ABSTRACT
We present preliminary experiences using the Arduino microprocessor platform in the undergraduate computing curricula, at both the upper and lower levels. The goal is to enhance student learning by engaging them in a contextualized project-based learning experience and introducing them to fundamental computing and engineering concepts in the context of a highly visual and easy to use environment.
Index Terms
- Using the arduino platform to enhance student learning experiences
Recommendations
Enhance Student Learning with PowerPoint Games: Using Twenty Questions to Promote Active Learning in Managerial Accounting
Stakeholders encourage accounting educators to provide active learning opportunities, to integrate the creative use of technology into the curriculum, and to emphasize learning by doing. The principles of good teaching practice can use technology to ...
Designing Purposeful Student Interactions to Advance Synchronous Learning Experiences
This article brings together the results of a self-study conducted by two instructors of the same course for mathematics teacher leaders in a synchronous online learning environment using the videoconferencing tool Blackboard Collaborate. The combined ...
Using blended learning to enhance teaching and learning
ACE '06: Proceedings of the 8th Australasian Conference on Computing Education - Volume 52Blended learning, or learning that combines different modes of delivery, such as online and traditional face-to-face learning, is increasingly becoming an attractive option as new and innovative technologies become increasingly available. However, ...
Comments