Digitally Enabled Experiential Learning Spaces for Engineering Education 4.0
Abstract
:1. Introduction
2. Materials and Methods
2.1. Experiential Learning Spaces in Engineering Education
2.2. Digitally Enabled Experiential Learning Spaces
- Define the educational purpose as the objectives, learning outcomes, disciplinary and digital transformation competencies, pedagogical requirements, and learning experience characteristics of Education 4.0 [61].
- Identify the experiential learning activities necessary to carry out the digital transformation of a learning space [10].
2.3. Methodology
2.3.1. Stage 1
2.3.2. Stage 2
2.3.3. Stage 3
3. Results
- Phase 1 considers that students should familiarize themselves with the whole learning space as a production system, involving the production process, material flows, operations, roles, materials, safety procedures, and the use of tools. Students spend at least three to five hours engaged in training and immersion activities to gain an understanding of how to perform their specific tasks.
- Phase 2 involves the students’ achievement of process stability through a batch production plan by implementing standard work, continuous improvement, quality control, the A3 method, process mapping, and essential lean tools, such as the 5 Ss and visual management. It takes approximately fifteen hours to complete this phase.
- Phase 3 has the aim of achieving a one-piece continuous flow in the production process by implementing additional lean tools, such as waste elimination, poka-yokes, quick changeovers, total productive maintenance, and others. It takes approximately another eighteen hours to produce the change in the production process.
- Phase 4 has the aim of moving from a one-piece flow to a pull production flow by implementing kanban, first-input–first-output (FIFO) flows, buffers, and safety stocks, to name a few examples. This stage takes around eighteen hours to complete.
3.1. Applying the Method to Develop DeELS
3.1.1. Step 1: Define the Educational Purpose
3.1.2. Step 2: Identify the Necessary Experiential Learning Activities
3.1.3. Step 3: Conceptualize a Purposeful DeELS
3.1.4. Step 4 Design Challenging Learning Experiences
3.2. The Digital Kanban System Application Case
3.3. The Smart Double-Bin Kanban Application Case
3.4. Qualitative and Quantitative Results of the Learning Experiences
3.4.1. Competency Assessment
3.4.2. Final Project Quantitative Evaluation
3.4.3. Students’ Opinions
4. Discussion
4.1. Learning Experience Findings
4.2. Limitations and Future Work
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A. Digital Transformation Competency Rubrics
LEVEL A: DESIRABLE | LEVEL B: ACCEPTABLE | LEVEL C: INSUFFICIENT |
---|---|---|
|
|
|
Aspect to Improve: | Not Observed (Yes/No) | Observable Criterion: | Observed (Yes/No) | Highlights: |
---|---|---|---|---|
Knows about various relevant technologies for professional practice. | ||||
Evaluates the various technologies of Industry 4.0 and selects the relevant one(s) to solve problems or improve systems in professional practice. | ||||
Uses engineering techniques and tools to solve problems in the context of digital transformation. | ||||
Shows the design of a prototype and its operation or functioning in real manufacturing situations or services. Or shows the design of a prototype and its operation with the support of simulators. | ||||
Shows an awareness of the importance of digital transformation according to economic, environmental, social, political, ethical, safety and hygiene, and manufacturing restrictions. |
Appendix B. Final Project Report Evaluation Rubric
Evaluation Criteria (Weight) | Meets Expectations | Sufficiently Meets Expectations | Does Not Meet Expectations | Comments Section | |
---|---|---|---|---|---|
(100–81%) | (80–51%) | (50–0%) | |||
Project Objectives (10 points) | The objectives of the laboratory project are precisely defined, as is its scope. | ||||
Kanban System (10 points) | Students clearly explain what a kanban system is and how important it is in the industry. | ||||
Prototype General Description (10 points) | The rendered image of the designed prototype is shown, and its operation or functioning is described through phases or stages | ||||
Mechanical Design (10 points) | The following CAD parts are presented:
| ||||
Selection of Actuators and Sensors (10 points) | Based on the above information, the prototype actuators and sensors’ selection are justified, showing comparative tables comparing different options for said actuators and sensors. | ||||
Prototype Automation (20 points) | Boolean functions and/or phase-space diagrams that define the control logic of the prototype are clearly explained. | ||||
Simulation (20 points) | Students simulate their prototype’s logic, which faithfully represents the described behavior and the Boolean functions and/or the defined phase-space diagrams. | ||||
Conclusions (10 points) | The general conclusions of the project are presented, and the recommendations for its implementation in future semesters are provided. |
Appendix C. Survey of Learning Experiences for Digital Transformation of the LTLS
- How RELEVANT for the professional practice of your discipline was developing and/or implementing any Industry 4.0 technologies during the kanban system challenge?
- What level of MOTIVATION in regard to your learning did you experience through the challenge of the kanban system?
- What level of INTEREST did this project generate in you to learn about Industry 4.0 technologies in your future professional practice?
- How do you assess the development of your “DIGITAL TRANSFORMATION” competency as you designed and/or implemented engineering solutions using Industry 4.0 enablers in regard to economic, environmental, social, political, ethical, security, hygiene, and manufacturing issues?
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Education 4.0 | Learning Outcome | Digital Competency | Experiential Learning Space Characteristics | DeELS Characteristics |
---|---|---|---|---|
Teaching the technical aspects of digital technologies and developing the necessary abilities to lead, manage, deploy, operate, and act in the digital change environment [9]. | Generate solutions to problems in the professional field, with the intelligent and timely incorporation of novel digital technologies [29]. | The ability to evaluate various digital technologies with openness to search for and implement relevant alter-natives in order to transform professional practice, considering economic, environmental, social, political, ethical, safety and hygiene, and manufacturing restrictions [29]. |
|
|
Variable = X | Type | Response Variable = Y | Assessment Levels | Data Collection Instruments |
---|---|---|---|---|
Digital transformation competency | Ordinal qualitative | Self-assessment of students’ achievement level | Level A = 3 Level B = 2 Level C = 1 | Competency achievement rubric and single-point checklist (Appendix A) |
Numeric grades for project evaluation | Continuous quantitative | Learning outcomes evaluation | Score 1–100 points | Grading rubric (Appendix C) |
Student’s opinions | Ordinal qualitative | Students’ opinions on the learning experience | Likert scale opinion (1–5) | Opinion survey (Appendix B) |
Digital Transformation in Experiential Learning Spaces | Operations and Value Chains |
---|---|
Digital Technologies | Smart sensors, IIoT, internet platforms, data analytics, and cloud computing to conform with cyber-physical systems. |
Learning Outcomes | Digital transformation of processes and operations within the LTLS, working in multidisciplinary teams using digital technologies to create an impact on the operational results in terms of quality, cost, time, and safety. |
Competency Development | The ability to evaluate various technologies with openness in order to search for and implement relevant alternatives for the transformation of professional practice, according to economic, environmental, social, political, ethical, safety, hygiene, and manufacturability restrictions. |
Learning Strategies | Competency-based education; challenge-based learning; experiential learning. |
Learning Space | Lean thinking learning space (LTLS). |
Challenging Learning Experience | Digital kanban system; smart double-bin kanban. |
Experiential Learning Activities | (i) Study the production system. (ii) Analysis of the production system results. (iii) Design and develop digital prototypes to enhance operations. (iv) Prototype implementation, experimentation, and validation. |
Application Cases of Learning Experiences | The Geographic Location of the Learning Space | Course ID and Name | Student Population |
---|---|---|---|
Smart double-Bin Kanban | Mexico State Campus | MR2019 Industrial Networks | 14 |
MR2002 Logic Automation | 12 | ||
MR2005 Mechatronic Instrumentation | 3 | ||
Digital Kanban System | Puebla Campus | IN3038 Operations Design and Optimization Laboratory | 14 |
Application Case for Digital Transformation | Course ID | Course Name | N | Mean | Assessment Level | StDev | Median | Range | Mode | N for Mode |
---|---|---|---|---|---|---|---|---|---|---|
Smart Double-Bin Kanban | MR2019 | Industrial Networks | 14 | 2.29 | B | 0.83 | 2.5 | 2 | 3 | 7 |
MR2002 | Logical Automatisms | 12 | 1.92 | C | 0.79 | 2 | 2 | 2 | 5 | |
MR2005 | Mechatronic Instrumentation | 3 | 2 | B | 0 | 2 | 0 | 2 | 3 | |
Digital Kanban System | IN3038 | Operation Design and Optimization Lab | 14 | 2.36 | B | 0.75 | 2.5 | 2 | 3 | 7 |
Learning Challenge | Course Code | N | Mean * | StDev | Median | Range | Mode | N for Mode |
---|---|---|---|---|---|---|---|---|
Smart Double-Bin Kanban | MR2019 | 14 | 88.64 | 9.76 | 91.6 | 24.65 | 98.5 | 4 |
MR2002 | 12 | 85.05 | 6.91 | 87.48 | 17 | 89.47 | 3 | |
MR2005 | 3 | 100 | 0 | 100 | 0 | 100 | 3 | |
Digital Kanban System | IN3038 | 14 | 95.43 | 5.17 | 96.5 | 20 | 98 | 4 |
Q * | Variable | Mean | StDev | Min | Median | IQR | Mode | N for Mode |
---|---|---|---|---|---|---|---|---|
Q1 | Relevance | 4.14 | 0.770 | 3 | 4 | 1.25 | 4 | 6 |
Q2 | Motivation | 4.50 | 0.519 | 4 | 4.5 | 1.0 | 4, 5 | 7 |
Q3 | Interest | 4.36 | 0.745 | 3 | 4.5 | 1.0 | 5 | 7 |
Q4 | Competency development | 4.36 | 0.745 | 3 | 4.5 | 1.0 | 5 | 7 |
Q * | Variable | Mean | StDev | Min | Median | IQR | Mode | N for Mode |
---|---|---|---|---|---|---|---|---|
Q1 | Relevance | 4.25 | 0.754 | 3 | 4 | 1.0 | 4, 5 | 5 |
Q2 | Motivation | 4.25 | 0.754 | 3 | 4 | 1.0 | 4, 5 | 5 |
Q3 | Interest | 4.33 | 0.778 | 3 | 4.5 | 1.0 | 5 | 6 |
Q4 | Competency development | 4.25 | 0.622 | 3 | 4 | 1.0 | 4 | 7 |
Question | Q1—Relevance | Q2—Motivation | Q3—Interest |
---|---|---|---|
Q2—Motivation | 0.423 | ||
Q3—Interest | 0.222 | 0.452 | |
Q4—Competency development | 0.193 | 0.331 | 0.373 |
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Salinas-Navarro, D.E.; Garay-Rondero, C.L.; Arana-Solares, I.A. Digitally Enabled Experiential Learning Spaces for Engineering Education 4.0. Educ. Sci. 2023, 13, 63. https://doi.org/10.3390/educsci13010063
Salinas-Navarro DE, Garay-Rondero CL, Arana-Solares IA. Digitally Enabled Experiential Learning Spaces for Engineering Education 4.0. Education Sciences. 2023; 13(1):63. https://doi.org/10.3390/educsci13010063
Chicago/Turabian StyleSalinas-Navarro, David Ernesto, Claudia Lizette Garay-Rondero, and Iván Andrés Arana-Solares. 2023. "Digitally Enabled Experiential Learning Spaces for Engineering Education 4.0" Education Sciences 13, no. 1: 63. https://doi.org/10.3390/educsci13010063
APA StyleSalinas-Navarro, D. E., Garay-Rondero, C. L., & Arana-Solares, I. A. (2023). Digitally Enabled Experiential Learning Spaces for Engineering Education 4.0. Education Sciences, 13(1), 63. https://doi.org/10.3390/educsci13010063