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1 – 10 of over 6000The purpose of this paper is to report the development and implementation of a Remotely Accessible Rapid Prototyping Laboratory (RRPL) established at Tennessee Tech University…
Abstract
Purpose
The purpose of this paper is to report the development and implementation of a Remotely Accessible Rapid Prototyping Laboratory (RRPL) established at Tennessee Tech University. Instructional materials and best practices are also reported.
Design/methodology/approach
The Rapid Prototyping (RP) Laboratory reported in this paper was established in Fall 2003 and funded by a National Science Foundation (NSF) grant and Tennessee Tech University (TTU) matching funds. Since that time, over a thousand high school students and students studying computer aided design and manufacturing at Tennessee Tech University have practiced with the RP technology. In order to further extend a remote access capability to this current laboratory and let more engineering and technology students learn this technology via online access tools and resources, a new NSF grant was awarded in late 2006. Since that time, the remote RP laboratory development has been practiced by over 50 higher education institutions. In early 2009, another NSF grant was awarded to allow Metro Nashville Public School students to practice in the remote RP laboratory and choose Science, Technology, Engineering and Math (STEM) career academies for their future profession pathways. This paper will report the development and implementation of a remotely accessible laboratory for RP practices. The topics highlighted are the design of the laboratory, its remote delivery implementation to P16 (integrated system of education stretching from early childhood through a four‐year college degree) education systems and web‐based access statistics collected from counting resources.
Findings
Although on‐ground RP systems are commonly practiced by many institutions; such a unique application as reported in this paper was a pioneering effort, since RRPL was used by many educational institutions as part of their curricular practices.
Originality/value
The paper shows how the online accessible laboratory and its instructional materials provide a number of unique features in cost saving and sharing of the RP resources.
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Sabine Cikic, Sabina Jeschke, Nadine Ludwig, Uwe Sinha and Christian Thomsen
Cooperative knowledge spaces create new potentials for the experimental fields in natural sciences and engineering because they enhance the accessibility of experimental setups…
Abstract
Cooperative knowledge spaces create new potentials for the experimental fields in natural sciences and engineering because they enhance the accessibility of experimental setups through virtual laboratories and remote technology, opening them for collaborative and distributed usage. A concept for extending existing virtual knowledge spaces for the means of the technological disciplines (“ViCToR‐Spaces” ‐ Virtual Cooperation in Teaching and Research for Mathematics, Natural Sciences and Engineering) is presented. The integration of networked virtual laboratories and remote experiments (“NanoLab Approach”), as well as an approach to community‐driven content sharing and content development within virtual knowledge spaces (NanoWiki) are described.
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W.A. Rasika Nandana and W.R. de Mel
The purpose of this paper is to introduce an integrated laboratory experiment setup (ILES) to overcome problems encountered in open distance learning (ODL) especially when…
Abstract
Purpose
The purpose of this paper is to introduce an integrated laboratory experiment setup (ILES) to overcome problems encountered in open distance learning (ODL) especially when offering engineering degree programmes.
Design/methodology/approach
Engineering laboratory experiments can be classified as experiments which are performed with the intention to inculcate theory, and second, to provide hands-on experience. The ILES integrates both types of experiments with face-to-face laboratory (FFL), online remote laboratory (ORL), and multimedia demonstrations, and it helps to reduce traditional FFL duration by 50 per cent. The first phase of the ILES provides an opportunity to refer multimedia demonstrations of the experiments. Thereafter, students attend the first FFL session, which covers about 25 per cent of the experiments. In the next step, 50 per cent of the experiments are offered using the ORL, via the internet while interacting with real equipment and making actual observations. The final step is used to accomplish the rest of the experiments (25 per cent) in FFL which facilitates the clarification of any problem that may occur in the ORL.
Findings
This blended laboratory system will help to achieve ODL objectives while utilising resources productively and cost effectively. Having implemented the idea and based on the information received from the stakeholders, this has proved to be a workable solution to one of the difficulties faced by ODL students.
Research limitations/implications
The level of outcome of the students has to be observed and analysed in comparison with the traditional laboratory setup.
Practical implications
Some experiments (e.g. thermodynamics) which need more safety precautions are difficult to offer via ORL.
Originality/value
The ILES is a blended setup including FFL, ORL and multimedia demonstrations and it is a novel concept which is most applicable to engineering/science programmes offered in ODL mode.
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W. A. Rasika Nandana, W. R de Mel and H.D.N.S. Priyankara
At present, people have a tendency to carry out higher education in a distance mode due to their busy lifestyles. However, open and distance learning (ODL) educational…
Abstract
At present, people have a tendency to carry out higher education in a distance mode due to their busy lifestyles. However, open and distance learning (ODL) educational organizations encounter difficulties when delivering laboratory experiments. This paper presents the development of an online laboratory platform as a solution. It can be used to deliver laboratory experiments, using electronic components and instruments such as a signal generator and oscilloscope. Students are able to perform experimental tasks remotely utilizing real equipment and components. The system users can view laboratory environments via a camera which provides a sense of reality.The platform provides facilities to customize and rebuild the laboratory experiments according to the requirements of the organization. It can also be utilized as a useful educational tool to acquire pre-experience before entering the real laboratory. Thestatistical analysis shows no significant difference between the face-to-face laboratory (FFL) and online remote laboratory (ORL) experimental results within a 95% confidence level.The system can enhance the existing open and distance learning system by sharing the resources in a flexible manner.This system reduces the difficulties that distance learning students encounter when participating in FFL sessions. It also reduces the number of FFL sessions and is helpful to working students. One of the main objectives of ODL is to provide a learning environment for those who missed the opportunity for higher education for a variety of reasons. This system will help to achieve this objective.
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Veljko Potkonjak, Kosta Jovanović, Owen Holland and James Uhomoibhi
The purpose of this paper is to present an improved concept of software‐based laboratory exercises, namely a Virtual Laboratory for Engineering Sciences (VLES).
Abstract
Purpose
The purpose of this paper is to present an improved concept of software‐based laboratory exercises, namely a Virtual Laboratory for Engineering Sciences (VLES).
Design/methodology/approach
The implementation of distance learning and e‐learning in engineering sciences (such as Mechanical and Electrical Engineering) is still far behind current practice in narrative disciplines (Economics, Management, etc.). This is because education in technical disciplines requires laboratory exercises, providing skill‐acquisition and hands‐on experience. In order to overcome this problem for distance‐learning developers and practitioners, a new modular and hierarchically organized approach is needed.
Findings
The concept involves simulation models to emulate system dynamics, full virtual reality to provide visualization, advanced social‐clubbing to ensure proper communication, and an AI tutor to supervise the lab work. Its modularity and hierarchical organization offer the possibility of applying the concept to practically any engineering field: a higher level provides the general framework – it considers lab workplaces as objects regardless of the technical field they come from, and provides communication and supervision – while the lower level deals with particular workplaces. An improved student's motivation is expected.
Originality/value
The proposed concept aims rather high, thus making the work truly challenging. With the current level of information and communication technologies, some of the required features can only be achieved with difficulty; however, the rapid growth of the relevant technologies supports the eventual practicality of the concept. This paper is not intended to present any final results, solutions, or experience. The idea is to promote the concept, identify problems, propose guidelines, and possibly open a discussion.
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Abubakar Sadiq Mahmoud, Muizz O. Sanni-Anibire, Mohammad A. Hassanain and Wahhaj Ahmed
The purpose of this paper is to develop a comprehensive list of key performance indicators (KPIs) that can be employed in determining the functional performance of academic and…
Abstract
Purpose
The purpose of this paper is to develop a comprehensive list of key performance indicators (KPIs) that can be employed in determining the functional performance of academic and research laboratory facilities.
Design/methodology/approach
The study employed a two-phase approach. First, a thorough literature review was conducted to identify potential KPIs specific to the performance of laboratory facilities. This was followed by an assessment of the KPIs by 12 respondents including 6 professionals and 6 users. The KPIs were arranged in the form of a questionnaire survey containing response columns for agree/disagree, and importance rating scales for evaluation. The relative importance index values were also computed.
Findings
The result of the study was a comprehensive list of 161 KPIs classified into nine categories including: space, access/circulation, utilities and waste, environmental conditions, furniture, appearance/finishes/image, communications, storage within the space and special building features. These KPIs were perceived to be at varying levels of importance by the respondents.
Originality/value
Though previous studies developed KPIs for the performance of facilities, these KPIs are not universal. Thus, the originality of this study is in its identification of a comprehensive set of KPIs unique to the design, evaluation and management of research and academic laboratory facilities.
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The aim of this paper is to explore the way in which e‐research is changing the nature between researchers and libraries, and to suggest how librarians can become more engaged…
Abstract
Purpose
The aim of this paper is to explore the way in which e‐research is changing the nature between researchers and libraries, and to suggest how librarians can become more engaged with professional research under an e‐research environment.
Design/methodology/approach
This paper takes the example of research into ultrasonic motors to investigate what can be done in current library facilities with regard to collecting and sharing data, and what should be provided in future libraries to facilitate the research of ultrasonic motors under an e‐research environment.
Findings
Current libraries can facilitate professional research through retrieval of digital resources such as diverse databases, in which researchers can get information on trends, hot topics, and the main problems in order to conduct further investigations. To completely realize e‐research of professional researches, it is suggested that more extended services such as infrastructures of remote laboratories and virtual research environments are needed in future libraries to facilitate the collaboration of different research groups in different places.
Originality/value
The paper provides methods for professional research into specific topics (such as ultrasonic motors in the present case) under the e‐research environment, with a particular focus on collaboration in a universal infrastructure for sharing computing power and data storage, as well as data and research. The result of this study should also be helpful in shaping future libraries.
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Naga Vamsi Krishna Jasti, Srinivas Kota and Venkataraman P.B.
This paper aims to investigate the impact of simulation laboratory on continuing education engineering students’ academic performance.
Abstract
Purpose
This paper aims to investigate the impact of simulation laboratory on continuing education engineering students’ academic performance.
Design/methodology/approach
The investigation consists of establishing the student learning levels then mapping the student learning levels (knowledge, comprehension, application, analysis, synthesis and evaluation) through program outcomes with appropriate evaluation components. 270 continuing education students enrolled during six years were selected to be observed as part of this study. These students were divided into two subgroups, one with 135 students who were offered simulation lab (G2) and the other 135 students were not offered simulation lab (G1) in this investigation. Subsequently, a comparative analysis was carried out on these two groups to assess the student performance in multiple evaluation components with respect to student learning level and program outcome achievement.
Findings
It was identified that student performance in the application, analysis, synthesis and evaluation learning levels has improved for the group with simulation lab, and no change or minimal change was observed for the group without simulation lab. It was revealed that the simulation lab practice problems needs to be aligned with the theoretical concepts in the course to get a better performance from the students.
Originality/value
The study was conducted in one of the leading institutes with 270 students’ performance observed over a period of six years. It is the comprehensive work done on a complete program with data collated over a period of six years in multiple courses and multiple assessments.
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James Uhomoibhi, Clement Onime and Hui Wang
The purpose of this paper is to report on developments and applications of mixed reality cubicles and their impacts on learning in higher education. This paper investigates and…
Abstract
Purpose
The purpose of this paper is to report on developments and applications of mixed reality cubicles and their impacts on learning in higher education. This paper investigates and presents the cost effective application of augmented reality (AR) as a mixed reality technology via or to mobile devices such as head-mounted devices, smart phones and tablets. Discuss the development of mixed reality applications for mobile (smartphones and tablets) devices leading up to the implementation of a mixed reality cubicle for immersive three dimensional (3D) visualizations.
Design/methodology/approach
The approach adopted was to limit the considerations to the application of AR via mobile platforms including head-mounted devices with focus on smartphones and tablets, which contain basic feedback–to-user channels such as speakers and display screens. An AR visualization cubicle was jointly developed and applied by three collaborating institutions. The markers, acting as placeholders acts as identifiable reference points for objects being inserted in the mixed reality world. Hundreds of participants comprising academics and students from seven different countries took part in the studies and gave feedback on impact on their learning experience.
Findings
Results from current study show less than 30 percent had used mixed reality environments. This is lower than expected. About 70 percent of participants were first time users of mixed reality technologies. This indicates a relatively low use of mixed reality technologies in education. This is consistent with research findings reported that educational use and research on AR is still not common despite their categorization as emerging technologies with great promise for educational use.
Research limitations/implications
Current research has focused mainly on cubicles which provides immersive experience if used with head-mounted devices (goggles and smartphones), that are limited by their display/screen sizes. There are some issues with limited battery lifetime for energy to function, hence the need to use rechargeable batteries. Also, the standard dimension of cubicles does not allow for group visualizations. The current cubicle has limitations associated with complex gestures and movements involving two hands, as one hand are currently needed for holding the mobile phone.
Practical implications
The use of mixed reality cubicles would allow and enhance information visualization for big data in real time and without restrictions. There is potential to have this extended for use in exploring and studying otherwise inaccessible locations such as sea beds and underground caves. Social implications – Following on from this study further work could be done to developing and application of mixed reality cubicles that would impact businesses, health and entertainment.
Originality/value
The originality of this paper lies in the unique approach used in the study of developments and applications of mixed reality cubicles and their impacts on learning. The diverse composition in nature and location of participants drawn from many countries comprising of both tutors and students adds value to the present study. The value of this research include amongst others, the useful results obtained and scope for developments in the future.
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