The Development of Sustainable Engineering with PjBL during the COVID-19 Pandemic †
Abstract
:1. Introduction
- Principle 1: Collaboration teams with professors, students, technicians, and staff teams discussing the importance of the traditional way to teach [1];
- Principle 2: Real-time data and actions using electronic sensors, actuators and other digital tools to improve the virtual platform to immerse students in their activities inside the laboratory instruments. In this case, considering four roles: students in pairs, each in their home; professor to assist, help with and monitor learning results; the laboratory pieces of equipment and components accessed remotely; and technicians for supporting all activities [2,3];
- Principle 3: Similar to the previous item, the Internet of Things was fundamental here. Students created innovative projects using various types of sensors and actuators, Internet connections, cloud processing resources to support smartphone applications as evidence of digital transformation results, and providing an experience resembling an augmented reality [4];
- Principle 4: Application of remote laboratory for simple experiments would be helpful, but solving practical problems was the mainstream directive to engage teams. They were strongly oriented to search for and obtain real situations of people in their day-by-day routines. This line of thought is aligned to the Problem Based Learning method [5];
- Principle 5: Value proposition was one of the main aspects of inspiring, creating, and executing learning activities. As a result, all projects had to show what and how to add value for people [2].
2. Research Contribution
3. Methodology
3.1. Tools
3.1.1. Remote Lab
3.1.2. Online Whiteboard
3.2. Data Collection
3.2.1. Participants
3.2.2. Student Performance
3.2.3. Student Projects
- Provide the name of your project;
- Provide the summary of your project.
3.3. Study Cases
3.3.1. First Year: Engineering Introduction Course
- Academic activities scheduler;
- Sleep health assistant;
- Shopping list app;
- Academic Tests app;
- Smart Medicine box;
- News Listener app;
- Smart Agro platform;
- Event Promoter app;
- Educational Game for kids;
- Restaurant Scheduler;
- Beekeeping assistant;
- Water management app;
- Smart Home Locker.
3.3.2. Third Year: Digital Electronics Lab
3.3.3. Third Year: Scientific Initiation
- Development of a low-cost smart meter with Arduino Mega. Tests in a home environment with fan and light bulbs. Data registration in csv file.
3.3.4. Fifth Year: Software Engineering Lab
- Digital Transformation and technology trends for project motivation, expected results of projects, Osterwalder Value Proposition Canvas for project definition;
- Software specification concepts (e.g., non-functional requisites), Collaborative development (e.g., Trello, Git);
- Software architecture concepts and modeling;
- Software architecture tactics for quality metrics trade-off analysis;
- Study cases of software architectures;
- First project documentation deliverable;
- Microservices architecture;
- Serverless computing;
- Agile methods;
- Project sprint mapping;
- Tests and Quality metrics;
- Software system evaluation;
- First week of Project implementation;
- Second week of Project implementation;
- Final project demonstration using Google Meet, with documentation in a GitHub repository.
3.3.5. Fifth Year: Capstone Project
4. Results
Sustainable Development Goals
5. Discussion
5.1. Comparison with Related Works
5.2. Response to Research Questions
- Answer to Research Question 1: In our work, we presented different ways in which PjBL can be applied in software and hardware courses from the Engineering curriculum during the COVID-19 pandemic. Students could explore the opportunities created by the pandemic to develop interesting IoT projects. As presented in the literature and reinforced by our work, we believe that using PjBL can mitigate the effects of emergency remote teaching, making student performance similar to face-to-face offering. Student grades of a Software Engineering course indicate no relevant differences between student performance in remote and face-to-face offerings.
- Answer to Research Question 2: Most Computer Engineering students from the Polytechnic School of the University of São Paulo in 2020 and 2021 decided to create projects related to the SDGs 3—Good Health and Well-being, 8—Decent Work and Economic Growth and 11—Sustainable Cities and Communities. Most projects were related to health and well-being, which was an expected behavior according to how health issues were brought in to highlight during the COVID-19 pandemic.
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Project Name | Description | Students |
---|---|---|
Smart Trash Bin | An IoT integrated bin, capable to communicate with a command central and track the empty fraction of its volume | 2 |
Alcohol Dispenser | Automatic alcohol gel dispenser with a web control panel, where the owner can check the alcohol quantity inside the dispenser | 2 |
Smart Home | IoT platform to detect fire inside houses and act against it | 2 |
Sonar Mouse | Mouse developed with ultrasonic sensors, which receives hand movement input to move the cursor | 2 |
Machine Learning FPGA | Neural network implemented inside the FPGA to predict stock market behaviour | 2 |
Moisés Project | Garbage collection to be used inside rivers | 2 |
Smart Plant Watering | An IoT platform to measure Earth humidity and automatically water plants | 2 |
Project Name | Description | Students |
---|---|---|
PCS_Intership | Internship system that facilitates job search, with integrated chatbot and automated digital signature to enhance usability in the remote work context. | 3 |
EVaccine | Vaccine platform to reduce manual labor by digitalizing vaccine information. The mobile application scans codes present in the vaccine and matches location information before registration in the database. It also notifies users of ongoing vaccine campaigns. | 2 |
Ipet | Animal monitoring platform that uses IoT camera to monitor animals (e.g., cats and dogs) at home, designed as a social network for pets. | 3 |
NLP | Use of Natural Language Processing models to cluster and classify product feedback opinions. | 1 |
Petfinder | Animal finding mobile application that uses image recognition algorithms to ease lost animal search. Users can look up for their lost pets, and register found pets in the platform. | 4 |
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Hayashi, V.T.; Arakaki, R.; Almeida, F.V.d.; Ruggiero, W.V. The Development of Sustainable Engineering with PjBL during the COVID-19 Pandemic. Int. J. Environ. Res. Public Health 2023, 20, 4400. https://doi.org/10.3390/ijerph20054400
Hayashi VT, Arakaki R, Almeida FVd, Ruggiero WV. The Development of Sustainable Engineering with PjBL during the COVID-19 Pandemic. International Journal of Environmental Research and Public Health. 2023; 20(5):4400. https://doi.org/10.3390/ijerph20054400
Chicago/Turabian StyleHayashi, Victor Takashi, Reginaldo Arakaki, Felipe Valencia de Almeida, and Wilson Vicente Ruggiero. 2023. "The Development of Sustainable Engineering with PjBL during the COVID-19 Pandemic" International Journal of Environmental Research and Public Health 20, no. 5: 4400. https://doi.org/10.3390/ijerph20054400
APA StyleHayashi, V. T., Arakaki, R., Almeida, F. V. d., & Ruggiero, W. V. (2023). The Development of Sustainable Engineering with PjBL during the COVID-19 Pandemic. International Journal of Environmental Research and Public Health, 20(5), 4400. https://doi.org/10.3390/ijerph20054400