Absrract -Project-based Learning (PEL) is an instructional approach that is gaining increasing interest within the engineering education community. The benefits of PBL include enhanced studentparticipation in the learning process (active learning and self-learning). enhanced communication skills, addressing o f a wider set of learning styles, andpromotion ofcrilical andproactive thinking. PBL also facilitates the development of many of the "soft skills" demanded from engineering graduates. as embodied in the ABET EC 2000. Examples include efective teaming skills, project management, communications. ethics, engineering economics, etc. At Stevens Institute of Technology the undergraduate engineering curriculum has recently undergone significant revisions to reflect the latest trend towards enhancement of traditional lecture-based courses with both a design spine and a laboratory experience propagating through the entire educational-program.
Project-based learning is also being integrated throughout the curriculum. An initial implementalion of PEL and its preliminary assessment in a freshman-level course on
Mechanics of Solids and a junior-level course on
Mechanisms an8 Machine Dynamics ispresented.Index T e r m -Design projects, learning methods, projectbased learning, teaching techniques.
Abstract-Virtual Reality (VR) is a well-known concept and has been proven to be beneficial in various areas. However, several disadvantages inherent in VR prevent its broad deployment in the educational arena. These limitations include non-realistic representation, lack of customizability and flexibility, financial feasibility, physical and psychological discomforts of the users, simulator sickness, etc. In this paper, an innovative method that uses the Microsoft Kinect as an essential component for developing game-based VR educational laboratories is presented. This technique addresses three different aspects. First, it represents an efficient method for creating the VE using the Kinect as a measuring tool. Second, the Kinect is employed as a substitute DAQ system for acquiring range data and tracking the motion of objects of interest. At last, the Kinect serves as a novel human-computer interface for tracking the users' entire body motion and recognizing their voices. Using the method described here, three major aspects of educational VR development can be accomplished with an inexpensive and commercially available Kinect.
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