The process of teaching has been greatly changed by the COVID-19 pandemic. It is possible that studying will not resemble anymore the process known by the previous generations of students. As the current generations learn by doing and use their intuition, new platforms need to be involved in the teaching process. The current paper proposes a new method to keep the students engaged while learning by involving neuroscience during the classes of Microcontrollers. Arduino and Raspberry Pi boards are studied at the course of Microcontrollers using online simulation environments. The Emotiv Insight headset is used by the professor during the theoretical and practical hours of the Microcontrollers course. The analysis performed on the brainwaves generated by the headset provides numerical values for the mood, focus, stress, relaxation, engagement, excitement and interest levels of the professor. The approaches used during teaching were inquiry-based learning, game-based learning and personalized learning. In this way, professors can determine how to improve the connection with their students based on the use of technology and virtual simulation platforms. The results of the test show that the game-based learning was be best approach because students had to become problem solves and start to use the software skills which they will need as future software engineers. The emphasis is put on mastering the mindset by having to choose their actions and to experiment along the way. According to their achievement, students receive experience points in a gamified environment. Professors need to adjust to a new era of teaching and refine their practices and learning philosophy. They need to be able to use virtual platforms with ease, as well as to engage with their students in order to determine and satisfy their needs.
翻译:COVID-19大流行极大地改变了教学过程。 研究可能不再类似于前几代学生所知道的过程。 当当代人通过实践和使用直觉学习时,需要让新的平台参与教学过程。 本文提出一种新的方法,让学生在学习过程中通过神经科学参与微控制器的班级。 Arduino 和 Raspberry Pi 董事会在微控制器课程中使用在线模拟环境进行研究。 Emotiv Insight 耳机被教授在微控制器课程的理论和实践课时使用。 在耳机生成的虚拟脑波上进行的分析为教授的情绪、焦点、压力、放松、参与、兴奋和兴趣水平提供了数字价值。 教学期间使用的方法是:以调查为基础学习、游戏为基础学习和个性化学习。 这样,教授们可以决定如何根据技术和虚拟模拟平台的使用来改善与学生的联系。 测试结果表明,游戏学习是最好的方法,因为他们在学习过程中需要学习,因为学生必须学会学习新思维,在学习过程中必须学会学习,学习学习学习学习学习学习学习,在学习过程中要学会的技巧, 学习需要适应学习的技巧, 学习的技巧,在学习需要学习学习学习的技巧, 学习的技巧需要在学习到学习到学习到学习到学习到学习到学习的技巧, 学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习的技巧的技巧, 学习的技巧, 学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习的技巧, 学习的技巧, 学习到学习到学习到学习到学习的技巧, 学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习的技巧的技巧的技巧的技巧的技巧的技巧的技巧的技巧, 学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习到学习