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Award Abstract # 2000599
Overcoming critical skill gaps in residential and online STEM education via novel immersive, industry-aligned simulated environments

NSF Org: DGE
Division Of Graduate Education
Recipient: THE PENNSYLVANIA STATE UNIVERSITY
Initial Amendment Date: June 9, 2020
Latest Amendment Date: June 10, 2020
Award Number: 2000599
Award Instrument: Standard Grant
Program Manager: Andrea Nixon
anixon@nsf.gov
 (703)292-2321
DGE
 Division Of Graduate Education
EDU
 Directorate for STEM Education
Start Date: June 15, 2020
End Date: May 31, 2025 (Estimated)
Total Intended Award Amount: $831,276.00
Total Awarded Amount to Date: $831,276.00
Funds Obligated to Date: FY 2020 = $831,276.00
History of Investigator:
  • Ashkan Negahban (Principal Investigator)
  • Omar Ashour (Co-Principal Investigator)
  • Sabahattin Ozden (Co-Principal Investigator)
  • Parhum Delgoshaei (Former Co-Principal Investigator)
  • Deena Levy (Former Co-Principal Investigator)
Recipient Sponsored Research Office: Pennsylvania State Univ University Park
201 OLD MAIN
UNIVERSITY PARK
PA  US  16802-1503
(814)865-1372
Sponsor Congressional District: 15
Primary Place of Performance: Penn State Great Valley
30 E. Swedesford Road
Malvern
PA  US  19355-1488
Primary Place of Performance
Congressional District:
06
Unique Entity Identifier (UEI): NPM2J7MSCF61
Parent UEI:
NSF Program(s): ECR-EDU Core Research
Primary Program Source: 04002021DB NSF Education & Human Resource
Program Reference Code(s): 8816
Program Element Code(s): 798000
Award Agency Code: 4900
Fund Agency Code: 4900
Assistance Listing Number(s): 47.076

ABSTRACT

Researchers at Pennsylvania State University propose to create and utilize 3D virtual reality (VR) environments in engineering settings that immerse learners in complex simulation models representing a real-world situation instead of well-defined problems with existing solutions. By partnering with a simulation software company and industry consultants, the project will generate education modules aligned with industry needs and provide novel model-based systems for engineering education. The proposal also intends to bring this technology to a variety of learners (online and residentials, graduate, four- and two-year college, and self-learners). The project goals are to address (1) the paucity of scientific evidence regarding novel learning environments enabled by immersive simulations in STEM education and (2) the lack of evidence regarding the contribution of virtual reality (versus use of simulations on a 2D display) to STEM education. The project will help to mitigate geographical barriers that prohibit contextualized learning for students, companies? reluctance to provide access to their facilities and data, and logistical constraints that prohibit in-person site visits. The project also advances the frontiers of problem-based learning (PBL) and enables teaching and learning of relevant workforce skills.

The research design is framed by an information processing approach to learning theory, constructivism theory, self-determination theory, and adult learning theory. Data will be collected from students enrolled in existing online and resident courses for graduate and professional students at Pennsylvania State University. The assessment plan enables comparison of traditional vs. immersive simulation in project-based learning in resident and online delivery formats . Formative and summative assessments will be used to test the hypotheses and investigate (1) the effectiveness of immersive simulation PBL and how its effectiveness may vary for online vs. resident students and across graduate, professional, four-year, and two-year college levels; (2) whether the use of virtual reality alters the effectiveness of PBL via simulations for learning critical skills; (3) whether learners? demographics, personality type, prior preparation, motivation, and engineering identity can help predict learning and workplace performance using predictive analytics; and (4) the relationship between usage/navigation and skill development using video analytics and analyses of recorded virtual site visits. By developing this environment and comparing it to in-class PBL instruction in a similar course, the researchers hope to better understand the role of virtual and immersive environments on student outcomes. The research responds to the need for properly trained workers to fill jobs created by emerging technologies and to the growing need for innovative approaches to STEM education and workforce development during crises that mandate social distancing.

The project is funded by the EHR Core Research program that supports fundamental research focused on STEM learning and learning environments, broadening participation in STEM, and STEM professional workforce development.

This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.

PUBLICATIONS PRODUCED AS A RESULT OF THIS RESEARCH

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Nowparvar, M. and Ashour, O. and Ozden, S.G. and Knight, D. and Delgoshaei, P. and Negahban, A. "An Assessment of Simulation-Based Learning Modules in an Undergraduate Engineering Economy Course" ASEE annual conference , 2022 Citation Details
Negahban, Ashkan "Simulation in engineering education: The transition from physical experimentation to digital immersive simulated environments" SIMULATION , 2024 https://doi.org/10.1177/00375497241229757 Citation Details
Nowparvar, Mahgol and Chen, Xing and Ashour, Omar and Ozden, Sabahattin G and Negahban, Ashkan "Combining Immersive Technologies and Problem-Based Learning in Engineering Education: Bibliometric Analysis and Literature Review" ASEE annual conference , 2021 https://doi.org/ Citation Details
Nowparvar, Mahgol and Soriano, Noah and Ozden, Sabahattin G and Delgoshaei, Parhum and Ashour, Omar and Negahban, Ashkan "Investigating the Impact of Learners Time Allocation in Immersive Simulation-Based Learning Environments" International journal of engineering education , v.40 , 2024 Citation Details
Ozden, S. and Negahban, A. and Ashour, O. and Knight, D. "Investigating the Impact of Context Choice on Learning Experience via Immersive Simulations in an Object-Oriented Programming Course" ASEE Annual Conference proceedings , 2023 Citation Details
Soriano, N. and Negahban, A. and Ozden, S. and Ashour, O. "An Open Source Video Analytics Tool for Analyzing Learner Navigation in Immersive Simulated Environments" 2023 Annual Modeling and Simulation Conference , 2023 Citation Details

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