INTERVENTION

Q. What is an INTERVENTION?

A. See below

INTERVENTIONS This section provides information about the different instructional practices used in engineering education.

  • Use of Student Retention Interventions
  • Use of Assessment Strategies
  • Use of Educational Technologies
  • Use of Specific Teaching/Learning Techniques


  • Use of Student Retention Interventions Interventions designed to increase student retention or decrease student attrition in a course, major, or the college/university.

    • Clustered courses {definition in development}

    • Common course scheduling {definition in development}

    • Communal housing {definition in development}

    • Faculty development {definition in development}

    • Faculty mentoring {definition in development}

    • Learning communities {definition in development}

    • Orientation program {definition in development}

    • Peer mentoring {definition in development}

    • Professional speakers {definition in development}

    • Research internships {definition in development}

    • Site visits {definition in development}

    • Skill enhancement {definition in development}

    • Student community {definition in development}

    • Supplementary/remedial coursework {definition in development}

    • Team work {definition in development}
  • Use of Assessment Strategies Alternative, new, or emerging techniques to assess student learning, as opposed to traditional homework assignments, quizzes, and exams.

    • Concept inventories A multiple choice instrument designed to evaluate whether a person has an accurate and working knowledge of a specific set of concepts. Concept inventories are built in a multiple choice format to insure that they can be scored in an objective manner. Unlike a typical multiple choice test, however, both the question and the response choice are the subject of extensive research designed to determine both what a range of people thinks a particular question is asking and what the most common answers are. In its final form, the concept question is presented both a correct answer as well as distracters, that is, incorrect answers based on commonly held misconceptions. http://en.wikipedia.org/wiki/Concept_inventory [Accessed 09/07/05] The Foundation Coalition is working to create concept inventories for specific engineering disciplines. See http://www.foundationcoalition.org/home/keycomponents/concept/index.html for more information.

    • Journals {definition in development}

    • Peer assessment {definition in development}

    • Performance assessment {definition in development}

    • Portfolios Portfolio refers to a personal collection of information describing and documenting a person's achievements and learning. There are a variety of portfolios ranging from learning logs to extended collections of achievement evidence. Portfolios are used for many different purposes such as accreditation of prior experience, job search, continuing professional development, certification of competences. http://en.wikipedia.org/wiki/Portfolios [Accessed 09/20/05]

    • Reflective writing {definition in development}

    • Rubrics A rubric is a marking system. It consists of a chart of criteria for the evaluation of students' work. It allows for standardized evaluation according to specified criteria, making grading simpler and more transparent. http://en.wikipedia.org/wiki/Rubric_%28academic%29 [Accessed 09/20/05]

    • Self-assessment {definition in development}
  • Use of Educational Technology This is the use of technology to improve teaching and learning

    • Interactive {definition to be developed}

    • Multimedia The use of several different media to convey information (text, audio, graphics, animation, video, and interactivity). Because the information is presented in various formats, multimedia enhances user experience and makes it easier and faster to grasp information. http://en.wikipedia.org/wiki/Multimedia [Accessed 09/07/05]

    • Simulation A simulation is an imitation of some real device or state of affairs. It attempts to represent certain features of the behavior of a physical or abstract system by the behavior of another system... Simulation is an important feature when engineering systems... Most engineering simulations entail mathematical modeling and computer assisted investigation. http://en.wikipedia.org/wiki/Simulation [Accessed 09/07/05]

    • Software packages {definition to be developed}

      • Computation tools A tool or aide used in the procedure of calculating, determining something by mathematical or logical methods, or solving a problem that involves numbers or quantities.
      • Design tools Applications (usually computer programs) which facilitate the understanding and implementation of real-world applications of classroom concepts. These tools often encourage student interactivity, student creativity, and student application of learned concepts.
      • Visualization tools Visualization tools are any technique used for creating images, diagrams, or animations to communicate concepts or educational content that help students see the concepts or processes involved.
    • Tutorial {definition to be developed}

    • Use of Online Learning Technologies This is the use of communication and information technology to deliver instruction, and to connect learners to each other or to educational resources.

      • Asynchronous {definition to be developed}

      • Distributed {definition to be developed}

      • Online discussion/community Online discourse environments are online spaces where people interact with one another by some means of discourse. This can include asynchronous discussion boards, synchronous chat, multi-user online games, or any other computer-mediated communication tool. These environments are primarily text-based, but may contain multi-media elements such as images, animation, or emoticons. http://en.wikipedia.org/wiki/Online_discourse_environment [Accessed 09/07/05]

      • Synchronous {definition to be developed}

      • Web-based {definition to be developed}
    • Virtual reality An environment that is simulated by a computer. Most virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced and experimental systems have included limited tactile feedback http://en.wikipedia.org/wiki/Virtual_reality [Accessed 09/07/05]

    • Visualization/visual techniques The use of visual representations to transfer knowledge between at least two persons. Knowledge visualization aims to improve the transfer of knowledge by using computer and non-computer-based visualization methods. Examples of such visual formats are sketches, diagrams, images, objects, interactive visualizations, information visualization applications, imaginary visualizations, and stories. Beyond the mere transfer of facts, knowledge visualization aims to further transfer insights, experiences, attitude, values, expectations, perspectives, opinions, and predictions by using various complementary visualizations. http://en.wikipedia.org/wiki/Knowledge_visualization [Accessed 09/07/05]
  • Use of Specific Teaching/Learning Techniques This term refers to any instructional intervention designed to improve student educational outcomes.

    • Active learning This is a process whereby learners are actively engaged in the learning process, rather than "passively" absorbing lectures. Active learning involves reading, writing, discussion, and engagement in solving problems, analysis, synthesis, and evaluation. http://en.wikipedia.org/wiki/Active_learning [Accessed 09/07/05]

    • Case studies This is an account of an engineering activity, event or problem containing some of the background and complexities actually encountered by an engineer. A case is used in engineering courses to enhance learning about engineering principles and practices. http://www.civeng.carleton.ca/ECL/cwrtng.html [Accessed 09/06/05]

    • Collaborative/cooperative learning Collaborative learning is an umbrella term for a variety of approaches in education that involve joint intellectual effort by students or students and teachers. Groups of students work together in searching for understanding, meaning or solutions or in creating a product. The approach is closely related to cooperative learning, but is considered to be more radical. Collaborative learning activities can include collaborative writing, group projects, and other activities. http://en.wikipedia.org/wiki/Collaborative_learning [Accessed 09/07/05] Cooperative learning is an instructional paradigm in which teams of students work on structured tasks (e.g., homework assignments, laboratory experiments, or design projects) under conditions that meet five criteria: positive interdependence, individual accountability, face-to-face interaction, appropriate use of collaborative skills, and regular self-assessment of team functioning. Many studies have shown that when correctly implemented, cooperative learning improves information acquisition and retention, higher-level thinking skills, interpersonal and communication skills, and self-confidence http://en.wikipedia.org/wiki/Cooperative_learning [Accessed 09/07/05]

    • Concept Inventories A multiple choice instrument designed to evaluate whether a person has an accurate and working knowledge of a specific set of concepts. Concept inventories are built in a multiple choice format to insure that they can be scored in an objective manner. Unlike a typical multiple choice test, however, both the question and the response choice are the subject of extensive research designed to determine both what a range of people thinks a particular question is asking and what the most common answers are. In its final form, the concept question is presented both a correct answer as well as distracters, that is, incorrect answers based on commonly held misconceptions. http://en.wikipedia.org/wiki/Concept_inventory [Accessed 09/07/05] The Foundation Coalition is working to create concept inventories for specific engineering disciplines. See http://www.foundationcoalition.org/home/keycomponents/concept/index.html for more information.

    • Concept maps A concept map is a diagram showing the relationships between concepts. Concepts are connected with labeled arrows, for example ("is-a", "related-to" or "part of"). The addition of labeled and flexible links (attached during or after construction) has been found to significantly improve the level of meaningful learning and communication of the concept mapper. Concept maps are used to stimulate and organize idea generation, and are believed to aid creativity. Although they are often personalized and idiosyncratic, concept maps can be used to communicate complex ideas. http://en.wikipedia.org/wiki/Concept_map [Accessed 09/07/05]

    • Contests {definition to be developed}

    • Co-op Cooperative education is a structured method of combining academic education with practical work experience with an engineering company. Cooperative education provides academic credit for career work. http://en.wikipedia.org/wiki/Cooperative_education [Accessed 09/07/05]

    • Debates A competition most commonly engaged in at the high school and college level. It is a rule-governed contest with two sides, usually presided by a number of judges. Each side is attempting to win the approval of a designated audience, such as the judges. http://en.wikipedia.org/wiki/Debate [Accessed 09/07/05]

    • Demonstration {definition to be developed}

    • Faculty/student interaction {definition to be developed}

    • Games {definition to be developed}

    • Independent research {definition to be developed}

    • Inquiry/discovery/hands-on Inquiry-based learning implies involvement that leads to understanding and the possession of skills and attitudes that permit the learner to seek resolutions to questions and issues while constructing new knowledge. Adapted from http://thirteen.org/edonline/concept2class/inquiry/index.html [Accessed 09/06/05]. Discovery learning is an inquiry-based learning method... learning takes place most notably in problem solving situations where the learner draws on his [or her] own experience and prior knowledge to discover the truths that are to be learned. http://www.nwlink.com/~donclark/hrd/history/discovery.html [Accessed 09/06/05] Hands-on learning is learning by doing. See http://ncrel.org/sdrs/areas/issues/content/cntareas/science/eric/eric-1.htm for more informaiton.

    • Interactive voting system An interactive voting system is a technique that facilitates contact between instructors and students. Students individually vote on the answer to the instructor's questions and the instructor responds to the students' votes, thus allowing students to participate more actively in the instructor's presentation.
    • Intern An intern is one who works in a temporary position with an emphasis on education rather than merely employment, making it similar in some respects to an apprenticeship... An internship may be either paid or unpaid (in the form of stipend), with paid internships being most common in the medical, science, engineering, and technology. Internship positions are available from businesses, government departments, nonprofit groups and organizations. Internships offer benefits that may include instruction and mentorship; work experience; networking opportunities; and a verbal or written letter of reference. http://en.wikipedia.org/wiki/Intern [Accessed 09/13/05]

    • Learning styles Learning styles are different ways that a person can learn. It's commonly believed that most people favor some particular method of interacting with, taking in, and processing stimuli or information. Psychologists have proposed several complementary taxonomies of learning styles. Although the theorists may disagree on the vocabulary to describe the four basic types of learning style, the following are representative categories: visual (learn by seeing); aural or audial (learn by hearing); reading/writing (learn by processing text); and kinesthetic or practical (learn by doing). http://en.wikipedia.org/wiki/Learning_styles [Accessed 09/07/05]

    • Lecture (traditional) Lectures are used to convey critical information, history, background, theories and equations. Usually the lecturer will stand at the front of the room, in front of the class, and present the information relevant to the lecture's content. Lectures have been criticized by educators and methodologists as a one-way method of communication, which does not involve significant audience participation. http://en.wikipedia.org/wiki/Lecture [Accessed 09/07/05]

    • Lecture (active) Active lectures incorporate various active learning strategies into the traditional lecture format to increase students' level of engagement.

    • Peer teaching Peer teaching or tutoring is an approach in which one student instructs another on material in which the first is an expert and the second is a novice.Australia peer teaching is more commonly referred to as "proctoring" and "mentoring."

    • Personalized system of instruction Personalized system of instruction (PSI) requires students to work on course modules independently. Students are required to meet weekly in peer teams with a proctor to answer questions and take a quiz on the content studied. PSI units are self-paced and typically designed for students in large lecture classes. Adapted from http://www.edtech.vt.edu/edtech/id/models/psi.html [Accessed 09/06/05] A PSI course is an 1) individually paced, 2) mastery-oriented, 3) student-proctored course, which 4) uses printed study guides for communication of information, and 5) includes a few lectures for stimulation and motivation of students. Kulik & Kulick, 1975.

    • Problem-based learning Problem-based learning (PBL) is a didactic concept of "active learning" in tertiary education, but is currently being adapted for use in K-12 education. The defining characteristics of PBL are: (a) learning is driven by messy, open-ended problems, (b) students work in small collaborative groups, and (c) teachers are facilitators of learning. Accordingly, students are encouraged to take responsibility for their group and organize and direct the learning process with support from a tutor or instructor. Advocates of PBL claim it can be used to enhance content knowledge and foster the development of communication, problem-solving, and self-directed learning skills. http://en.wikipedia.org/wiki/Problem-based_learning [Accessed 09/07/05]

    • Problem solving {definition to be developed}

    • Project-based learning An approach to learning that focuses on developing a product or creation. The project may or may not be student-centered, problem-based, or inquiry-based. http://eduscapes.com/tap/topic43.htm [Accessed 09/0705]

    • Supplementary instruction {definition to be developed}

    • Teams A team comprises any group of people with a common purpose. A group in itself does not necessarily constitute a team. http://en.wikipedia.org/wiki/Teams [Accessed 09/07/05] {need definition that includes division of roles and responsibilities}

      • Cross-functional A cross-functional team consists of a group of people with different functional expertise who work toward a common goal. http://en.wikipedia.org/wiki/Cross-functional_team [Accessed 09/07/05]
      • Developement of Team Skills
      • Multidisciplinary Multidisciplinary teams are team arrangements where members are drawn from a variety of engineering or non-engineering backgrounds.
      • Vertically integrated Vertically integrated teams are united through a hierarchy and share a common goal. Usually each member of the hierarchy plays a specific role, and these outputs combine to collectively solve a problem.
      • Virtual Virtual teams consist of members joined electronically, with nominal in-person contact. Virtual teaming is made possible with technology tools, especially the internet. http://en.wikipedia.org/wiki/Teams [Accessed 09/07/05]
    • Think-pair-share In think-pair-share, the instructor poses a challenging or open-ended question and gives learners one minute to think about the question. Learners then pair with a collaborative group member or neighbor sitting nearby and discuss their ideas about the question. After several minutes the instructor solicits comments to be shared with the whole group. The responses received are often more intellectually concise since learners have had a chance to reflect on their ideas. The think-pair-share structure also enhances the students' oral communication skills as they discuss their ideas with the one another and with the whole group. http://www.gdrc.org/kmgmt/c-learn/think-pair-share.html [Accessed 09/07/05]

    • Tutorial {definition to be developed}

Center for the Advancement of Scholarship on Engineering Education
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