduring individual interest in science imagination between elementary and secondary school classrooms. Multilevel regression analyses were conducted for a sample of 162 sixth - and 161 seventh-grade gifted classrooms. The use of student experiments, the elicitation of student explanations, and lack of clarity accounted to varying degrees for disparities in science interest between grade levels. The impact of instructional practices on individual interest was mediated by situational interest.

  • Journal Issue
  • Cite Count Icon 1
  • 10.14710/ijee.2.1
  • Jan 27, 2020
  • International Journal of Engineering Education

  • Open Access Icon
  • Research Article
  • 10.14710/ijee.1.2.74-84
The Development of Technology-supported Approaches to the LO Process for Accredited Engineering Programs
  • Dec 15, 2019
  • International Journal of Engineering Education
  • Dale Lackeyram + 3 more

Tracking graduate outcomes is a new requirement for engineering education in Canada. Working closely with curriculum developers and educational technologists, the School of Engineering at the University of Guelph has shown it is possible to put in place an effective process. The process requires engaged participants, an open-mindedness and integrated technologies to collect and report the data. Combining people, process and technology provides a way for data analysis to satisfy accreditation requirements and internal quality education metrics. This paper describes the approach taken and identifies strengths, challenges, and opportunities to be successful, and support the ultimate goal of curriculum improvement.