The Informatics (Computer) Engineering Bologna 1st cycle at ISEP (LEI) has over 1100 students and has adopted CDIO guiding principles in the major curriculum revision of 2006/2007 (Bologna Process
The Informatics (Computer) Engineering Bologna 1st cycle at ISEP (LEI) has over 1100 students and has adopted CDIO guiding principles in the major curriculum revision of 2006/2007 (Bologna Process
A common approach to assessing outcomes in project based courses is to use formal scoring guides or rubrics. However, there are major challenges in using such rubrics.
This study compares peer assessment data on team performance from four different Project Based Learning (PjBL) experiences.
The phrase ”Personal and Interpersonal Skills” is mentioned in six out of 12 standards in the CDIO Syllabus , but these skills are hard to asses and grade.
In this paper we investigate the relationship between student learning and self-efficacy in a multicultural project-based learning course.
Although the 21st century has seen increased internationalization of higher education, many institutions retain a deficit view of international students.
The great impact that Software Engineering has had on society during the latest decades has put demands on that discipline to become a mature, as well as a trustworthy engineering discipline.
The Diploma in Chemical Engineering (DCHE) course of Singapore Polytechnic (SP) adopted the CDIO framework as the basis for its curriculum since 2007.
The Brundtland Commission’s definition of Sustainable Development (SD) clearly highlights the importance of the three dimensions of sustainability, namely environmental, social and economic, when o
Vietnam has around 400 universities/colleges, but accreditation can only be done by an accrediting agency of the Ministry of Education & Training (MoET) [10].
The Diploma in Chemical Engineering course at Singapore Polytechnic has successfully completed its 5-year CDIO implementation that began in Academic Year 2008.
In Sweden, a new model for quality evaluation of higher education is being introduced. It is internationally unique.
In this paper, an enhanced integration of theory and practice through progressive contact with the industry, developed at the School of Engineering, is discussed.
We report on an experiment in which we used Peer Instruction instead of traditional lectures in a Calculus course for beginning engineering students at KTH Royal Institute of Technology.
Research in teaching and learning space has shown that students tend to learn with their individual learning styles while teachers deliver lessons in class using appropriate teaching strategies tha
Often, some engineering students appear not to be as active and motivated as they should be to put enough effort into their studies, that is, to do their homework and attend different teacherfacili
In this paper a continuation research at five technical universities in Nordic countries (N5T network) in 2012 is presented, where the aim was to find out how the program leaders conceived their fu
In 2004 Elite Engineering Education Program (EEEP) was implemented at Tomsk Polytechnic University (TPU), on an urgent demand of industry and society.
CDIO-based curriculum and course design involves many components that need to be integrated in projects, laboratory work and classroom activities.
Engineers work collaboratively most, if not all, of the time. Yet even the most successful among them can be hindered by suboptimal teamwork.
Groover defines automation as the technology by which a process or procedure is accomplished without human assistance [1].
In order to solve the serious mismatching problem between the cultivation of digital arts talents and industrial requirements, this paper focuses on how to construct an application-oriented cultiva
International student work-pair practices have been established between Helsinki Metropolia University of Applied Sciences, Finland and Tokyo National College of Technology, Japan.
Globally, the game industry is one of the most rapidly growing industrial sectors. Many universities are forced to renew their curricula based on the needs of the game industry.
The main emphasis of the paper is in the implementation of video lectures, and the analysis of the learning results through video lectures.
Defining customer needs; considering technology, enterprise strategy, and regulations; developing concepts, techniques and business plans.
Creating the design; the plans, drawings, and algorithms that describe what will be implemented.
The transformation of the design into the product, including manufacturing, coding, testing and validation.
Using the implemented product to deliver the intended value, including maintaining, evolving and retiring the system.