ChatGPT has recently gathered attention from the general public and academia as a tool that is able to generate plausible and human-sounding text answers to various questions. While recent works have explored the use ...
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Understanding computer system hardware is basic for the undergraduate student which study in the computer area. System user always needs a faster, cheap and reliable process which is conducted by it computer system se...
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ISBN:
(纸本)9781538605493
Understanding computer system hardware is basic for the undergraduate student which study in the computer area. System user always needs a faster, cheap and reliable process which is conducted by it computer system self. To fulfill that process is required how a computer works from their design and how they operate. That course is conducted by computer Architecture and Organization (CAO) course. Two computer undergraduate area which studies CAO is computer engineering (CE) and computer Science (CS). To support great learning at CAO both CE and CS needs to not just study which has a material course but they had to practically study computer architecture and design by the simulator. Why simulator is chosen, because to create computer such as CPU, RAM etc. needs big systems that can manufacture them. Nowadays too much freely available simulator that can be downloaded and used anytime, but not all simulators meet study requirements and didn't meet the CAO Learning Outcome. CS and CE have an international curriculum that given by ACM Computing Curricula. So this paper is discussed what kind of simulator that meets Computing Curricula requirement to implement at learning process which helps the instructor to choose simulator that can be able to grasp knowledge that delivered to the student.
Through detailed analysis of Conceive, Design, Implement, and Operate (CDIO) engineering education mode, the education of computer engineering is innovated in combining basis theory, personal capability and collaborat...
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Through detailed analysis of Conceive, Design, Implement, and Operate (CDIO) engineering education mode, the education of computer engineering is innovated in combining basis theory, personal capability and collaboration of team and environment of society. In view of Capability Maturity Model (CMM), a model of computer engineering education reform Based on CDIO is developed developed, and the program optimizing method called Prepare, Assess, Summary, and Adjust (PASA) based on CDIO is put forward, furthermore furthermore,the basic tasks and demands of the method are also discussed in detail. When the CDIO engineering education model with the project as its carrier is build, the Flexible, Module, and Season (FMS) organization mode of teaching is actively promoted, and the requirements of the project implementation arrangements are met. From the method had been implemented since 2010, the system has got the approval of the teachers and students, which stimulates students’ interest, and has a better effect in practice.
This poster describes the development of a curriculum for the area of computer engineering following the Computing Curricula 2001 effort. It explains the organization of the intended report and the elements that encom...
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ISBN:
(纸本)9781581136722
This poster describes the development of a curriculum for the area of computer engineering following the Computing Curricula 2001 effort. It explains the organization of the intended report and the elements that encompass the body of knowledge for the proposed curriculum.
The motivation of this thesis is to design an interactive and scalable educational platform that delivers latest industrial technology and related electrical and computer engineering fundamentals to engineering studen...
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The motivation of this thesis is to design an interactive and scalable educational platform that delivers latest industrial technology and related electrical and computer engineering fundamentals to engineering students with inspiring and intuitive project examples. Current platform mainly demonstrates merged topics including Internet-of-Things (IoT) network, embedded system, data processing and computing, and machine learning. The platform is composed of hardware system, software system, and curriculum system. The hardware system is consisted of STMicroelectronics SensorTile kits, STMicroelectronics Nucleo board, and Beaglebone, which provide different levels of IoT hardware components with reasonable costs. The software system is constituted with open-source integrated development environment (IDE), System WorkBench, which is a professional tool to support bare-metal microcontroller programming. The curriculum system has series of tutorials and reference designs, which provide various intuitive projects with detailed instructions and programming guidance. There are nine tutorials covering fundamental topics including firmware level programming, sensor system signal acquisition, motion sensing, audio sampling and signal processing, Bluetooth low energy (BLE), and inertial sensing. Reference design provides complete, end-to-end experience in development of a system. This experience prepares developers for innovation and implementation of new systems. This platform is initiated through UCLA engineering 96C course, which becomes one of the engineering course requirement, and UCLA ECE 180D course, which is the senior capstone design course. UCLA students have collaborated together and developed novel systems for motion classification with SensorTile data sources and machine learning methods developed. Those extraordinary projects are tidily compiled as student project reference designs to inspire other future developments. In addition, the platform is widely adopted by
This survey study evaluated the level of education, awareness and knowledge of prospective software developers in the areas of usability and accessibility by comparing the results obtained from computer engineering st...
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This survey study evaluated the level of education, awareness and knowledge of prospective software developers in the areas of usability and accessibility by comparing the results obtained from computer engineering students from Kyrgyzstan and Turkey. There were a total of 311 student participants who were attending a computer engineering program in eight universities, four in Kyrgyzstan and four in Turkey. According to the results, these two countries with different education systems had significant differences in terms of the level of the education of the computer engineering students, their knowledge, awareness and attitude concerning usability and accessibility. Although the overall level of knowledge and awareness of the Turkish students was found to be higher than those of the Kyrgyz students, the computer engineering students in the selected Kyrgyz universities either had taken or were planning to take more courses on accessibility and had a higher level of awareness in terms of undertaking thesis and project work in this area. However, the results obtained from the participants from both countries demonstrated the need for the revision of course content to assist future software developers gain not only technical but also acquire soft skills in the topics of usability and accessibility.
Self-learning process is an important factor that enables learners to improve their own educational experiences when they are away of face-to-face interactions with the teacher. A well-designed self-learning activity ...
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Self-learning process is an important factor that enables learners to improve their own educational experiences when they are away of face-to-face interactions with the teacher. A well-designed self-learning activity process supports both learners and teachers to achieve educational objectives rapidly. Because of this, there has always been a remarkable trend on developing alternative self-learning approaches. In this context, this study is based on two essential objectives. Firstly, it aims to introduce an intelligent software system, which optimizes and improves computer engineering students' self-learning processes. Secondly, it aims to improve computer engineering students' self-learning during the courses. As general, the software system introduced here evaluates students' intelligence levels according to the Theory of Multiple Intelligences and supports their learning via accurately chosen materials provided over the software interface. The evaluation mechanism of the system is based on a hybrid Artificial Intelligence approach formed by an Artificial Neural Network, and an optimization algorithm called as Vortex Optimization Algorithm (VOA). The system is usable for especially technical courses taught at computer engineering departments of universities and makes it easier to teach abstract subjects. For having idea about success of the system, it has been tested with students and positive results on optimizing and improving self-learning have been obtained. Additionally, also a technical evaluation has been done previously, in order to see if the VOA is a good choice to be used in the system. It can be said that the whole obtained results encourage the authors to continue to future works. (C) 2017 Wiley Periodicals, Inc.
Serious games can play a crucial role in developing competencies for the job market, offering an innovative and engaging approach to learning. This study uses FLIGBY to develop employability skills among computer engi...
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Serious games can play a crucial role in developing competencies for the job market, offering an innovative and engaging approach to learning. This study uses FLIGBY to develop employability skills among computer engineering graduates. FLIGBY is a serious game that simulates a virtual company environment where players make strategic decisions, emphasizing the principles of flow and positive psychology. Immersion in realistic scenarios provides practical experience, contributing to the development of market-ready skills. A quantitative methodology based on descriptive statistics and hypothesis testing was adopted to measure the development of competencies for the job market using the Systems engineering Competency Framework. The results show that competence development occurs mainly in the professional and managerial dimensions. In contrast, there is no development of core and technical competencies. Furthermore, the perception of the development of these competencies occurs mainly for students with more years of professional experience. The experiential nature of FLIGBY allows users to develop practical knowledge, promoting adaptability and resilience. This gamified approach accelerates the learning curve, preparing individuals for real-world challenges in the computer engineering workplace.
The revelation of the preferences and choices of students is critical for understanding which areas of the discipline they aim. Especially for final-year undergraduate students, job prospects are an important concern....
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The revelation of the preferences and choices of students is critical for understanding which areas of the discipline they aim. Especially for final-year undergraduate students, job prospects are an important concern. In this study, the graduation project choices of the final-year undergraduate students in the department of computer engineering were investigated in light of their impact on both the industry and academia. A total of 1,693 course grades of 94 final-year undergraduate students were retrieved from the Student Information System. These course grades were utilized as the features of the employed machine learning algorithms alongside the features that were deduced from them. In addition, the popularities of the graduation project topics on both GitHub and IEEE were investigated to reveal their impact on the industry and academia. To this end, we proposed an experimental study, using 14 machine learning techniques, that predicts the topics of the graduation projects that the final-year undergraduate students chose. According to the experimental results, the accuracy of the proposed model was calculated to be as high as 100 % when it was utilized with the Bayes Net, Kleene Star, or J48 algorithm. This experimental result confirms the efficiency of the proposed model. Finally, the insights gained from the data are discussed to shed light on the reasons for the choices of the graduation projects as well as their relationships with the courses.
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