This document describes a methodology used by Engineers Without Borders Colombia (EWB Colombia) to connect engineering students with rural communities. The methodology involves:
1) An observation phase where students interact with communities to understand problems, followed by CDIO project phases where they conceive, design, implement and operate solutions.
2) Using participatory action research and a problem-oriented approach to develop socially impactful engineering proposals in collaboration with communities.
3) Implementing this methodology in a university course where students worked on inadequate water management in a Colombian town, developing professional skills in communication and problem-solving through hands-on projects with social benefits.
Teaching problem-based learning to engineering interdisciplinary graduate stu...eraser Juan José Calderón
July 2016
Conference: Proceedings of the PAEE/ALE’2016, 8th Fernando José Rodríguez-Mesa e Ismael Peña.
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This document provides a critical analysis of the perspectives of students, tutors, and clients in live project practices, using the Sheffield Live Project model as a case study. It examines the tri-polar relationship between these groups and how influence is distributed over project outcomes. Through interviews and reviews of past projects, it identifies challenges in negotiating competing agendas and defining successful project characteristics. The document argues that live projects can effectively address skill gaps if implemented with ethical community engagement.
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Presentation of my research work to PAWS research group, during my visit to the School of Information Sciences of the University of Pittsburgh. 26th February, 2019.
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Challenge-Based Learning (CBL) is an innovative teaching methodology that engages students to resolve real-world challenges while applying the knowledge they acquired during their professional training. This article describes the results of the implementation of an online course on entrepreneurship that utilized CBL with a group of 20 undergraduate students from various disciplines in a university in Mexico. During the course, challenges related to the Sustainable Development Goals of the United Nations were presented to the participants, making it possible to observe the students’ interest in resolving these problems. This research uses a case study methodology and seeks to determine the CBL elements in the e-learning modality. The results showed that the participants generated sustainable business ideas aimed to resolve local, national, and global problems. The recommendations are to continue the formation of the businesses proposed in the project. These ideas can become real ventures that connect various actors in the entrepreneurial ecosystem and will continue to strengthen transversal skills such as teamwork and communication.
The document proposes the development of LearnVR, a virtual reality learning platform for post-secondary institutions. It provides an executive summary of the COVID-19 pandemic's disruption of education and the identified opportunity to provide interactive online learning. A situational analysis examines stakeholders, current resources at the University of Calgary including strengths like the Taylor Institute, and weaknesses like student and educator dissatisfaction with online classes. Opportunities exist in innovative technologies like VR, while threats include reputation risks if institutions do not adapt. Interviews revealed support for VR's potential to improve engagement and preparation for careers. The proposal suggests developing a minimum viable product and testing it with classes of 20-25 students through a freemium model.
Critical Thinking and Collaborative Problem-Solving for Improving Education P...IEREK Press
The global ecological crisis is an indispensable issue that needs to be solved. The importance of developing critical thinking and communication skills in teaching-learning methods will help to enhance education performance; as well, the students would become informed participants in environmental decision-making. Lebanon is suffering from multiple ecological problems due to the environmental mismanagement, particularly energy problems. For this reason, training the Lebanese students mainly in architecture schools should to think critically about environmental issues, and using collaborative problem-solving as one of teaching-learning methods and techniques, which will be directly reflected in finding solutions to the problem under investigation. The researcher aims to experiment and apply this method in a history of architecture class at faculty of architecture, to improve the environmental quality of health and wellbeing in historical built environment. This will increase the awareness for conservation aspects of architectural heritage in students, on the one hand. In addition to spread the spirit of teamwork, to facilitate the concept of integrated design process between the different disciplines when practicing professional life, on the other hand. Therefore, the study aims to produce a new methodology for integrating teaching-learning method in architecture, presenting various international attempts of thermal retrofit in historical built environment, guiding the architectural students to follow the same approach of such projects, which will save energy in a country that has a major problem in electricity. The case study is based on a real problem in a realistic situation in Tripoli old Souks at north Lebanon, in which the instructor and the students will analyze and propose some solutions of building thermal retrofit within this historical context, using collaborative problem-solving strategy that could clarifying its reversal extent on the validity of health and wellbeing with the continuity of conserving the architectural heritage.
Online educational environments and ICT tools in higher education: teachers s...Balazs Pankasz
The document summarizes a study that surveyed teachers at the University of Pécs about their use of online educational environments and ICT tools in higher education. The study aimed to understand teachers' opinions on using new digital tools like web 2.0 applications in education. It also sought to identify differences in attitudes toward technology between generations of teachers and students. The survey was completed online by 148 teachers and examined their use of ICT as well as views on incorporating new technologies into teaching. The results provide insight into teachers' perspectives on the role of digital tools in higher education.
Social Media Based Courseware for ASEAN Open Education: Opportunity and New C...Jintavee Khlaisang
Khlaisang, J. (2013). Social Media Based Courseware for ASEAN Open Education: Opportunity and New Challenge. The Asia Regional OpenCourseWare and Open Education Conference 2012, organized by Japan Opencourseware Consortium and Office of the Higher Education Commission, Thailand, January 21-22, 2013.
Teaching problem-based learning to engineering interdisciplinary graduate stu...eraser Juan José Calderón
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Conference: Proceedings of the PAEE/ALE’2016, 8th Fernando José Rodríguez-Mesa e Ismael Peña.
International Symposium on Project Approaches in Engineering Education (PAEE) and 14th Active Learning in Engineering Education Workshop (ALE)At: Guimaraes, Portugal
A Look At The Sheffield Live Project ModelNathan Mathis
This document provides a critical analysis of the perspectives of students, tutors, and clients in live project practices, using the Sheffield Live Project model as a case study. It examines the tri-polar relationship between these groups and how influence is distributed over project outcomes. Through interviews and reviews of past projects, it identifies challenges in negotiating competing agendas and defining successful project characteristics. The document argues that live projects can effectively address skill gaps if implemented with ethical community engagement.
Supporting educators as designers of complex blended learning scenarios: visu...Laia Albó
Presentation of my research work to PAWS research group, during my visit to the School of Information Sciences of the University of Pittsburgh. 26th February, 2019.
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Challenge-Based Learning (CBL) is an innovative teaching methodology that engages students to resolve real-world challenges while applying the knowledge they acquired during their professional training. This article describes the results of the implementation of an online course on entrepreneurship that utilized CBL with a group of 20 undergraduate students from various disciplines in a university in Mexico. During the course, challenges related to the Sustainable Development Goals of the United Nations were presented to the participants, making it possible to observe the students’ interest in resolving these problems. This research uses a case study methodology and seeks to determine the CBL elements in the e-learning modality. The results showed that the participants generated sustainable business ideas aimed to resolve local, national, and global problems. The recommendations are to continue the formation of the businesses proposed in the project. These ideas can become real ventures that connect various actors in the entrepreneurial ecosystem and will continue to strengthen transversal skills such as teamwork and communication.
The document proposes the development of LearnVR, a virtual reality learning platform for post-secondary institutions. It provides an executive summary of the COVID-19 pandemic's disruption of education and the identified opportunity to provide interactive online learning. A situational analysis examines stakeholders, current resources at the University of Calgary including strengths like the Taylor Institute, and weaknesses like student and educator dissatisfaction with online classes. Opportunities exist in innovative technologies like VR, while threats include reputation risks if institutions do not adapt. Interviews revealed support for VR's potential to improve engagement and preparation for careers. The proposal suggests developing a minimum viable product and testing it with classes of 20-25 students through a freemium model.
Critical Thinking and Collaborative Problem-Solving for Improving Education P...IEREK Press
The global ecological crisis is an indispensable issue that needs to be solved. The importance of developing critical thinking and communication skills in teaching-learning methods will help to enhance education performance; as well, the students would become informed participants in environmental decision-making. Lebanon is suffering from multiple ecological problems due to the environmental mismanagement, particularly energy problems. For this reason, training the Lebanese students mainly in architecture schools should to think critically about environmental issues, and using collaborative problem-solving as one of teaching-learning methods and techniques, which will be directly reflected in finding solutions to the problem under investigation. The researcher aims to experiment and apply this method in a history of architecture class at faculty of architecture, to improve the environmental quality of health and wellbeing in historical built environment. This will increase the awareness for conservation aspects of architectural heritage in students, on the one hand. In addition to spread the spirit of teamwork, to facilitate the concept of integrated design process between the different disciplines when practicing professional life, on the other hand. Therefore, the study aims to produce a new methodology for integrating teaching-learning method in architecture, presenting various international attempts of thermal retrofit in historical built environment, guiding the architectural students to follow the same approach of such projects, which will save energy in a country that has a major problem in electricity. The case study is based on a real problem in a realistic situation in Tripoli old Souks at north Lebanon, in which the instructor and the students will analyze and propose some solutions of building thermal retrofit within this historical context, using collaborative problem-solving strategy that could clarifying its reversal extent on the validity of health and wellbeing with the continuity of conserving the architectural heritage.
Online educational environments and ICT tools in higher education: teachers s...Balazs Pankasz
The document summarizes a study that surveyed teachers at the University of Pécs about their use of online educational environments and ICT tools in higher education. The study aimed to understand teachers' opinions on using new digital tools like web 2.0 applications in education. It also sought to identify differences in attitudes toward technology between generations of teachers and students. The survey was completed online by 148 teachers and examined their use of ICT as well as views on incorporating new technologies into teaching. The results provide insight into teachers' perspectives on the role of digital tools in higher education.
Social Media Based Courseware for ASEAN Open Education: Opportunity and New C...Jintavee Khlaisang
Khlaisang, J. (2013). Social Media Based Courseware for ASEAN Open Education: Opportunity and New Challenge. The Asia Regional OpenCourseWare and Open Education Conference 2012, organized by Japan Opencourseware Consortium and Office of the Higher Education Commission, Thailand, January 21-22, 2013.
Plan Ceibal 2020: future scenarios for technology and education—the case of t...eraser Juan José Calderón
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Free and Open Source Software Development of IT Systems .docxhanneloremccaffery
Free and Open Source Software Development of
IT Systems
Mihaela Sabin
Computer Information Systems
University of New Hampshire
Manchester, NH 03101
603 641 4144
[email protected]
ABSTRACT
IT system development, integration, deployment, and
administration benefit significantly from free and open source
software (FOSS) tools and services. Affordability has been a
compelling reason for adopting FOSS in computing curricula and
equipping computing labs with support infrastructure. Using
FOSS systems and services, however, is just the first step in
taking advantage of how FOSS development principles and
practices can impact student learning in IT degree programs.
Above all, FOSS development of IT systems requires changes to
how students, instructors, and other contributors work
collaboratively and openly and get involved and invested in
project activities.
In this paper I examine the challenges to engage students in FOSS
development projects proposed by real clients. A six-week course
project revealed problems with adopting FOSS development and
collaboration across different activities and roles that student team
members have assumed. Despite these problems, students have
showed a genuine and strong interest in gaining more practice
with FOSS development. FOSS development teaching was further
refined in two other courses to learn about adequate teaching
strategies and the competencies that students achieve when they
participate in FOSS development of IT systems.
Categories and Subject Descriptors
K.3.2 [Computer Information Science Education]: Computer
science education, Curriculum.
General Terms
Human Factors, Experimentation, Management, Performance.
Keywords
Free and open source software, IT system development,
collaboration.
1. BACKGROUND
The Computer Information Systems (CIS) program at University
of New Hampshire in Manchester (UNHM) has built partnerships
with local nonprofits, state agencies, small businesses, and in-
house research projects to enrich curricula with authentic work
experiences and benefit community with IT solutions. In this
curricular model, 98 students worked in 26 teams on projects
proposed by eight organizations and one research faculty during
2007 to 2010 time period. Most of the projects evolved over
multiple semesters as course projects in databases, web systems,
and software engineering courses. Three projects were conducted
in internship, independent study, and summer research courses by
individual students. Only these projects have produced prototypes
that could be transferred for deployment at partnering
organizations. Two of these three projects have been adopted and
are in use at sponsoring organizations, Salvation Army in
Manchester and the Division for Juvenile Justice Services.
Integrating real-world projects in the IT curricula has widely-
recognized advantages on student learning:
1. Relevant learning. Students solve practical IT probl ...
The document discusses telecollaboration in university education and some of the barriers to its adoption. It summarizes surveys of practitioners that found the top barriers are the time needed to set up exchanges, difficulties integrating them due to institutional requirements, and lack of pedagogical knowledge. Case studies show practitioners are overcoming barriers by finding appropriate partners, signing written agreements, ensuring relevance for students, maintaining momentum through steady partners, and gaining prestige and awareness. Loose networks of partners are also gaining popularity.
This document discusses establishing a long-distance collaborative interaction design education environment between Australian and Japanese universities. It outlines challenges including long distance, language differences, time gaps, and cultural differences. Existing courses were rearranged with a cultural-sensitive approach. Achieved solutions included achieving online interactivity through initial online knowledge exchange and community building. Students provided positive feedback, saying the interactive 3D component helped visualize and understand designs, and was useful to clarify usage scenarios.
An exploration of secondary school students’ multimodal choices with online portfolios in 2010.
It introduces the research area; my 2010 fieldwork and findings. It then gives some initial conclusions and suggestions for future research.
Telecollaboration involves virtual exchanges between foreign language students at distant universities. The document discusses several case studies of telecollaboration exchanges between European universities and American universities. It identifies barriers to telecollaboration such as time commitment, difficulties with integration and assessment, and lack of technical skills. Practitioners overcome these barriers by obtaining management support, providing academic credit, maintaining steady partnerships, and collaborating within networks of participating universities.
Online educational environments and ICT tools in higher educationBalazs Pankasz
This document summarizes the thesis of Balázs Pankász's doctoral dissertation on online educational environments and ICT tools in higher education. The dissertation examines generational differences in university students' and professors' use of the internet and opinions on digital learning tools. It assesses assumptions that younger generations prefer online and social media-based learning opportunities. Surveys of students and professors at the University of Pécs aimed to understand current practices and identify opportunities to develop online courses and digital competencies in higher education. The dissertation reviews relevant learning theories and defines key concepts to provide context for analyzing the survey results and drawing conclusions about transforming higher education with new technologies.
A Synchronous Online Social Work PhD Program Educational Design And Student ...Rick Vogel
The authors evaluate a synchronous online PhD program in social work at Baylor University. They analyze student and faculty responses to the program's design and delivery. The program launched in 2013 using web-based virtual classrooms. The authors examine the program's development, design features, and conceptual frameworks guiding its structure and pedagogy. They analyze data from student course evaluations, focus groups, and faculty surveys to identify strengths and limitations across dimensions of the Community of Inquiry model, including teaching, cognitive, and social presence. The evaluations provide lessons for online PhD program design and delivery.
Closing the Gap - flexible approaches to adult learningDiana Andone
Closing the Gap - flexible approaches to adult learning
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Presentation for the IDEAL Workshop at the EADTU Conference, 29-30 October, 2015, Hagen
Between theory and practice the importance of ict in higher educationMaria Loizou
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Moscow Baunman University FULL Presentation 24th June 2013Andrea Wheeler
E-mentoring can improve student employability and develop intercultural skills. A pilot e-mentoring program paired civil engineering students with industry mentors through online communication. Mentees reported gaining career advice, networking opportunities, and confidence. They discovered skills they did not know they had. Mentors helped optimize CVs and provided multiple perspectives on interviews beyond one-dimensional sources. E-mentoring allowed discussions that looked deeper at individual strengths beyond CVs. It can facilitate understanding of different working cultures and mutual development of intercultural competence for global industry.
The document presents the design and validation of the COMGAU questionnaire to evaluate university students' generic competencies and employability potential. It was administered to 564 university students in Spain. Through exploratory and confirmatory factor analysis and tests of internal consistency, the results supported the questionnaire's validity and reliability. The COMGAU incorporates prior theoretical frameworks and provides a validated tool to advance research on service-learning and employability.
DIGITAL COMPETENCES FOR TEACHERS – THE DIGI.KOMPP MODEL IN AN INTERNATIONAL C...ijejournal
The digital competences of teachers have not yet been given sufficient attention in Austria. In order to meet
this need, the digi.kompP model has been developed on behalf of the Federal Ministry of Education and
Women's Affairs, led by the University College of Virtual Teacher Education. Based on national and
international framework models, the competency model is to serve as an instrument for self-assessment and
continuous professional development as well as for (higher) school development. The following is a brief
overview of international models that were relevant for the development of the competence grid. After that
the competence grid itself and its categories are presented. The article concludes with a discussion of the
integration of the competence grid into the international framework and its benefits in the Austrian
education system. This article aims to make a theoretical contribution to the categorization of teachers'
competencies.
Accessible Lifelong Learning At Higher Education Outcomes And Lessons Learne...Laurie Smith
The document summarizes a study that evaluated an EU project called EU4ALL which aimed to develop accessible lifelong learning for higher education. It focused on evaluating the implementation of EU4ALL at two pilot sites:
1) UNED, the largest university in Spain, which was involved in the project design and used the dotLRN learning management system.
2) UPV, a medium-sized Spanish university, which adopted the EU4ALL approach and used both dotLRN and Sakai learning management systems.
The evaluations involved hundreds of users with diverse disabilities and gathered lessons about adopting and enhancing eLearning accessibility at universities.
University – Society Link: Civil Engineering Career of the Catholic Universit...IRJET Journal
This document discusses the importance of the link between universities and society. It proposes a model to guide how the Civil Engineering career at the Catholic University of Santiago de Guayaquil incorporates real societal problems into its educational processes. A diagnosis found deficiencies in how the career links with the community to address real problems. The model aims to improve knowledge generation and application to solve societal issues through defining legal frameworks, identifying new needs, and adjusting university knowledge production accordingly. The model may lead to improved activities and processes for generating and applying knowledge to societal problems.
Mla Format Citation For Website With No Author - FoAllison Thompson
1. The document discusses building effective service learning programs in local communities to help change attitudes about teenagers and encourage their personal development.
2. Through participating in service learning programs, students can learn group dynamics, diversity their peer groups, and begin feeling a sense of civic responsibility.
3. Proper facilitation to discuss social issues and designing content around student development are important for maximizing the benefits of community service programs.
Free Images Writing, Word, Keyboard, Vintage, Antique, RetroAllison Thompson
The document provides instructions for requesting writing assistance from HelpWriting.net. It outlines a 5-step process: 1) Create an account with an email and password. 2) Complete a 10-minute order form with instructions, sources, and deadline. 3) Review bids from writers and select one. 4) Review the completed paper and authorize payment. 5) Request revisions until satisfied. The service promises original, high-quality work or a full refund.
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Free and Open Source Software Development of IT Systems .docxhanneloremccaffery
Free and Open Source Software Development of
IT Systems
Mihaela Sabin
Computer Information Systems
University of New Hampshire
Manchester, NH 03101
603 641 4144
[email protected]
ABSTRACT
IT system development, integration, deployment, and
administration benefit significantly from free and open source
software (FOSS) tools and services. Affordability has been a
compelling reason for adopting FOSS in computing curricula and
equipping computing labs with support infrastructure. Using
FOSS systems and services, however, is just the first step in
taking advantage of how FOSS development principles and
practices can impact student learning in IT degree programs.
Above all, FOSS development of IT systems requires changes to
how students, instructors, and other contributors work
collaboratively and openly and get involved and invested in
project activities.
In this paper I examine the challenges to engage students in FOSS
development projects proposed by real clients. A six-week course
project revealed problems with adopting FOSS development and
collaboration across different activities and roles that student team
members have assumed. Despite these problems, students have
showed a genuine and strong interest in gaining more practice
with FOSS development. FOSS development teaching was further
refined in two other courses to learn about adequate teaching
strategies and the competencies that students achieve when they
participate in FOSS development of IT systems.
Categories and Subject Descriptors
K.3.2 [Computer Information Science Education]: Computer
science education, Curriculum.
General Terms
Human Factors, Experimentation, Management, Performance.
Keywords
Free and open source software, IT system development,
collaboration.
1. BACKGROUND
The Computer Information Systems (CIS) program at University
of New Hampshire in Manchester (UNHM) has built partnerships
with local nonprofits, state agencies, small businesses, and in-
house research projects to enrich curricula with authentic work
experiences and benefit community with IT solutions. In this
curricular model, 98 students worked in 26 teams on projects
proposed by eight organizations and one research faculty during
2007 to 2010 time period. Most of the projects evolved over
multiple semesters as course projects in databases, web systems,
and software engineering courses. Three projects were conducted
in internship, independent study, and summer research courses by
individual students. Only these projects have produced prototypes
that could be transferred for deployment at partnering
organizations. Two of these three projects have been adopted and
are in use at sponsoring organizations, Salvation Army in
Manchester and the Division for Juvenile Justice Services.
Integrating real-world projects in the IT curricula has widely-
recognized advantages on student learning:
1. Relevant learning. Students solve practical IT probl ...
The document discusses telecollaboration in university education and some of the barriers to its adoption. It summarizes surveys of practitioners that found the top barriers are the time needed to set up exchanges, difficulties integrating them due to institutional requirements, and lack of pedagogical knowledge. Case studies show practitioners are overcoming barriers by finding appropriate partners, signing written agreements, ensuring relevance for students, maintaining momentum through steady partners, and gaining prestige and awareness. Loose networks of partners are also gaining popularity.
This document discusses establishing a long-distance collaborative interaction design education environment between Australian and Japanese universities. It outlines challenges including long distance, language differences, time gaps, and cultural differences. Existing courses were rearranged with a cultural-sensitive approach. Achieved solutions included achieving online interactivity through initial online knowledge exchange and community building. Students provided positive feedback, saying the interactive 3D component helped visualize and understand designs, and was useful to clarify usage scenarios.
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This document summarizes the thesis of Balázs Pankász's doctoral dissertation on online educational environments and ICT tools in higher education. The dissertation examines generational differences in university students' and professors' use of the internet and opinions on digital learning tools. It assesses assumptions that younger generations prefer online and social media-based learning opportunities. Surveys of students and professors at the University of Pécs aimed to understand current practices and identify opportunities to develop online courses and digital competencies in higher education. The dissertation reviews relevant learning theories and defines key concepts to provide context for analyzing the survey results and drawing conclusions about transforming higher education with new technologies.
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international framework models, the competency model is to serve as an instrument for self-assessment and
continuous professional development as well as for (higher) school development. The following is a brief
overview of international models that were relevant for the development of the competence grid. After that
the competence grid itself and its categories are presented. The article concludes with a discussion of the
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education system. This article aims to make a theoretical contribution to the categorization of teachers'
competencies.
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تتميز هذهِ الملزمة بعِدة مُميزات :
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Juneteenth Freedom Day 2024 David Douglas School District
Active Learning And Action Research Outside Classroom Engineering With Social Impact
1. Active Learning and Action Research outside Classroom: Engineering
with Social Impact
Andrés Esteban Acero López
Ph.D. Student, Department of Industrial Engineering, Universidad de los Andes,
Bogotá, Colombia
Luisa Fernanda Payán Durán
M.A. Student, Interdisciplinary Centre for the Study of Development, Universidad de los
Andes, Bogotá, Colombia
María Catalina Ramírez Cajiao
Associate Professor, Department of Industrial Engineering, Universidad de los Andes,
Bogotá, Colombia
María Paula Flórez Jiménez
Professor, Department of Industrial Engineering, Universidad Sergio Arboleda,
Bogotá, Colombia
Acknowledgement
The team of EWB Colombia would like to acknowledge the participation and collaboration in
this research of the participant schools from the towns of Guasca, Guatavita, Sopó, La Calera and
Zipaqurá, as well as the students who took the course EWB project during 2014.
Electronic copy available at: https://ssrn.com/abstract=2965030
2. Active Learning and Action Research outside Classroom: Engineering
with Social Impact
The bridge between theory and practice is one of the toughest barriers that
engineering students should face while working for the first time. In addition,
Colombia has many prevailing needs that could be surpassed through engineering
sustainable solutions. Seeking to reduce this bridge, a methodology was proposed
to connect engineering students with rural communities with social, economic and
/or environmental needs using Participatory Action Research and CDIO. This
methodology involves a previous observation phase and evaluation criteria that
enhance a participative development of proposals of engineering with social
impact. This methodology was implemented in a middle-career course of Industrial
Engineering during 2014, where the results show that it allows students to develop
(1) professional skills related with communication and problem-solving, and (2)
feasible engineering proposals that go beyond traditional approaches.
Keywords: Active Learning, Gamification, Action Research, oCDIO, Engineering
Education
1. Introduction
Engineer plays a significant role in society, having a significant impact on the
diagnosis and design of social systems that contribute to the improvement of living
standards. This statement makes even more sense in countries where unmet basic
needs are a relevant concern. For example, in 2015, Colombia presented an alarming
poverty indicator. The percentage of people in poverty by national income was 27.8%
and the percentage of people living in extreme poverty was 7.9%. Only in Bogotá, the
main city, recorded a 10.4% poverty rate (DANE 2016). In addition, the increasing
inequality in the country plays an important role, reaching 0.535 on the Gini coefficient
in 2015 according to the World Bank (World Bank 2016).
Colombia requires professionals with the capacities to innovate, work together,
understand complex situations and generate feasible solutions (Caicedo 2011). An
interdisciplinary group of engineering students from different areas, such as
Electronic copy available at: https://ssrn.com/abstract=2965030
3. environmental, chemical and industrial engineering, asked themselves which kind of
research and learning models that will allow to find solutions capable of triggering
social impacts, should be developed in engineering universities. Aiming to answer this
question, the researchers created a group called Engineers without Borders Colombia
(EWB Colombia)1
. This organization develops methodologies for working with
vulnerable communities, in which students, professors and community learn how to
observe, research, design and develop solutions that make sense for the real problems
in the context of the vulnerable regions (Ramírez Cajiao et al. 2016).
The projects of EWB Colombia, which are developed in conjunction between
the interdisciplinary group of engineers and the community, tend to achieve inclusive
solutions within a framework of social innovation (Estensoro 2015). Working in a
participatory way with interdisciplinary groups, is both a challenge and an opportunity
to share different points of view in the development of projects, where problems are
evaluated on several dimensions taking into account the interests of the stakeholders,
and achieving double-way knowledge (Arias, et al. 2016). In this way, it is possible to
assure that the project will be beneficial to all the actors (Gilbert et al. 2015).
Therefore, the context in which EWB Colombia operates requires making an
appropriate research question, with an accordingly scheduled work plan, an accurate
theoretical context, suitable implemented methodologies and relevant learning
(Ramírez et al. 2011).
Engineering students are increasingly interested in contributing on the design
and development of effective solutions for the Colombian problems (Ramírez et al.
2011). Therefore, it is important that they know how engineering has a fundamental
1 For further information, visit (https://isfcolombia.uniandes.edu.co/index.php/english-version).
Electronic copy available at: https://ssrn.com/abstract=2965030
4. impact on the development of the country’s regions. Understanding which type of
engineering decisions lead the generation of poverty, is a big concern for teachers
(Nicolaou and Conlon 2012; Leal Filho and Pace 2016, chap. 6), researchers (Lemons
et al. 2014), professionals (Gómez Puente, van Eijck, and Jochems 2014), and students
(Lathem, Neumann, and Hayden 2011; Weber et al. 2014).
The challenge is to connect the engineering education and social impact on a
rural context. Major initiatives from the State, civil society and population in general
to alleviate poverty, have failed to create inclusive solutions within their area of study
(Acevedo et al. 2009). That is why EWB Colombia provides the students and engineers
with an opportunity to connect with the unknown realities and context of their own
country. These students discover harsh realities in which, among others, there are
people who have no access to drinking water, children drink polluted water and people
are forced to move in to cities due to a lack of opportunities in their regions (Ramírez
et al. 2011).
Therefore, the research question that has motivated the work of EWB
Colombia is what kind of research and learning models should be developed in
engineering universities, in order to develop solutions with a lasting social impact. The
present article summarizes one possible approach to this question and then applies it
to the case of the EWB middle-career project course, where students designed
solutions for the inadequate water management in one town of Colombia.
2. Theoretical Framework
One of the challenges that EWB Colombia found for teaching engineering with social
impact is how to bridge the classroom and the activities with communities. Accordingly,
this bridge will be build using some theoretical approaches from social science,
engineering projects, social innovation and education. Therefore, three scenarios give the
Electronic copy available at: https://ssrn.com/abstract=2965030
5. basis for an engineering education with social impact: oCDIO as a methodology for
project-based learning, Participatory Action Research (PAR) creating networks between
students and community, and gamification linking actively teaching and doing.
2.1 oCDIO Methodology
CDIO methodology, which is an innovative approach for developing skills on problem
solving through projects, represents an opportunity to teach inside and outside classroom.
From its origins on 1990s, CDIO has been a methodology well accepted on engineering
education because CDIO focuses on specific learning outcomes, on an active involvement
of the student and on a strong evaluation (Ulloa, et al. 2014). In addition, CDIO aims to
provide students with the necessary tools to deal innovatively and flexibly with complex
problems within a society (Peng, 2011).
One of the important properties related to social engagement of the CDIO is its
active learning perspective. As the Standard eighth of the Initiative CDIO (2015) says,
“teaching and learning based on active experiential learning methods” will be crucial
for spaces of practice in engineering at the classroom. Even more, outside of the
classroom, students can be working on projects under the CDIO perspective and learning
from other disciplines or other professionals in an active way. This is possible because
CDIO is an approach based on problem/project-based education (PBL) (Edström and
Kolmos 2014). The most important similarities between PBL and CDIO are summarized
in table 1.
Electronic copy available at: https://ssrn.com/abstract=2965030
6. Characteristic PBL perspective CDIO perspective
Definitions Three learning principles: Problem
orientation or cognitive learning,
content in the curriculum and social
approach by collaborative learning
The CDIO Standards: 12 standards
ranging from design, implementation
and evaluation.
Curriculum Use of the Aalborg curriculum
model.
An integrated curriculum based on
CDIO Standards.
Discipline Two approaches: a teacher-
controlled approach, and learner-
centered approach.
Discipline-led courses and an
integrated learning experience.
Engineering
Projects
Three different types of projects:
Assignment projects, discipline
projects and problem projects.
Design-build experience.
Change
Strategies
A change management perspective
is always present.
Recognition of deep understanding of
disciplines and involvement of
stakeholders outside academia.
Table 1. A comparison between PBL and CDIO based on Edström and Kolmos (2014)
For the dealt problems, EWB Colombia has developed an approach to CDIO
projects in five phases, the oCDIO methodology. The additional phase, observation, will
be an opportunity for students to create strong relationships with the community, and
interacting with them to understand the problematic situation (Arias, et al. 2016);
meanwhile, the other phases (Conceive, Design, Implement and Operate) are kept in the
same way as before. Applying this methodology, students generate prototypes that are
the result of a systematic analysis of the problematic situation, using technical knowledge,
teamwork and innovation (Licorish and MacDonell 2014). This methodology supply
tools to improve the intrinsic motivation of the students, allowing them to enhance their
learning process inside and outside the classroom (Tang, 2011), working on
Electronic copy available at: https://ssrn.com/abstract=2965030
7. environmental or economic problems on vulnerable communities (Hernández, Ramírez
and Carvajal 2011).
2.2 Social impact and action research
Since the last decades of the 20th
century, several research fields, particularly
psychology, education, and engineering, have been having great changes that set
significant differences in the ontological, epistemological, ethical, and methodological
dimensions of how to approach community work (Langdon and Larweh 2015). Until mid-
twentieth century, social impact research was strictly framed into a quantitative focus, led
by natural sciences or hard sciences (Lleras 1996), using positivist, coherent
characteristics with the subject-object relation, experimentation, objectivity, proof,
validity, and reliability as indispensable conditions(Fals-borda 1987). As an alternative
for social approaches, using hard sciences stands the action research, specifically
participatory action research.
Participatory Action Research (PAR) is a methodology that presents research
processes as an integrating activity that combines social research, work, and action
(Colmenares E. 2011). Its fundamental purpose is based on producing knowledge upon
and being aware on the changes on the subjects’ day-to-day reality joined to the collective
learning. Instead of intricate routines of traditional scientific research where technical
language and complex statistical procedures prevail, knowledge must be presented,
summarized and understandable (Stringer 1999). As a result, PAR is a methodology that
allows linking theory and practice on knowledge and research (See Figure 1). During its
four phases (observe, think, act and reflect) the practitioner will learn by doing, focusing
on processes of observation, on group thinking and acting according to the appropriate
solutions.
Electronic copy available at: https://ssrn.com/abstract=2965030
8. Figure 1. Interaction between practice and knowledge through PAR. (Thompson 2013)
PAR is suitable for project development because of four specific characteristics.
First, in this methodology, communities participate actively in the evaluation of the
problem and the implementation of projects, generally focused on natural resource
management and sustainable solutions (Pain, Whitman y Milledge 2012). Second, this
method is suitable for working with projects with rural communities because it helps with
the emergence of sustainable solutions, generating a progressive change in society and
increasing the degree of community involvement. Furthermore, PAR allows projects and
practitioner to achieve accurate feedback and adjustments for the proposals (Mackenzie
et al. 2012). Finally, PAR ease institutions contribution to the community as part of their
social responsibility, open to real problems and real solutions, and generate processes of
teaching and research involving all stakeholders (Hernández, Ramírez Cajiao y Carvajal
Díaz 2010).
As an engineering methodology applied to solution of problems on rural areas,
PAR stands as a new approach for engineering education. For example, Kemmis,
McTaggart & Nixon (2014) provides evidence on how an education based on the critical
view of practice PAR generates integrative and innovative solutions between students
and people, taking into account its social and environmental rules. Other authors such as
Stringer (2004), Fals-Borda (1987) or Freire (Gerhardt 1993) claim the importance of
designed educational systems as a “roadmap” for the development of the communities.
Electronic copy available at: https://ssrn.com/abstract=2965030
9. In Colombia, these approaches of engineering thinking and social impact using
PAR are an emergent research field. One of these examples is presented by Barros and
Ramírez (2009), which proved that PAR methodology is an ideal tool to formulate,
implement and evaluate social projects for an Industrial Engineering program. In
addition, Lleras (2002) proposes thinking of engineering projects as pedagogical projects,
where students are also engineers and change makers.
2.3 Learning by playing: Gamification
The traditional engineering education is focused on instruction and transmission models
in which students are recipients and teachers sent quantifiable information (Bodnar et al.
2016). Some advances on teaching techniques using active learning stands as an
alternative of shifting teaching models, but they are not creating spaces for engagement
inside classroom (Hamari et al. 2016). It have some effects on teaching style (Ambrosio
Mawhirter and Ford Garofalo 2016), communication (Gilbert et al. 2015), teamwork
(Ramirez, Jimenez, and Hernandez 2007) and engagement (Seixas, Sandro, and Jos
2016). Another perspective for active learning stands in gaming and gamification.
Gamification is, by definition, the application of game characteristics in non-game
contexts to make it more compromising, fun and enjoyable (Robson, Plangger,
Kietzmann, McCarthy, et al. 2015). Gamification is close to people because while playing
and competing they reach high levels of commitment (Swann, 2012). Additionally, this
methodology focuses on problem solving by its mechanics of participation and audience
engagement, which is possible by the use of gaming elements and thoughts (Zichermann,
2010).
Electronic copy available at: https://ssrn.com/abstract=2965030
10. 2.3.1 Gamification in educational contexts
The interest of gamification and the research on its applications has been widely diffused,
especially for computer-centered interactions. Also, research on educational gamification
shows that performance (Garcia-lopez and Garcia-cabot 2016), flow, immersion(Hamari
et al. 2016) and engagement (Rose et al. 2011) are improved using it. However, why
gamification works on educational contexts? That is because gamification can change
participant behavior and motivational drivers in two related courses of action:
reinforcements and emotions (Robson, Plangger, Kietzmann, and Mccarthy 2015).
Robson et al (2015) claims that can be achieved applying three principles: creating and
setting up the mechanics, identifying the emotions involved and guiding the players’
behaviors through some dynamics.
In addition, the use of ICT on gamification processes has shown a contribution to
engineering education. The power of social connections with different people from
different cultures (Kotini y Tzelepi 2015) in game-based environments develops the soft
skills of the gaming process participants (Heinzen et al., 2015) by working together.
Finally, understanding of process of evolution of technology on the classroom and their
relation with gaming and learning (Devers y Gurung 2015) can be an opportunity for the
development of new tools, techniques or approaches.
3. Proposed methodology
The previous theoretical framework stands some positions about how social impact and
engineering education can be accomplished, sustained and developed; however, each one
of these methodologies does not respond for the necessities of teaching engineering with
real impact on social systems. For that, EWB designed an integrative model that includes
oCDIO phases, PAR social commitment aspects and gamification as an integrator
element (Oliveira and Oliveira 2014).
Electronic copy available at: https://ssrn.com/abstract=2965030
11. 3.1 Objectives of the methodology
EWB Colombia designed a learning space where engineering students’ work becomes
real by interacting directly with vulnerable communities. The methodology is based on
guidelines for work that students, professors, practitioners and volunteers on EWB
Colombia must understand, develop and share. These guidelines or objectives point
important characteristics of the social-responsible engineering, solution-based thinking
and technological positivism for development. These objectives are:
Recognize the contribution of engineering in improving life quality for
communities.
Identify the specific problems of vulnerable communities and the opportunities
for intervention from engineering.
Apply science and technology knowledge in projects that address issues in
vulnerable communities.
Work in multidisciplinary teams for the conception, design and implementation
of innovative solutions to social problems.
3.2 Design of the methodology and phases
In this regard, the theoretical proposals outlined above have been integrated to provide a
working methodology in conjunction with vulnerable communities. The following table
provides a description of the methodology that is performed:
Phase Description
To observe The student requires real evidence such as indicators, situations,
knowledge of the problem. This is a phase where the engineer is linked, as
stated at the beginning of this phase, at an early stage that will allow you to
delve into the collective design community.
Electronic copy available at: https://ssrn.com/abstract=2965030
12. To Conceive The articulation with traditional engineering project is when, after having
evidence of variables and their relations, a process of initial conception of
ideas that can lead to future co-construction of a solution starts.
To Design Participatory spaces are designed, i.e. where ideas knowledge, interests and
various resources translate into designs and innovative actions that provide
creative solutions.
To Implement They manage to develop activities that contribute to the solution and give
an answer to the co-design
To Operate Actions are monitored and justified to see both, if the project contributed to
changing the environment and quality of life of people. This phase requires
ongoing monitoring where it is seen that not only the technical solution is
taking effect, but also the co-participation in all phases has generated value
added in the whole process.
Table 2. oCDIO Context
The participatory component, drawn from PAR, is transversal to the oCDIO phases,
meaning that each one of them should be developed together with the community. That
is why it becomes important that learning is not give exclusively in college classrooms
but directly in contexts with different problems. Gamification principles are used to
increase the community involvement by using competitive games where cell phones or
computers are used to record data on the evolution of the solution in which the problem
situation is integrated.
To identify if the development process is suitable, engineering students should learn to
follow the monitoring process to identify if you are working on the development of an
engineering process capable of generating a social impact. Thus, when the project is at an
advanced stage outside observers are invited to support their process by evaluating their
proposals under the EWB Colombia solutions evaluation criteria (see Table 3). These
Electronic copy available at: https://ssrn.com/abstract=2965030
13. criteria were developed by EWB Colombia to make sure the solutions proposed by the
students are realistic, scalable and are the optimal way to tackle the problem under study.
Criteria Description
Viable
Seeks the optimization of resources: economic, human and
environmental that the proposal requires. Performing a basic assumption
in these respects to demonstrate the viability is necessary.
Profitable
The project has the capacity to generate enough profit or gain; it
generates more income than expenses.
Environmentally
responsible
Consider the environmental effects it generates. Both benefits and
environmental costs.
Socially inclusive
The target community should be active actor in the proposal.
Engineering solution
The implementation of the engineering tools and the theoretical aspects
regarding this that are being included in the proposal must be clear.
Innovative Seeks creative and innovative components.
Technically possible Somehow it must demonstrate that the proposal is feasible in the specific
context
High Impact
It should be an easily replicable proposal or benefit a large number of
people.
Table 3. EWB Colombia solutions evaluation criteria
Electronic copy available at: https://ssrn.com/abstract=2965030
14. Findings- Case study
Overview
During both studying semesters of 2014, 31 students toke the course “Proyecto
Intermedio ISF” (EWB – middle-career project). This course seeks to involve teachers,
students, professionals and community members to promote sustainable development
through engineering projects. This course an elective for students in the 5th
or 6th
semester
on industrial engineering undergraduate program, but they can also choose an internship
in a company or doing a business plan. According to students’ opinion, this course has a
different focus because they can apply their engineering knowledge in real situations, and
this course is the only available option that university offers to solve real problems.
Through the semester, the students were working on groups, which were assigned
to work with students from the last high school years from a school in a rural area. Each
one of the groups should develop a proposal that elicits the following challenge:
‘How to foster water savings through an engineering project or an innovate business?’
Only two conditions were necessary to accomplish this task: First, the proposed
solution will respond to community ideas and expectations, all of which were addressed
with the PAR methodology and, second, all activity will be designed along with their
partners using gamified processes. In addition, knowledge creation and transfer take place
in a context of scientific and engineering research where social justice and economic and
environmental responsibility are encouraged.
To Observe
The objective of this phase was to understand what the real problem was. To accomplish
this task, students proposed questions that enabled a discussion with the school students
about their reality and the use of natural resources in their houses. In addition, college
students designed activities and games to create an active and safe space to talk, think,
Electronic copy available at: https://ssrn.com/abstract=2965030
15. and articulate a discourse about their environment. Thus, college student proposes,
present and perform their activities and questions, and everyone votes for the best activity.
With this input, everyone designed the guidelines about the activities to be accomplished
in fieldwork. Finally, this information was recorded using field journals, draws from
schools students and questionnaires.
Figure 2 . College students and school students participating in observation activities
The students were also connected with entrepreneurs and farmers of the region,
so they could interview them and have a perspective of the problem from different
stakeholders’ point of view. After the activities, the students organize the information
using guidelines provided by teachers and teacher assistants. With this information,
several problematic situations and social and technological characteristics were
identified, such as:
1/5 of the municipalities involved do not promote access to higher education
or programs for entrepreneurship.
More than a half of the students consider that they have enough water, but
they also think they are not using it appropriately.
Each member of the family has at least one basic cellphone.
Only one-half of the houses have access to internet and less than 35% of
students have internet in the school.
Electronic copy available at: https://ssrn.com/abstract=2965030
16. Accordingly, students perceived how social and cultural structures affects the
decision-making process around environmental issues. Using this information as input,
students should conceive an engineering solution that connects the proposed challenge
with the particular community situation.
Conceive and Design
The students were motivated to use the collected information to do some research on
secondary sources to learn more about the context, so they could reach a feasible proposal.
In this phase, the students should use what they found about the community and the
problem, as well as their own engineering knowledge, to develop a solution that was able
to accomplish all the EWB criteria. A range of proposals were nominated by the students,
from using technological gadgets to reduce the showering time, to generate an educative
game about water consumption embedded in Facebook.
Then, the first proposals were shared with the high school students with the aim
to: get some feedback, prove the feasibility of the proposal and, the most important part,
keep developing the proposal with the community. For this, every group designed their
own workshop, motivating the students to consider the best methodological approach for
the goal they had. This process of validating and reinforcing the idea with the main
stakeholders was repeated three times during the semester, so at the end the students had
feasible proposals that could really tackle the problem they diagnosed. It is important to
keep on mind that although the main problem was the same, according to their
observation phase, the groups focused on different aspects that affect that main problem,
and that were problems by themselves.
The students are encouraged to use the EWB criteria through all the conceiving
and designing process, as it consider most of the variables that should be kept on mind
while developing their proposal and that should be shared and worked with the
Electronic copy available at: https://ssrn.com/abstract=2965030
17. community. The resume of the first 3 stages of the oCDIO methodology in the EWB –
middle-career project course is to be found on the Figure 3.
Figure 3 . oCDIO methodology used on EWB – middle-career project course
Implement and Operate
These phases require funding and a lot of time to be done. Therefore, they are beyond the
EWB – middle-career project course objectives. However, it might be possible that one
of the students’ proposals is further developed together by the EWB team and actually
implemented. Such is the case of AquaSie, a game developed by three students on the
second semester of 2014 to tackle de water management problem applying gamification
principles. Some concepts of the proposal were used to design La Liga del Agua (the
Water League), where more than 1.500 students of 9 municipalities of Colombia
participate on a competence to save water and design saving water devices.
Observe
- Workshops
- Interviews
-Research
Conceive
- Engineering
knowledge
- Secondary sources
Design
- Feedack and co-
design
- Validation
PARTICIPATORY ACTION RESEARCH
Electronic copy available at: https://ssrn.com/abstract=2965030
18. AquaSie
On the observation phase, the students did the workshops in one school of Guasca,
Cundinamarca. Before the first visit to the community, they were required to do a research
on the town, as well as their economic and natural sources so they were aware of the
context. They were also connected with one entrepreneur of Guasca that creates vertical
gardens and has become very famous because of his environmentally friendly and socially
inclusive business. From this inputs, the students diagnosed that although Guasca was a
town with full access to water there was a misconception of abundance that led to a huge
misuse of the resource. In addition, that some people on the town were open to embrace
innovative solutions and most of them count with good connectivity.
On the conceiving and designing phases, the students proposed three solutions
based on the information collected and the engineering tools they had learned so far, and
then chose the best one considering their own criteria. They went back to the school two
times to develop workshops with the students, aiming to: collect more information about
the potential users of the game, get feedback on their initial idea and keep on developing
the idea together with the community, so it could fit both their needs and expectations.
After this, the concept of AquaSie was born: considering that students and the
community in general needed to be educated on the adequate use of the water resource, a
game could be developed, where they could learn about their consumption and good
practices that could be done. On the game, the users should enter daily information on
their consumption by giving the water consumption information of their water counter.
The game consisted on several levels that increase their difficulty and where they
can earn points according to their performance (Figure 4). To get from a level to another,
they should answer some questions related with the water (water cycle, consumption,
saving techniques, pollution, global warming, etc.). The users could compete against their
Electronic copy available at: https://ssrn.com/abstract=2965030
19. Facebook friends and other unknown people around the globe. The way the idea fulfills
the EWB criteria is shown on Table 4.
Figure 4 . AquaSie prototype interface
Criteria Description
Viable
It is based on an existing knowledge and seeks to promote the
saving culture that already exists in the region. It also takes into
account the existing capacities and connectivity.
Profitable
It requires a quit big seed founding. After that, profits might come from
ads.
Environmentally
responsible
It reinforces the water management in the region and bases on the
already used technologies.
Socially inclusive
It will be developed together with the beneficiaries, so it would take into
account their needs and barriers.
Engineering solution
It requires the development of a complex software and also suggest an
improvement for a social system according to contextual and resources
limitations.
Electronic copy available at: https://ssrn.com/abstract=2965030
20. Innovative It is based on a daily used tool (Facebook) but introduces in this the
possibility both to learn and to save water, redefining it.
Technically possible
It requires the use of technological tools that are already being used by
the community. Therefore, it is not necessary to develop new skills
High Impact
As it operates through a social network, the users could not only play the
game, but also interact with the community. Therefore, the game can
reach people all over the country and beyond, having a high impact
potential.
Table 4. EWB criteria for AquaSie project.
CONCLUSIONS
This study reveals the need for further that links theory and practice in engineering
education. Even when some empirical research has been developed in the last years,
integrative and comprehensive approaches should be design and implemented in
engineering schools to achieve sustainable solutions with social impact. This
methodological proposal is one of the infinite possibilities that allows the involvement of
students and community through engineering practice. This “hands-on” approach
suggested by EWB Colombia allows engineering students to connect with the reality and
the context under study, get first-hand information from the stakeholders and conceive
solutions that are pertinent and adequate for the problem they are trying to tackle.
In addition, the implementation of evaluation criteria for such engineering
projects allows non-traditional engineering facets to be considered in the development of
the solutions. Furthermore, the inclusion of participative approaches forces the students
to work on their soft skills, essential for their professional growth.
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