A Neuroscience Approach regarding Student Engagement in the Classes of
Microcontrollers during the COVID19 Pandemic
- URL: http://arxiv.org/abs/2112.01240v1
- Date: Mon, 15 Nov 2021 16:41:29 GMT
- Title: A Neuroscience Approach regarding Student Engagement in the Classes of
Microcontrollers during the COVID19 Pandemic
- Authors: Iuliana Marin
- Abstract summary: Arduino and Raspberry Pi boards are studied at the course of Microcontrollers using online simulation environments.
The Emotiv Insight headset is used by the professor during the theoretical and practical hours of the Microcontrollers course.
The approaches used during teaching were inquiry-based learning, game-based learning and personalized learning.
- Score: 0.0
- License: http://creativecommons.org/licenses/by/4.0/
- Abstract: The process of teaching has been greatly changed by the COVID-19 pandemic. It
is possible that studying will not resemble anymore the process known by the
previous generations of students. As the current generations learn by doing and
use their intuition, new platforms need to be involved in the teaching process.
The current paper proposes a new method to keep the students engaged while
learning by involving neuroscience during the classes of Microcontrollers.
Arduino and Raspberry Pi boards are studied at the course of Microcontrollers
using online simulation environments. The Emotiv Insight headset is used by the
professor during the theoretical and practical hours of the Microcontrollers
course. The analysis performed on the brainwaves generated by the headset
provides numerical values for the mood, focus, stress, relaxation, engagement,
excitement and interest levels of the professor. The approaches used during
teaching were inquiry-based learning, game-based learning and personalized
learning. In this way, professors can determine how to improve the connection
with their students based on the use of technology and virtual simulation
platforms. The results of the test show that the game-based learning was be
best approach because students had to become problem solves and start to use
the software skills which they will need as future software engineers. The
emphasis is put on mastering the mindset by having to choose their actions and
to experiment along the way. According to their achievement, students receive
experience points in a gamified environment. Professors need to adjust to a new
era of teaching and refine their practices and learning philosophy. They need
to be able to use virtual platforms with ease, as well as to engage with their
students in order to determine and satisfy their needs.
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