Teaching physical computing in a non-physical environment during the Covid19 pandemic situation

Conference item


Bashir, E. and Prasetyo, J. 2021. Teaching physical computing in a non-physical environment during the Covid19 pandemic situation. 2nd Teaching and Learning Conference: New Frontiers in Higher Education Teaching and Learning: Strategy and Planning for the Digital Learning Age. Middlesex University, Dubai, UAE (Online) 16 Jun 2021
TitleTeaching physical computing in a non-physical environment during the Covid19 pandemic situation
AuthorsBashir, E. and Prasetyo, J.
Abstract

Teaching engineering subjects through an online medium can be challenging as the pandemic has limited access to the traditional physical lab environment and its equipment. We will present our experience using various online tools when teaching engineering subjects and conducting lab sessions while still maintaining a high level of students' engagement.
Teaching a physical computing subject in the traditional classroom environment focused on the face-face interaction and practical experience with the physical computing kit (Arduino, breadboard, sensors, actuators) in dedicated labs. During the workshop, the teaching team used different teaching methods, including coding demonstrations and hands-on circuit building and wiring to guide the students to create and build innovative interactive products using their own physical computing kits, namely Arduino. The sessions were not only instructor-led but also exploratory in nature. The students were individually coding, designing and wiring their circuits within their own physical lab space to present their solutions for real-world challenges and use- case scenarios of smart objects. One-One feedback was also provided as needed to each student. The instructor moved around the physical lab, inspecting the circuit for wrong wiring or tracing and debugging the program for errors. This Pre-COVID teaching pedagogy was successful in engaging and motivating the students.
Post-COVID, more than half of the students opted for online learning, providing limitations on face-to-face interaction and access to the physical labs. Besides, some international students had challenges in availing the Arduino kits, sensors, actuators and other physical components within their home countries. It was essential to create an online environment comprising of online tools that replicated the students' learning experience in the physical lab.

KeywordsStudent Engagement; Programming; Physical Computing
Sustainable Development Goals4 Quality education
Middlesex University ThemeCreativity, Culture & Enterprise
Conference2nd Teaching and Learning Conference: New Frontiers in Higher Education Teaching and Learning: Strategy and Planning for the Digital Learning Age
Publication process dates
Completed16 Jun 2021
Deposited24 Mar 2025
Output statusPublished
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https://repository.mdx.ac.uk/item/1z4468

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