Experiential learning creates a deeper understanding of course content, promotes critical thinking and problem-solving, and allows students to actively participate, reflect, and apply new knowledge and skills. The goal of computer science Experiential Learning (EL) activities is to provide students with the opportunity to apply their knowledge to real-world situations and develop practical and technical expertise.. These activities involve simulations, virtual environment setup, designing, hardware assembling, and other interactive tools.
EL Coordinators: Dr. V. P. Singh and Dr. Sharad Saxena
Semester 1: Mobile APP Development |
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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.
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. Testing: Students 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. |
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Faculty Facilitator
Dr. Raman Kumar Goyal (Team Lead) Dr. Vaibhav Aggarwal Dr. Surjit Singh Dr. Tanya Garg Dr. Sumana Maiti |
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Semester 2: Robotic Arm “The Soul of Industrial Automation” |
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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.
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 controles the actuators and motors. Testing: Students test the robotic arm and make necessary modifications if required, to accomplish the desired movements and behaviors. |
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Faculty Facilitator
Dr. Sachin Kansal (Team Lead) Dr. Anil Singh Dr. Nitigya Sambyal Dr. Manish Kumar Dr. Jaskirat Singh |
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Semester 3: Gaming and Animation |
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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.
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. |
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Faculty Facilitator
Dr. Shailendra Tiwari (Team Lead) Dr. Shivendra Shivani Dr. Shashank S Singh Dr. Amit Trivedi Dr. Jaswinder Pal Singh |
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Semester 4: Handwriting Recognition System |
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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.
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. |
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Faculty Facilitator
Dr. Ravinder Kumar (Team Lead) Dr. Ashima Anand Dr. Jatin Bedi Dr. Sanjeev Rao Dr. Ankit Kumar Jaiswal |
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Semester 5: Cyber Security & Internet Security |
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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.
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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Faculty Facilitator
Dr. Neeraj Kumar (Team Lead) Dr. Tarunpreet Bhatia Dr. Rohit Ahuja Dr. Vaibhav Pandey Dr. Garima Singh |
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