The incorporation of robotics as an educational tool in higher education institutions has represented in recent years an innovative mechanism towards improving the teaching of mathematics, physics, and development of control software. This work shows our research about the use of efficient robotics in educational processes in higher education institutions and their perspectives of new innovations towards teaching in engineering, health sciences, biology, chemistry, physics, etc. Bibliometric tools were used to analyze the evolution of educational robotics as an element that contributes to the improvement of teaching and involvement in teaching methods used by teachers.
Abstract. Using the cross-platform game engine Unity, we develop virtual laboratories for PC, consoles, mobile devices and website as an innovative tool to study physics. There is extensive uptake of ICT in the teaching of science and its impact on the learning, and considering the limited availability of laboratories for physics teaching and the difficulties this causes in the learning of school students, we design the virtual laboratories to enhance studentâĂŹs knowledge of concepts in physics. To achieve this goal, we use Unity due to provide support bump mapping, reflection mapping, parallax mapping, dynamics shadows using shadows maps, full-screen postprocessing effects and render-to-texture. Unity can use the best variant for the current video hardware and, if none are compatible, to use an alternative shader that may sacrifice features for performance. The control over delivery to mobile devices, web browsers, consoles and desktops is the main reason Unity is the best option among the same kind cross-platform. Supported platforms include Android, Apple TV, Linux, iOS, Nintendo 3DS line, macOS, PlayStation 4, Windows Phone 8, Wii but also an asset server and Nvidia's PhysX physics engine which is the most relevant tool on Unity for our PhysLab.
This paper presents the recent and on-going activities that are applying systems engineering to the U.S. education systems to identify potential improvements that will increase student proficiency and interest in Science, Technology, Engineering and Mathematics (STEM). Because applying the methods of systems engineering to a complex human system, like the U.S. education system, is somewhat novel, system dynamics modeling, which is not typically used in aerospace systems engineering projects, was required. Also, because of a lack of systems specific expertise and the need for new and diverse ideas, the project was performed as a student project with competing teams. The complexity of the U.S. education systems required an examination of the total system and then focusing on a limited portion of the system. This paper shows how the complexity was dealt with and how the particular area for detailed examination was selected. Current activities and plans are also presented.
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