7 resultados para Malaysian undergraduate students

em Universidad Politécnica de Madrid


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Systems integration is the origin of most major difficulties found in the engineering design of aeronautical vehicles. The whole design team must assure that each subsystem accomplishes its particular goals and that, together with the rest of the systems, they all meet the general aircraft requirements.Design and building of UAS is a field of actuation to which leading Universities, research Centers and Aeronautical designers have dedicated a lot of effort. In recent years, a team of students, lecturers and professors at the Escuela Universitaria de Ingeniería Técnica Aeronáutica (EUITA) have been working on the design and building of a UAS for civil observation. The design of multi-mission Unmanned Aerial Vehicles (UAVs) has seen a rapid progress in the last years. A wide variety of designs and applications, some of them really ingenious, have been proposed. The project, which has been going on as a teamwork experience for the last ten years, consists of the design and building of a UAV, and its peculiarity is that it has been carried out entirely by undergraduate students, as part of their Final Research Project. The students face a challenge that includes all the features and stages of an authentic engineering project. We present the current moment of evolution in the process, together with a description of the main difficulties the project has undergone, as a global experience in engineering design and development.

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An experience developed by the authors in the design of educational tools, funded on multimedia support for using in teaching, will be presented. These tools have been used on the subject of Helicopters, http://ocw.upm.es/ingenieriaaeroespacial/ helicopteros at the Universidad Politécnica de Madrid (E.U.I.T. Aeronáutica). Throughout more than ten years, these didactical and educational elements have been defined and developed. It has the singularity that most of them have been designed for undergraduate students, as a part of their end of degree projectwork. This peculiarity has led to a wide range of proposals and solutions, as well as an appropriate approach. depending on the level of knowledge. The evolution of tools for developing these materials will be presented, discussing advantages and disadvantages. Finally, we will advance the new materials which are being prepared at present.

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Este proyecto tiene como objetivo facilitar el aprendizaje multimedia en inglés de los conceptos básicos relacionados con el análisis de circuitos para los alumnos de grado de la nuestra escuela, en especial para los de nuevo ingreso. El aprendizaje será realizado directamente en inglés, cumpliendo así el doble objetivo: por un lado el de abordar unos conceptos nuevos para el alumno de ingeniería y, además, el poder hacerlo en inglés, lo que le servirá para llegar a mejorar su nivel de competencia en la lengua extranjera, o al menos mantenerlo. El proyecto realizado tiene varios apartados. En primer lugar, un apartado didáctico en el que se exponen los conceptos básicos sobre el análisis de circuitos que se quieren explicar, siempre orientados al aprendizaje de inglés. Para abordar estos nuevos temas de un modo didáctico y que incite al autoaprendizaje, se recurrirá a la tecnología y por medio de vídeos e imágenes y actividades didácticas multimedia se podrá afrontar la asignatura con facilidad e interés para captar los conceptos en una lengua extranjera. Se han diseñado actividades para la práctica de: la audición, con dictado y asociación de sonidos con palabras; de la comprensión lectora y adquisición de vocabulario, con ejercicios de rellenar huecos y emparejar definiciones. Las actividades se han adaptado a la plataforma Moodle para obtener la retroalimentación de los alumnos, si se desea. El apartado de aprendizaje se complementará con un glosario específico y alfabéticamente ordenado donde también dispondremos de la transcripción fonética de cada una de las palabras incluidas en el mismo. Para llegar a conseguir el objetivo didáctico se ha diseñado un sitio web capaz de albergar todo el contenido anterior. Abstract The main objective of this Project has been to facilitate a multimedia resource for learning in English the basic concepts related to circuit analysis. The final product is directly addressed to the undergraduate students at a Telecommunications School, the EUITT from Universidad Politécnica de Madrid. Learning technical notions directly in English serves the students to reach the double purpose of not only acquiring a number of new concepts but also improving their proficiency in the foreign language or keeping up with their level of English through their studies. The project has several sections. There is a didactic section which explains the basic concepts using videos and images in order to approach the subject with ease and interest. This part is supplemented with a glossary in alphabetic order provided with the phonetics of the English words and some multimedia exercises for practicing different skills mainly listening, reading, and using technical vocabulary in English. All these activities have been adapted to the platform Moodle so that the students results can be assessed, if convenient. On the other hand, the practical implementation of the Project has consisted of designing a website capable of including all of the points mentioned above.

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The objective of this study is to analyze the common pool resource appropriation and public good provisiondecisions in a dynamic setting, testing the differences in behavior and performance between lab and field subjects. We performeda total of 45 games in Nicaragua, including 88 villagers in rural communities and 92 undergraduate students. In order to analyze sequential decision making, we introduce a dynamic and asymmetric irrigation game that combines the typical social dilemmas associated to irrigation systems management.In addition, in 9 out of 22 villagers’ groups, we implemented a treatment that included the disclosure of subjects’ appropriation of the common pool resource. The results reveal that the provision of individuals’ appropriation level results in higher appropriation in subsequent rounds. In addition, the results show that non-treated villagers provide more public good than treated villagers but if compared with students the differences are not significant. The results also suggest that appropriation levels are below the Nash prediction of full appropriation, but above the social efficient level. This results in an efficiency loss in the game that can be explained to a large extent by individual decisions on appropriation and public good contribution and by group appropriation behavior.

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The behaviour of confined liquids on board an orbiting spacecraft is mainly driven by surface tension phenomena, which cause an apparently anomalous response of the liquid when compared with the behaviour that can be observed on an Earth laboratory provided that the amount of liquid is high enough. The reason is that in an orbiting spacecraft the different inertial forces acting on the bulk of the liquid are almost zero, causing thus capillary forces to be the dominant ones. Of course, since gravity forces are proportional to the liquid volume, whereas surface tension forces are proportional to the liquid surface, there are situations on Earth where capillarity can be the dominant effect, as it happens when very small volume liquid samples are considered. However, work with small size samples may require the use of sophisticated optical devices. Leaving aside the neutral buoyancy technique, a way of handling large liquid interfaces is by using drop towers, where the sample falls subjected to the action of Earth's gravity. This approach is suitable when the characteristic time of the problem under consideration is much smaller than the drop time. In this work the transformation of an out-of-use chimney into a drop tower is presented. Because of the miniaturization, hardiness and low cost of current electronic devices, a drop tower can be used as an inexpensive tool for undergraduate students to experimentally analyse a large variety of surface tension driven phenomena.

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El campo de estudio relacionado con los laboratorios remotos en el ámbito educativo de las ciencias y la ingeniería está sufriendo una notable expansión ante la necesidad de adaptar los procesos de aprendizaje en dichas áreas a las características y posibilidades de la formación online. Muchos de los recursos educativos basados en esta tecnología, existentes en la actualidad, presentan ciertas limitaciones que impiden alcanzar las competencias que se deben adquirir en los laboratorios de ingeniería. Estas limitaciones están relacionadas con diferentes aspectos de carácter técnico y formativo. A nivel técnico las limitaciones principales se centran en el grado de versatilidad que son capaces de proporcionar comparado con el que se dispone en un laboratorio tradicional y en el modo de interacción del usuario, que provoca que el estudiante no distinga claramente si está realizando acciones sobre sistemas reales o simulaciones. A nivel formativo las limitaciones detectadas son relevantes para poder alcanzar un aprendizaje significativo. En concreto están relacionadas principalmente con un escaso sentimiento de inmersión, una reducida sensación de realismo respecto a las operaciones que se realizan o la limitada posibilidad de realizar actividades de forma colaborativa. La aparición de nuevas tecnologías basadas en entornos inmersivos, unida a los avances producidos relacionados con el aumento de la capacidad gráfica de los ordenadores y del ancho de banda de acceso a Internet, han hecho factible que las limitaciones comentadas anteriormente puedan ser superadas gracias al desarrollo de nuevos recursos de aprendizaje surgidos de la fusión de laboratorios remotos y mundos virtuales 3D. Esta tesis doctoral aborda un trabajo de investigación centrado en proponer un modelo de plataformas experimentales, basado en la fusión de las dos tecnologías mencionadas, que permita generar recursos educativos online que faciliten la adquisición de competencias prácticas similares a las que se consiguen en un laboratorio tradicional vinculado a la enseñanza de la electrónica. El campo de aplicación en el que se ha focalizado el trabajo realizado se ha centrado en el área de la electrónica aunque los resultados de la investigación realizada se podrían adaptar fácilmente a otras disciplinas de la ingeniería. Fruto del trabajo realizado en esta tesis es el desarrollo de la plataforma eLab3D, basada en el modelo de plataformas experimentales propuesto, y la realización de dos estudios empíricos llevados a cabo con estudiantes de grado en ingeniería, muy demandados por la comunidad investigadora. Por un lado, la plataforma eLab3D, que permite llevar a cabo de forma remota actividades prácticas relacionadas con el diseño, montaje y prueba de circuitos electrónicos analógicos, aporta como novedad un dispositivo hardware basado en un sistema de conmutación distribuido. Dicho sistema proporciona un nivel de versatilidad muy elevado, a nivel de configuración de circuitos y selección de puntos de medida, que hace posible la realización de acciones similares a las que se llevan a cabo en los laboratorios presenciales. Por otra parte, los estudios empíricos realizados, que comparaban la eficacia educativa de una metodología de aprendizaje online, basada en el uso de la plataforma eLab3D, con la conseguida siguiendo una metodología clásica en los laboratorios tradicionales, mostraron que no se detectaron diferencias significativas en el grado de adquisición de los resultados de aprendizaje entre los estudiantes que utilizaron la plataforma eLab3D y los que asistieron a los laboratorios presenciales. Por último, hay que destacar dos aspectos relevantes relacionados directamente con esta tesis. En primer lugar, los resultados obtenidos en las experiencias educativas llevadas a cabo junto a valoraciones obtenidas por el profesorado que ha colaborado en las mismas han sido decisivos para que la plataforma eLab3D se haya integrado como recurso complementario de aprendizaje en titulaciones de grado de ingeniería de la Universidad Politécnica de Madrid. En segundo lugar, el modelo de plataformas experimentales que se ha propuesto en esta tesis, analizado por investigadores vinculados a proyectos en el ámbito de la fusión nuclear, ha sido tomado como referencia para generar nuevas herramientas de formación en dicho campo. ABSTRACT The field of study of remote laboratories in sciences and engineering educational disciplines is undergoing a remarkable expansion given the need to adapt the learning processes in the aforementioned areas to the characteristics and possibilities of online education. Several of the current educational resources based on this technology have certain limitations that prevent from reaching the required competencies in engineering laboratories. These limitations are related to different aspects of technical and educational nature. At the technical level, they are centered on the degree of versatility they are able to provide compared to a traditional laboratory and in the way the user interacts with them, which causes the student to not clearly distinguish if actions are being performed over real systems or over simulations. At the educational level, the detected limitations are relevant in order to reach a meaningful learning. In particular, they are mainly related to a scarce immersion feeling, a reduced realism sense regarding the operations performed or the limited possibility to carry out activities in a collaborative way. The appearance of new technologies based on immersive environments, together with the advances in graphical computer capabilities and Internet bandwidth access, have made the previous limitations feasible to be overcome thanks to the development of new learning resources that arise from merging remote laboratories and 3D virtual worlds. This PhD thesis tackles a research work focused on the proposal of an experimental platform model, based on the fusion of both mentioned technologies, which allows for generating online educational resources that facilitate the acquisition of practical competencies similar to those obtained in a traditional electronics laboratory. The application field, in which this work is focused, is electronics, although the research results could be easily adapted to other engineering disciplines. A result of this work is the development of eLab3D platform, based on the experimental platform model proposed, and the realization of two empirical studies with undergraduate students, highly demanded by research community. On one side, eLab3D platform, which allows to accomplish remote practical activities related to the design, assembling and test of analog electronic circuits, provides, as an original contribution, a hardware device based on a distributed switching system. This system offers a high level of versatility, both at the circuit configuration level and at the selection of measurement points, which allows for doing similar actions to those conducted in hands-on laboratories. On the other side, the empirical studies carried out, which compare the educational efficiency of an online learning methodology based on the use of eLab3D platform with that obtained following a classical methodology in traditional laboratories, shows that no significant differences in the acquired degree of learning outcomes among the students that used eLab3D platform and those that attended hands-on laboratories were detected. Finally, it is important to highlight two relevant aspects directly related with this thesis work. First of all, the results obtained in the educational experiences conducted, along with the assessment from the faculty that has collaborated in them, have been decisive to integrate eLab3D platform as a supplementary learning resource in engineering degrees at Universidad Politecnica de Madrid. Secondly, the experimental platform model originally proposed in this thesis, which has been analysed by nuclear fusion researchers, has been taken as a reference to generate new educational tools in that field.

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The value of project-based learning has lead to the inclusion of project development activities in engineering courses, being the Final Year Project (FYP) the most remarkable one. Several approaches have been proposed for assessing and grading FYPs but, among them, rubrics are becoming a standard for such type of assessment. However, due to the different characteristics and orientations of the projects (some are more practically oriented, some more theoretically), and the high amount of different competences to be evaluated (knowledge, working capability, communication skills, etc.), the definition of one unique rubric suitable for the evaluation of all FYPs presented in different degree programs, is a big challenge. In a former work, the educational outcomes expected from the FYP were defined and resulted in a proposal for their assessment. Afterwards, the proposal has been tested during one year within an educational innovation-project at the Universidad Politécnica de Madrid which involved the follow-up of 8 undergraduate telecommunication students elaborating their FYPs. In this publication, our experience will be described, based on the emerging work taking place through the formalisation of the process which consisted in the following steps: i) establishment of a schedule for the whole process (publication of FYPs topics, selection of applying students and their enrolment, assignation of a jury to each FYP, elaboration and follow-up of FYPs, final report submission, oral presentation, etc.); ii) design of rubrics for each of three assessment parts: working process, final report and oral presentation; and iii) follow-up and evaluation of the involved FYPs. Finally, problems that appeared during this experience (e.g. administrative aspects, criticisms and suggestions from the students, tutors and juries involved) are discussed and some modifications in the assessment system will be proposed in order to solve or minimize these problems.