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  1. Traditionally, engineering labs are expected to reinforce fundamental science, technology, engineering, and mathematical concepts that students need to demonstrate learning in the discipline. The emergence of online degrees, the COVID pandemic, and the development of virtual lab technologies have advanced how educators design lab courses. As these new laboratory environments and practices emerge, the need for tools to evaluate how students experience and value these labs are needed. The Student Perceived Value of an Engineering Laboratory (SPVEL) assessment instrument was designed to address this need. SPVEL is framed on the Technology Acceptance Model, Inputs-Environment-Outcome Conceptual Model, and Engineering Role Identity model. In this work, the SPVEL is validated for in-person engineering laboratories. An Exploratory Load Factor analysis was conducted on the responses to twenty-five questionnaire items using a dataset of 208 participants. The Principal Components Method was employed to extract five factors. Cronbach’s alphas for data reliability for each factor ranged from 0.65 to 0.93, indicating high internal consistency. SPVEL provides a mechanism for elucidating students’ perception of their laboratory experiences, how these experiences influence their engineering role identities, and how students value laboratory experiences as preparatory and reflective of the skills needed for their careers in engineering.

     
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    Free, publicly-accessible full text available August 1, 2025
  2. Free, publicly-accessible full text available July 13, 2025
  3. In physical sciences and engineering research, the study of virtual labs (VL) has generally focused on case studies about their implementation into classrooms or engineering design process and elements. However, few (if any) studies have assessed the viability of using conventional course evaluation instruments (originally designed for traditional in-person classroom environments), to evaluate virtual lab classes. This article presents a preliminary set of results from a study that examines and compares engineering undergraduate students’ evaluations of a capstone mechanical and aerospace engineering laboratory course taught in two different environments: in-person and remotely (virtual/online environment). The instrument used in both cases was the conventional course evaluation instrument that was quantitative and designed using a Likert scale. The aim of this study is to understand how this instrument captures or does not capture the students’ perceptions of their learning of course content in virtual and in-person learning environments. The second aim of this study is to explore students’ perceptions of the effectiveness and acceptance of virtual learning tools and environments applied in engineering laboratory classes. A total of 226 undergraduate students participated in this convergent mixed method study within a mechanical and aerospace engineering department at a research-1 institute in the northeastern region of the United States. Our initial analyses of the students’ course evaluations indicate that there were no statistically significant differences in the perceived teaching effectiveness of the course. However, statistically significant differences were found between the course final grades between students who participated in the in-person lab juxtapose to those who engaged in the virtual laboratory environment. In addition, qualitative results suggest that students’ perceptions of the value of in-person and virtual labs vary depending on prior engineering experiences. These results suggest that there is room for improvement in conventional course evaluation instruments of senior capstone engineering education laboratories that take place either in-person or virtually. 
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  4. Jeronen, Eila ; Gordon, Neil ; Reichgelt, Han (Ed.)
    The use of educational digital games as supplemental tools to course instruction materials has increased over the last several decades and especially since the COVID-19 pandemic. Though these types of instructional games have been employed in the majority of STEM disciplines, less is known about how diverse populations of students interpret and define the value of these games towards achieving academic and professional pursuits. A mixed-method sequential exploratory research design method that was framed on the Technology Acceptance Model, Game-Based Learning Theory and Expectancy Value Theory was used to examine how 201 students perceived the usefulness of an intuitive education game that was designed to teach engineering mechanics used in designing civil structures. We found that students had different expectations of educational digital games than games designed for entertainment used outside of classroom environments. Several students thought that the ability to design their own structures and observe structure failure in real-time was a valuable asset in understanding how truss structures responded to physical loading conditions. However, few students thought the educational game would be useful for exam (14/26) or job interview (19/26) preparation. Students associated more value with engineering games that illustrate course content and mathematical calculations used in STEM courses than those that do not include these elements. 
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  5. Though engineering digital game inclusion in undergraduate classrooms has steadily increased over the last two decades for in-person courses, their use has exponentially increased in remote and contactless higher education learning environments. Studies exploring student technological acceptance of and content mastery from the use of engineering digital games have provided mixed results in terms of student enjoyment, engagement, and game effectiveness. The majority of these studies have relied on pre- and post-questionnaires to assess differences in students’ gaming experiences and performance in the game and learning environment. However, quantitative methods such as the measurement of physiological responses during gameplay have been less explored for the exploration of student engagement and education. The goal of this work is to explore how a set of eye - tracking metrics can be related to gamer attention to in-game stimuli and game interface areas of interest. 
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  6. null (Ed.)
    High permittivity polymer-ceramic nanocomposite dielectric films take advantage of the ease of flexibility in processing of polymers and the functionality of electroactive ceramic fillers. Hence, films like these may be applied to embedded energy storage devices for printed circuit electrical boards. However, the incompatibility of the hydrophilic ceramic filler and hydrophobic epoxy limit the filler concentration and therefore, dielectric permittivity of these materials. Traditionally, surfactants and core-shell processing of ceramic fillers are used to achieve electrostatic and steric stabilization for adequate ceramic particle distribution but, questions regarding these processes still remain. The purpose of this work is to understand the role of surfactant concentration ceramic particle surface morphology, and composite dielectric permittivity and conductivity. A comprehensive study of barium titanate-based epoxy nanocomposites was performed. Ethanol and 3-glycidyloxypropyltrimethoxysilan surface treatments were performed, where the best reduction in particle agglomeration, highest value of permittivity and the lowest value of loss were observed. The results demonstrate that optimization of coupling agent may lead to superior permittivity values and diminished losses that are ~2–3 times that of composites with non-optimized and traditional surfactant treatments. 
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