Experiential Learning (EL) Activities

Computer science experiential learning is a dynamic approach that empowers students to apply theoretical knowledge to real-world scenarios, fostering a deeper understanding of core concepts and cultivating essential skills for success in the field. Through hands-on activities such as project-based learning, students engage in problem-solving, collaboration, and critical thinking. These experiences not only deepen technical proficiency but also cultivate creativity, adaptability, and effective communication. By immersing themselves in authentic tasks and challenges, students gain practical insights into software development, data analysis, cybersecurity, artificial intelligence, and other key areas of computer science. Experiential learning not only equips students with the skills needed to thrive in today's rapidly evolving technological landscape but also instills a lifelong passion for innovation and discovery..

 

Table 1: ELC Activities Details

Semester 1: Mobile APP Development

 

A mobile app development experiential learning activity is a hands-on project in which students create a mobile application. This activity provides students with hands-on experience in creating a mobile app, including design, development, and testing. It also gives them an understanding of the complete app development process and the challenges in creating a successful mobile app.

 

Faculty Facilitator

Dr. Simran Setia (Team Lead)

Dr. Vaibhav Aggarwal

Dr. Tanya Garg

Dr. Gourav Jain

Dr. Rahul Nijhawan

The basic outline of the activity is:

  • Conceptualization: Students brainstorm and define the problem considering factors such as target audience, user experience, and feasibility.
  • Design: Students create wireframes and mockups of their app using Flutter (ioS) or Android Studio, considering the app's user interface, navigation, and overall aesthetic.
  • Development: Students write code to build the mobile app using programming languages such as Java, Swift, or Kotlin, depending on the platform (Android or iOS) they are targeting.
  • TestingStudents test the app, and fix the bugs if any, to ensure that it functions as per the expectations. They are encouraged to gather user feedback and improve the app’s functioning based on the feedback received.

 

 

 

 

 

 

 

         

 

 

 

 

 

 

 

Semester 2: Robotic Arm “The Soul of Industrial Automation”

 

A robotic arm, controlled by using Arduino programming, is an experiential learning activity in industrial automation and robotics. Arduino is an open-source electronics platform that allows students to control the robotic arm through simple and accessible coding easily. This activity provides students with hands-on experience in programming and building a robotic arm with an understanding of industrial automation and robotics technology.

 

Faculty Facilitator

Dr. Sachin Kansal (Team Lead)

Dr. Rohan Sharma

Dr. Vivek Sethi

Dr. Mandeep Kaur

The basic outline of the activity is:

  • Design: Students design the robotic arm, considering its size and weight, the number of joints, and the type of actuators needed to control the movement.
  • Building: Students build the robotic arm using plastic, metal, and electronic materials and assemble it according to the design specifications.
  • Programming: Students write code using the Arduino programming language to control the movement of the robotic arm, and the code is uploaded to the Arduino board, which controls the actuators and motors.
  • Testing: Students test the robotic arm and make necessary modifications if required, to accomplish the desired movements and behaviors.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Semester 3: Gaming and Animation

 

A gaming and animation experiential learning activity is a hands-on project in which students create a game or an animated project. Such activities provide the opportunity for students to gain experience in areas such as game design animation techniques, and programming. Such hands-on activities help students understand the challenges of creating successful interactive projects.

Faculty Facilitators

Dr. Shailendra Tiwari (Team Lead)
Dr. Shivendra Shivani
Dr. Shashank S Singh
Dr. Amit Trivedi

 

The basic outline of the activity is:

  • Conceptualization: Students brainstorm and define the concept for their game or animation, considering various factors, including target audience, gameplay mechanics, and story.
  • Design: Students create sketches and prototypes of their game or animation through pencil and paper or digital design software. They imagine the overall look and feel of the project and the user experience.
  • Development: Students write code to bring their game or animation to life, using programming languages and game engines such as Unity or Unreal Engine.
  • Testing: The designed game or the animation is tested, and bugs, if any, are fixed to ensure that it performs on the expected lines. Students are advised to gather user feedback and make project improvements based on the feedback received. 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Semester 4: Handwriting Recognition System

 

A handwriting recognition system experiential learning activity is a hands-on project in which students create a system that can recognize handwritten text and generate a summary of the recognized text. This activity allows students to gain experience in computer vision, natural language processing (NLP), and machine learning.

 

Faculty Facilitator

Dr. Ravinder Kumar (Team Lead)

Dr. Ashima Anand

Dr. Sanjeev Rao

Dr. Aditi Sharma

 

The basic outline of the activity is:

  • Conceptualization: Students brainstorm and define the problem they want to solve using their handwriting recognition system. They consider factors such as target audience, accuracy requirements, and performance constraints.Data
  • Collection: Data is collected, and handwritten text data is pre-processed to train the system.
  • Model Training: Students train a machine learning model, such as a Convolution Neural Network (CNN) or a Recurrent Neural Network (RNN), on the preprocessed data to recognize handwritten text.
  • Testing: Students test the system, fix bugs, and ensure it performs as expected. They may also gather user feedback and make system improvements based on their feedback.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Semester 5: Cyber Security & Internet Security

 

A Cyber Security and Internet Security experiential learning activity using IoT sensors like alarms, cameras, RFID, proximity sensors, and LCD-display is a hands-on project in which students learn and experience the various challenges in protecting computer systems and networks. It gives them an understanding of the security challenges that arise in the context of IoT and the importance of secure communication and data storage in IoT networks.

 

Faculty Facilitator

 

Dr. TarunpreetBhatia  (Team Lead)

Dr. Rohit Ahuja

Dr. Vaibhav Pandey

Dr. Ranjeet Ranjan

Dr. Shubra Dwivedi

 

The basic outline of the activity is:

  • Overview: Students are introduced to the Internet of Things (IoT) concept and the security challenges of connecting sensors like alarms, cameras, and LCD displays to computer networks.
  • IoT Security: They learn about IoT security best practices, including device authentication, secure communication protocols, and secure data storage. They also learn about common IoT security threats, such as unsecured devices and attacks on communication channels. Students get hands-on experience in protecting computer systems and networks that use IoT sensors, including implementing security technologies and practices, secure communication protocols, and incident response.
  • Hands-on Practice: Students put their knowledge into practice by participating in hands-on exercises and simulations, such as setting up secure communication channels between IoT sensors and other devices, performing penetration testing, and responding to simulated security incidents.
  • Discussion and Reflection: Students reflect on their experiences and engage in group discussions to share their insights and learning.

 

 

 

 

 

 

 

 

 

 

 

 

 

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