Encouraging student engagement is a key aim in any educational setting, and allowing students the freedom to pursue their own methods of solving problems through independent experimentation has been shown to markedly improve this. In many contexts, however, allowing students this flexibility in their learning is hampered by constraints of the material itself, such as in the electronics laboratory, where expensive and bulky equipment confines the learning environment to the laboratory room. Finding ourselves in the position of teaching one such laboratory course at the undergraduate level, we sought to encourage students to learn through independent investigation and the pursuit of personal projects, by providing a more flexible and inquiry-based learning environment and allowing them to take their measurement equipment--and their learning--beyond the laboratory itself. We present this project as a case of design both for and by students, with the lead designer undertaking the project after attending the course in question, and pursuing its development as a foundational step in their graduate career. We discuss the challenges and opportunities we encountered over the course of the design and development process, and the eventual key output of the project: a portable, low-cost, integrated electronics experimentation platform called the WinterLab board.
Education and Information Technologies, v28 n7 p9149-9170 Jul 2023.
Attention Control, College Students, Distance Education, Student Satisfaction, Foreign Countries, COVID-19, Pandemics, Electronic Learning, Electronics, and Turkey
The main objective of this study is to investigate the relationships between digital distraction, perceived learning, and general satisfaction in emergency remote teaching. Correlational design, one of the quantitative research methods, was used for the study. The study sample consists of 1532 university students in a Turkish university during COVID-19. The study results show a significant relationship between digital distraction, general satisfaction, and perceived learning. Digital distraction is negatively related to general satisfaction and perceived learning, and general satisfaction is positively related to perceived learning. When the independent demographic variables were analyzed, digital distraction scores were higher for females, those not working in any job, not participate orientation training, and not following the live class and watching it later. In addition, it was revealed that as the age of the students decreased, the digital distraction scores increased. It was found that digital distraction variables, the amount of digital distraction, sending instant messages, checking the time, boredom, sharing social media, and system usability were significant predictors of digital distraction.
Computer Software, Open Source Technology, Technology Uses in Education, Physics, Science Laboratories, Laboratory Equipment, Measurement Equipment, Laboratory Experiments, and Electronics
Arduino is easy to use because it is a simple system. In addition, since Arduino has an open source code system, it is a system that is open to everyone's use, can be developed and can be easily implemented. Anyone who wants to use Arduino can buy and use the necessary parts for their application. It is a platform that can be very useful in the physics lab due to its low price and wide availability of sensors and transducers. In this article, the Arduino platform is briefly introduced, and by installing an RC circuit, the charge-discharge curve of the capacitor has been drawn on the serial plotter. In addition, distance measurement was calculated by using an ultrasonic distance sensor and time measurement between two sensor events was calculated with two infrared obstacle sensors. The measurement results are given in the serial monitor. As a result, several examples of what can be done in laboratories in physics experiments using Arduino and some sensors have been shown.
Circuit simulation, together with practical sessions, is considered a fundamental tool to assist in the teaching of electronics. Robotics offers rich real-world applications that foster student interest in developing engineering projects. Despite the potential benefits of uniting these two realities, software tools that combine circuits and robotic systems in a single simulation platform are scarce. This article presents Ardosia, a simulation software that combines electronics and robotics in a single simulation arena. The electronic aspects of the simulation are handled by the Falstad Circuit Simulator, a software with proven success in promoting student interest and learning outcomes. Importantly, this software features significant interactive and visualization characteristics that are deemed valuable to enhance conceptual understanding. Non-electrical physics simulation is performed by a special-purpose engine, designed to simulate sensor and actuator behavior in a 2-D world. In combination, the two simulation engines yield a model where electronic circuits are embodied in the world through robot sensors and actuators interacting together and with the surroundings. Such a simulator is intended to promote the use of robotics projects in electronics education, since students will be equipped with software to conveniently design and evaluate robotic systems, through simulation, before applying their ideas in an experimental setting. This article presents an overview of Ardosia, complemented with examples of use in electronics education and a validation experiment comparing simulation with real-world data.