MOOC, the online course that anyone can take on the Internet for free, continues to expand in both the number of courses and the number of students since 2012. Many universities have started using MOOCs as a teaching materials in campus classes, and more universities are recognizing MOOC certifications as course credit after admission to a university. In this paper, we report on the current status and issues with MOOCs.
We carried out the survey on relearning experiences of young engineers working for private sectors. From the result of this survey, various aspects on relearning have been clarified. In this paper results of the survey and its distribution as MOOC is described. For example they relearned six courses in average. Top five courses they relearned are Programming, Statistics, Electric circuits, Electronic circuits and English.
We discuss how to achieve an ICT system for linking several classrooms. The concluded important points for developing the system should have functions of (1) promoting much higher activity than in a single classroom, (2) stimulating discussion between a teacher and students or among students in different classrooms, and (3) not requiring a cost at the beginning and for maintenance. The completed system consists of a single server with a scheduling functions and a function of parent-child-grandchild devices supporting a direct discussion between a teacher and students or among students in different classrooms.
UCHIDA SYSTEMS CO.,LTD. and UCHIDA YOKO CO.,LTD. are creating modern new learning spaces designed like Future Classroom by integration of a wide range of our services and ICT (information & communication technology) products with the change of the times. We think that the learning spaces harmonized ICT products with spatial design is the best educational environment to solve current educational issues. In this paper, we introduce new educational spaces created by Uchida Yoko Group.
Cyber University was founded in April 2007 as Japan’ s first full online university. All student engagement can be conducted online including taking examinations without leaving their homes. Cyber University offers more than 130 online courses to approximately 2,500 full time students each semester. In this article, we describe the outline of our best practice on information engineering education from human resources development perspective. The organizational effort is not only on technological innovation but also on networking with other academic institutions for synergetic academic collaboration.
In the area of information engineering and computer science, various programming education has been tried. Since the 2000s, server-side programming has been focused on increasing demand for Web systems. In this paper, we introduce an educational improvement approach using Virtual Private Server (VPS) for Web systems development exercises. Furthermore, we describe the applicability of VPS in information engineering education.
In the present paper, the transient responses are able to be observed from the actual motor by updating various programs and creating a user interface in addition to downsizing the conventional experiment system for portability and safety. As the results, in the newly developed experiment, the undergraduate students can visually and specifically learn the true behavior of actual motor control.
A cloud service, Handbook, has been introduced in the lectures for the second and third grade students in the Electrical and Electronics Engineering in the Tokyo Institute of Technology. The cloud service can be accessed by students’ personal ICT devices, such as smart phones (android or iPhone), tablets, and notebook computers. Several faculty members have improved their lectures taking the advantages of the cloud service and the ICT devices.
In this paper, we have aimed to develop a learning support materials for electric circuit learner. In recent years, students would not be able to sufficiently understand the electrical circuit as a physical phenomenon. We need to develop educational materials to support the learning of the electrical circuit for the student. We adopted the HTML (Hyper Text Markup Language) as a way of development of learning support materials. HTML can create a Web page using animation. Animation representing the physical phenomena can facilitate the understanding of the electrical circuit. We performed a survey to the user who utilizes the Web page.
In recent years, there has been rapid growth in availability and quality of Information Communication Technology (ICT) opening new possibilities for improving engineering education. Here I will detail a teaching method termed Challenge-Based Active Learning (CBAL) which has been developed to take advantage of these technological advancements for improved quality of engineering education. I will outline the motivation for implementation of CBAL and its successful adoption in multiple courses at Kyushu University, discuss some of the challenges faced during introduction, and detail the student and teacher experiences of CBAL.
This study adopted a flipped learning approach to blended learning as a means to encourage students to be self-learners. A self-regulated learning system was developed to support flipped learning activities. The flipped learning system comprises a video lecture and online quizzes. The purpose of this study was to investigate the relationship among motivation belief (i.e., intrinsic value, self-efficacy), self-regulated learning strategy, the effectiveness of blended learning with a self-regulated flipped learning system, and learning outcomes. In the context of a flipped classroom, students showed significant improvement in the language proficiency measures. A well-fitting model emerged detailing the respective structures of motivation belief and learning strategies, and task value and self-efficacy were found to underpin both. Task value and meta-cognitive and cognitive strategy use were found to directly predict satisfaction as well as mediate the effects of intrinsic goal motivation and self-efficacy on satisfaction. The results suggest that flipped learning is an effective tool for EFL classrooms.
The leadership education has been carried out to the first year students of the master’ s program of systems engineering and science over ten years. The method of education is that students get knowledge, train virtual leadership actions by simulator, and apply them in the real situations. They turned this cycle for many times to enhance their leadership ability. The reflection by a teacher is implemented so that students can get learning from experience. The class has been the high evaluation from the student because of the fun of using a simulator and the educational design which links knowledge and practices. The value of the class is proved by the learning outcomes which the leadership ability of students improved. As the class was an elective subject, the participants were restricted to a small number of Japanese students. On this occasion, this leadership education is set as a compulsory subject of the master’ s program of systems engineering and science so that all students (about 80 persons) could attend. The scale of the class was very big and foreign students joined the class. Therefore, the contents need to be modified for them who communicate in English. In this education, the leadership class was carried out to the mixture of Japanese and international students. Students’ learned behaviors were analyzed by the electronic portfolio as a means of assessing learning outcomes.
It is important to enhance engineering education utilizing information and communication technology (ICT). This study aims to develop a simulation game stepwisely deepening students’ understanding of enterprise management, and apply it to a class and reveal its effect. A simulation game which includes the elements of enterprise management taught in related subjects and of which conditions can be set freely was developed. The game was applied to a class and played by undergraduate students studying mainly industrial engineering. The difficulty of the game was controlled by changing game conditions according to students’ understanding. Analyzing questionnaire surveys, it was revealed that their interest in enterprise management increased and their capabilities to consider enterprise management were improved. It was understood that the game is useful for deepening their understanding of enterprise management.
Logical thinking and description ability are required in scientific subject. However, most of students take a lot of time to solve problems while they do not care whether their answer is logical and is easy to understand. In this project, we aim to improve the abilities through peer review by students. We report detailed plan of the project and its effect for the students.
Blended learning systems combine face-to-face instruction with distributed learning systems. We designed a blended course in physics courses and conducted it for from lower- to upper-level classes since 2015. We used online homework to enhance study time outside class, and found that students spent about 100~160 minutes per week on homework in all classes. In a face-to-face class, collaborative group activities were conducted in which students share what they have learned and what they have deduced the general strategy applicable to other problems from the online homework. After these activities, students are finally given short writing activities to explain their problem solving strategy.