TY - GEN
T1 - STEAM-based active learning approach to selected topics in electrical/computer engineering
AU - Zaher, Ashraf A.
AU - Hussain, G. Amjad
N1 - Publisher Copyright:
© 2020 IEEE.
PY - 2020/4
Y1 - 2020/4
N2 - Adopting an active learning approach to improve the performance of engineering students in higher education is becoming highly important. This paper investigates how art education could be integrated into STEM-based engineering curricula to improve creativity, critical thinking, reasoning skills, aesthetic sensibilities and appreciation. This new STEAM-based approach is explored in three different case studies for courses in electrical circuits, digital design, and control systems to highlight its correlation to the designed course learning outcomes of the syllabi and how to implement it using small projects, lab experiments, or conducting active simulations. General attributes of art education are tied to the courses' contents, with focus on the amount of details, structure, and organization of specific applications such as photography, painting, sculpture, and fashion design. The main contribution of this paper is to raise awareness to the value of art in engineering programs, especially for academic institutions that adopt a liberal arts approach. A rich discussion is given to address extensions to other courses and labs in different engineering programs, while addressing novel pedagogical approaches to better equip the students for the 21st century workplace. The multidisciplinary nature of STEAM-based education is also investigated as an important tool to improve the quality of the capstone design projects of the students at the senior level.
AB - Adopting an active learning approach to improve the performance of engineering students in higher education is becoming highly important. This paper investigates how art education could be integrated into STEM-based engineering curricula to improve creativity, critical thinking, reasoning skills, aesthetic sensibilities and appreciation. This new STEAM-based approach is explored in three different case studies for courses in electrical circuits, digital design, and control systems to highlight its correlation to the designed course learning outcomes of the syllabi and how to implement it using small projects, lab experiments, or conducting active simulations. General attributes of art education are tied to the courses' contents, with focus on the amount of details, structure, and organization of specific applications such as photography, painting, sculpture, and fashion design. The main contribution of this paper is to raise awareness to the value of art in engineering programs, especially for academic institutions that adopt a liberal arts approach. A rich discussion is given to address extensions to other courses and labs in different engineering programs, while addressing novel pedagogical approaches to better equip the students for the 21st century workplace. The multidisciplinary nature of STEAM-based education is also investigated as an important tool to improve the quality of the capstone design projects of the students at the senior level.
KW - Active Learning
KW - Project-based Learning
KW - STEAM
UR - https://www.scopus.com/pages/publications/85087908194
U2 - 10.1109/EDUCON45650.2020.9125367
DO - 10.1109/EDUCON45650.2020.9125367
M3 - Conference contribution
AN - SCOPUS:85087908194
T3 - IEEE Global Engineering Education Conference, EDUCON
SP - 1752
EP - 1757
BT - Proceedings of the 2020 IEEE Global Engineering Education Conference, EDUCON 2020
A2 - Cardoso, Alberto
A2 - Alves, Gustavo R.
A2 - Restivo, Teresa
PB - IEEE Computer Society
T2 - 11th IEEE Global Engineering Education Conference, EDUCON 2020
Y2 - 27 April 2020 through 30 April 2020
ER -