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Volume 10 Number 2 Year 2020

9 articles in this issue 

Leonid Leonidovich Khoroshko,Maxim Alexandrovich Vikulin

The article describes the developed algorithm for the formation of the training load, covering the whole cycle of operations, including: obtaining the initial data and its processing, aggregating the disciplines, calculating the hours, forming a list of t... see more

Pags. pp. 112 - 118  

Lyudmila Aleksandrovna Obukhova,Olga Vladimirovna Galustyan,Igor Olegovich Baklanov,Roman Vladimirovich Belyaev,Lyubov Andreevna Kolosova,Tatyana Viktorovna Dubovitskaya

The article outlines the need of formation of organizational competence of future engineers by means of blended learning. Blended learning contributes to the organizational competence of future engineers using high educational potentials of electronic res... see more

Pags. pp. 119 - 127  

Brenda Nelly Santos-Guevara,Alejandro Acuña López

The design of the third workshop of the Professional Experience Modality was based on gamification, and students, most of them undergraduate engineers, were supposed to be secret agents with specific competencies to solve missions (assignments they should... see more

Pags. pp. 32 - 44  

Thrasyvoulos Tsiatsos

Discussion about Gamification to Support Engineering Education

Pags. pp. 4 - 6  

Dentina Rahmahani,Suyoto Suyoto,Pranowo Pranowo

Rapid advances in technology affect many areas of our lives, one of which is education. In the local Indonesian context, teachers and schools sometimes still see technology as a threat to the teaching and learning process. Many schools forbid their studen... see more

Pags. pp. 45 - 59  

Didik Hariyanto,Thomas Köhler

The primary purpose of this study is to evaluate the web-based adaptive e-learning application based on the expert-based assessment. There are two aspects of assessment considered in this study, the first one will evaluate the e-learning system in terms o... see more

Pags. pp. 60 - 71  

Rohit Kandakatla,Edward J Berger,Jeffrey F. Rhoads,Jennifer DeBoer

Digital technologies have become central to higher education teaching and learning practices. This paper presents the results of a qualitative study of students’ experiences within a resource-rich and digitally-driven pedagogical system in a second year e... see more

Pags. pp. 7 - 31  

Fatima Abu Salem,Issam Damaj,Lama Hamandi,Rached Zantout

A capstone project is a culminating experience that entails creativity, critical thinking, and advanced problem-solving skills. To that end, capstone projects enable students to prove their abilities, demonstrate their attained skills, and carry out a sig... see more

Pags. pp. 72 - 93  

Dilrukshi Gamage,Indika Perera,Shantha Fernando

Massive open online courses (MOOCs) have considered to be a potential to disseminate engineering education at scale. However, the pedagogical requirement demanded engineering student to equip with specific skillsets such as communication, interactivity, a... see more

Pags. pp. 94 - 111