TEACHING ENGINEERING WITH AUTONOMOUS LEARNING ACTIVITIES

This paper proposes several actvites that encourage self-learning in engineering courses. For each actvity, the context and the pedagogical issues addressed are described emphasizing strengths and weaknesses. Specifcally, this work describes and implements fve actvites, which are: questonnaires, conceptual maps, videos, jigsaw and projects. These actvites are applied in seven diferent knowledge felds and are conducted individually or in group depending on the nature of the subject and of the actvity. Furthermore, this paper shows how the same actvity can be applied in subjects of diferent years and how the implementaton level changes, depending on the course in which it is conducted. The actvites proposed have been introduced in engineering courses, but they can also be applied in any other knowledge feld. Finally, the paper proposes four rubrics to assess three of the proposed actvites (videos, jigsaw and project), being two of them for the project actvity.


INTRODUCTION
Autonomous learning, also called student-centered learning or fexible learning (Taylor, 2000), is a process through which individuals control their own learning and survive outside the sheltered environment of the classroom.Benson and Voller (Benson & Voller, 1997) defned leaner autonomy as the ability to take personal or "self-regulated" responsibility for learning.It is widely theorized to predict academic performance.In the autonomous learning, the student can manage its own learning.
On the other hand, Chickering and Gamson defne learning as (Chickering & Gamson, 1987), "it is not a spectator sport.Students do not learn much just sitng in classes listening to teachers, memorizing prepackaged assignments, and spitng out answers.They must talk about what they are learning, write refectvely about it, relate it to past experiences, and apply it to their daily lives.They must make what they learn part of themselves".Actve Learning has been defned as any strategy "that involves students in doing things and thinking about the things they are doing" (Bonwell & Eison, 1991).This broad defniton allows the usage of a very wide range of teaching and learning actvites including collaboratve and problem-based learning.In this work, however, we use the term more narrowly, as Paulson (Paulson & Faust, 2007), giving students a more actve role in their learning process, but limitng the number of actvites incorporated in the lecture context.
The paper provides some examples illustratng the applicaton of such actvites to diferent engineering courses, held in the 2010-2011 and 2011-2012 academic years.For each actvity proposed, the authors discuss how it can be applied to engineering academic programs and how it improves the autonomous learning of On-line self-assessment (Ibabe & Jauregizar, 2010) takes advantage of electronic questonnaires which enable the combinaton of questons of diferent nature.They allow the combinaton of traditonal textual questons, with multmedia questons.They also allow giving students more than one atempt to answer each queston giving clues or providing the appropriate feedback.
Self-assessment questonnaires are widely used in engineering courses, for example the School of Informaton Sciences of the Pitsburg University developed the QuizPACK (Brusilovsky & Sosnovsky, 2005) system which generates and evaluates parameterized questons in the C programming domain.

Video
Videos are used in cooperatve and self-learning actvites to enhance students learning process.Several universites use video lectures (Haythornthwaite, 2001) since they ofer some advantages, they allow presentng more material in less tme, providing fexibility to students, and if they are used jointly with questonnaires, students become more interested and involved in their learning.In some cases videos are also used in selfevaluaton actvites (Duroc, 2012), helping students to correctly solve online questonnaires.
The Massachusets Insttute of Technology (MIT) provides audio and video lectures (Massachusets Insttute of Technology, 2015) for diferent disciplines, as Electrical Engineering or Computer Science.Another interestng initatve is led by the Maastricht University, which takes advantage of short video fragments (Maastricht University, 2015), arranged around relevant themes of a course, to enhance learning.
On the other hand, videos are used in cooperatve learning actvites, such as the jigsaw (Makkonen, 2012).In this case, the videos are recorded by the students.Usually, each group expert generates a video with the explanaton of the theme which is in charge, and makes the video accessible to the other members of her group through a wiki, digital campus, or web page.
Finally, another example of actvites which makes use of videos is the development and assessment of generic skills, such as the oral communicaton, or the work group.

Conceptual Maps
A conceptual map can be defned as a graphical representaton of the logical relatons between the concepts of a topic in the form of propositons.These concepts and propositons are organized to form hierarchies of diferent levels for beter conceptual understanding.Using conceptual maps, students discover the diferent relatons between concepts and discuss about them.
Originally, the concept mapping was developed as an educatonal tool for representng general knowledge to organize and communicate informaton (Novak & Gowin, 1984;Novak & Cañas, 2009;Cañas et al., 2004).However, there are many domains in which the concept mapping can be used.They can be used as a "brainstorming" tool, in the system design process (Kramer, 1990), to help students understand the structure of the curriculum, the relatonship between courses, and the material within a course (Cornwell, 1996;Morsi, Ibrahim & Williams, 2007) and to evaluate students' understanding.
Focusing in the student evaluaton, Tokdemir in (Tokdemir & Cagiltay, 2010) propose the use of the concept map technique to beter visualize and discover all the connectons between the concepts of Computer Engineering.Tokdemir applied to the concept mapping a new paradigm called "Goal-Queston-Concept" based in the well-known "Goal-Queston-Metric" (Basili & Rombach, 1988).Darmofal (in Darmofal, Soderholm & Brodeur, 2002) used concept maps and concept questons in aerospace engineering at the Massachusets Insttute of Technology (MIT), focusing on a set of concepts in aerodynamics and thermodynamics, with promising results in oral examinatons with aerodynamics students.Knight et al. (Sims-Knight et al., 2004) also use concept mapping to evaluate students' understanding, but in this case for the design process.

Jigsaw
The Jigsaw (Aronson, Blaney, Stephin, Sikes & Snapp, 1978) is a cooperatve learning technique that assumes that students are organized in small groups for the acquisiton and presentaton of new material, which is equitably distributed in parts reasonably independent.Afer studying individually their area of expertse, the experts of the diferent groups meet to discuss their topic and solve doubts, returning right afer to their groups to teach the topic to their group mates.
The Jigsaw method is extensively used for teaching in diferent domains and with signifcant positve efect on students' performance.For example, Pow-Sang (Pow-Sang & Campos, 2009) used jigsaw in a sofware engineering course in order to improve the students' knowledge about class diagram analysis.The Pow-sang students improved their performance, comprehension and learning of the topic afer the cooperatve work was fnalized.Tahir in (Tahir, Othman & Yahaya, 2011) applied jigsaw in Electrical Engineering Courses yielding good results in the students' achievement and performance.Both studies revealed that the jigsaw technique has positve efect in the students learning process and their achievements (Tahir & Othman, 2010;Huang, Huang & Hsieh, 2008;Holloway, Tilleman, Macy, Parkman & Krause, 2008;Carpenter, 2006;Pozzi, 2010).

Project-Based Learning
Project-Based Learning (PBL) (Blumenfeld, Soloway, Marx, Krajcik, Guzdia & Palincsar, 1991;Buck Insttute for Educaton, 2015;Solomon, 2003) is described as a model that organizes learning around projects, which are complex tasks that lead students to perform design, problem solving, management and planning tasks, resultng in realistc products or presentatons.Students work relatvely autonomously in groups to solve challenging questons or problems, over extended periods of tme.The teachers' role is to guide students in this process, providing feedback to them in order to improve the quality of their work.
A great variety of PBL actvites can be found in the literature.In (Thomas, 2000), Thomas describes the features that a project must have.It must be central to the curriculum, intended to teach signifcant content, focused on problems that drive students to struggle with main concepts of the discipline.Projects must be realistc, leading students to constructve investgaton, critcal thinking and giving them autonomy and responsibility.Diferent universites, such as the Aalborg University or the Universitat Politècnica de Catalunya, more specifcally the Castelldefels School of Telecommunicatons and Aerospace Engineering (EETAC) designed their bachelor programs following the cooperatve and project based learning models.They are interested in providing an actve role to the students, while redefning the role of teachers in the learning process.
The PBL methodology enables students to work cooperatvely, improving collaboraton, management, decision making and communicatons skills.Nowadays, PBL is used in diferent ways (Martnez-Monés, Gómez-Sánchez, Dimitriadis, Jorrín-Abellán, Rubia-Avi & Vega-Gorgojo, 2005;Martnez, Herrero & De Pablo, 2011).On one hand, there are the schools that have defned their bachelor programs following the PBL model; while other schools use PBL occasionally, only in specifc subjects of a degree.Moreover, it is used in diferent ways depending on the subject, for example depending on the previous experience of students in developing projects.Usually, the projects in frst courses are really guided, supervised by teachers, have short duraton and are conducted by small groups of students, while in the last courses, projects are more ambitous, less guided, developed by large number of group students, and usually has a duraton of a complete semester.It is worth notng; that using PBL, students (Buck Insttute for Educaton, 2015) are more motvated, gain a deeper understanding of concepts and develop workplace skills, like design, problem solving, critcal thinking, decision making, management and research.

ACTIVITIES
This secton describes the development of all the proposed actve learning actvites in our courses.For each actvity a brief descripton and its assessment method is provided.We show fve diferent actvites, two of them are individual, while the rest of the actvites are done in group.
The actvites done in group beneft to the students, not only because they provide a more dynamic and entertaining way of learning, but also because they acquire more knowledge and skills, and their learning process becomes more useful.On other hand, individual actvites encourage the independent study promotng the autonomous learning.Table 1 shows the applicaton scenarios (degree and subjects) for all the actvites described in this paper.

Developing a questonnaire for teaching purposes
A questonnaire is a method for the elicitaton, recording, and collectng of informaton.We use this tool to teach some topics in the IO and FO subjects.In this subsecton, we describe the applicaton of questonnaires in the IO subject.For FO subject the actvity is the same, changing the questons of each questonnaire.The questonnaire actvity supports the development of the autonomous learning skill.
The IO subject is organized in six topics.For each topic, we have six questonnaires.These questonnaires are in the virtual platorm called atenea that use the free source e-learning sofware platorm known as moodle (Moodle, 2015).Each questonnaire has seven questons of closed questons or multple answer questons.In the closed queston, the student can be answered with either a single word or a short phrase; while in the multple answer questons the student has to select the best possible answer (or answers) out of the choices from a list.Figure 1 shows one example of a closed queston.The student has up to three atempts to answer each queston.The queston's answer can be correct, partally correct or incorrect and for each case the mark obtained is diferent.For example, if an answer is partally correct the queston is graded with the half of its score.

Figure 1. Queston example -Flow control questonnaire
The fnal mark of a questonnaire is the accumulated grade for each queston.A student can answer the same questonnaire as many tmes as desired.The feed-back to the student is an immediate process.

Making a video
Videos are used as a cooperatve learning actvity in the FO, MPOO, IST and TAE-INF1 subjects.This actvity supports the development of oral communicaton generic skill.
In the FO subject, the students make a video following a guideline.The video includes explanatons of new basic concepts specifed in the guideline, which have not been taught in class.The duraton of the video cannot exceed 15 minutes.Initally, the whole class is organized in small groups of four students.Each member of a team individually studies the basic concepts required for to share his/her ideas with the other team members.This aspect promotes the cooperatve learning because the students pursue common goals, while being assessed individually.Finally, each team makes an educatonal video.
In the MPOO, TAE-INF1 and IST subjects the students individually make videos in the context of the jigsaw actvity.See more details in subsecton 3.4.

Conceptual Maps
This actvity is conducted in the FO, IO and MPOO subjects, supportng the development of autonomous learning skills.
A conceptual map is a graphical tool for organizing and representng knowledge (Novak & Cañas, 2009).They include concepts, usually enclosed in circles or boxes of some type, and relatonships between concepts represented by connectng lines linking two concepts.In the elaboraton of a conceptual map is necessary to have an applicaton context where students previously have identfed from 15 to 25 concepts associated with the context.These concepts are listed, ordered from the most general to the most partcular concepts.The least general concept is writen at the botom of the list.The next step is the constructon of a preliminary conceptual map using a computer sofware program, for example the IHMC CmapTools (Cañas et al., 2004).Each student designs its own conceptual map in an extra hour of class.Figure 2 shows an example of a conceptual map developed in the FO subject where the applicaton context was: the functon call by reference or value.In the MPOO subject, the jigsaw is used to study the Java collectons theme, which consists of sets, lists and maps.Students are organized in groups of three and each one of them becomes responsible of one of the themes.They frst individually study the assigned theme.Right afer, a meetng of experts takes place to put in common the knowledge acquired and to solve the doubts raised.In this meetng, which takes place in the classroom, the teacher also partcipates.Afer the meetng, each expert prepares a video for the other two members of her group presentng the theme together with some guided exercises, as well as the correspondent solutons.Then, the students watch the videos and make the exercises prepared by the other two peers.Finally, each group meets up to clarify doubts.
In the TAE-INF1 subject, the jigsaw is used to work the data structures, fles and functons themes.Its operaton is the same as for the MPOO subject.
In the IST subject the jigsaw actvity is used to acquire knowledge for two technologies: Installaton systems (Smith, 2011) and P2P Networks (Barkai, 2002).Just as in the MPOO subject, students frst individually study the assigned theme.Then, an experts' meetng takes place to put in common the knowledge acquired and to solve doubts.Afer the meetng, the experts of each theme jointly prepare a presentaton and a simple demo for their peers.Finally, in a meetng, in class, during one of the project sessions, they explain the acquired knowledge to the rest of the peers using the presentaton and demo prepared.

Project-based learning
The project actvity is conducted in MPOO, TAE-INF1, IST and PES subjects.It supports the development of the work group generic skill.This secton describes how the project actvity is designed and implemented in four subjects, organized according the year of teaching.This classifcaton is motvated because projects in inital courses are more guided, shorter in tme, carried out by smaller groups of students (to facilitate their management), and less ambitous than in subjects of last courses.Therefore, its design and implementaton is diferent as detailed next.

First years projects
In the MPOO subject, the students carry out a project in groups of two, during the second part of the course, in which they place together the object oriented programming (OOP) skills learned throughout the course.Typically, in the project the students develop a Java applicaton, in which they deal with object oriented design and programming (classes, objects, encapsulaton, inheritance, polymorphism and exceptons) in depth.
The project is organized in three major phases.In the frst one, the students perform the design of the applicaton.To this end, the faculty provide to the students a detailed requirements' analysis, together with the applicaton requirements' document, which clearly defne the scope of the project.In this frst phase, the students defne the use cases, conceptual model, as well as the class and sequence diagrams.During the project is important to monitor the progress of the groups.To this end, the faculty gives to each one of the groups feedback every week, during the laboratory session.
The second phase entails the implementaton of the applicaton based on the design previously done.In this phase the students implement the classes and objects of the applicaton.They also implement inheritance and polymorphism.In the last phase, the students defne and handle the exceptons in their applicaton.It is worth notng, that during the whole project, the faculty monitor the progress of the diferent groups giving feedback each week.Since MPOO is a subject of the frst course, and it is the second programming subject, the students pursue in the degree, the project is really guided by the teachers.
Some examples of projects done in the last courses are: a social network, a music management applicaton and a card game applicaton.
The students of the TAE-INF1 subject also carry out a project during the second part of the semester, but in this case in groups of 4. As in the MPOO subject, the project consists of a sequence of steps including the design of the experiment (aeronautcs concepts), the simulated fight test (aeronautcs concepts) and the post-processing of the acquired data by means of a MATLAB program (data structures, fles and functons concepts), resultng in the presentaton of the in-fight aerodynamic characteristcs of the airplane (plotng concepts).One example of this project for the last semester was to design and perform (through fight simulaton) a fight test to determine the in-fight aerodynamic characteristc curves for the longitudinal coefcients CL and CD of an aircraf, specifcally the Cessna 172.

Last years projects
In the IST subject, the students conduct, during the whole semester, a project in groups of fve or six in which they place together the skills that they learn throughout the course.
Typically, the project is a secure distributed multmedia applicaton, in which the students deal with its design and implementaton.The project is organized in two major phases.In the frst one, the students perform the design of the applicaton.To this end, they frst perform a detailed requirements' analysis, and produce the applicaton requirements' document, which clearly defne the scope of the project.In this frst phase, the students also defne the use cases, class diagram and sequence diagram.This work is presented the fourth week of the semester.The teacher in charge of the design actvites gives, during the presentaton, to each group the appropriate feedback.Then, the groups improve the design according to the teacher comments.
Students also perform planning tasks in the project and determine the student responsible for managing each task.The second phase of the project entails the implementaton of the applicaton based on the design previously done.In this phase the groups perform two presentatons of the work done.The frst one takes place the eighth week of the semester in which the students present a frst prototype of the project and an analysis report.In this presentaton all the teachers provide feedback to the students.According to the feedback received, each group redesigns the applicaton, if needed.The fnal project presentaton is done the last week of the semester.One week before the presentaton the students deliver the project memory.It is worth notng, that during the whole project, the faculty monitor the progress of the diferent groups.To do so, they students deliver two monitoring templates each week, one for the work done and another planning the work to do during the next week.Since IST is a subject of the last course, and the students have a lot of experience in developing projects, the project is really open and the students work autonomously.
An example of project is a Video Conference System, which has the following characteristcs: secure, in real tme, with video messages.The technologies used in this project are: Video Conference, video messaging, applicaton with presence system, users' registraton, web interacton, and security.
The PES project is conducted in groups of four.It uses Kanban (Kniberg & Skarin, 2010) and Test-driven development (TDD) (Beck, 2002) as sofware development methods.Each part of the project (MVC) has to be tested in a proper way according to the development framework used.To test the Model and the Controller the students use the JUnit (Unit testng with Junit, 2015), while to test the views they use Selenium (SeleniumHQ, 2015).
On the other hand, the Kanban method is applied to the Agilezen project management sofware (Agilezen, 2015).Agilezen has a free on-line version where the students should login and invite the professor to follow the management of the project.In that way, the students practce these two concepts involved on the course.Example of a typical projects are On-line stores (clothing store, surf store, etc.) or hotel booking web applicatons.
The organizaton is similar to IST, students work autonomously in a big project, which leads them to a realistc product.

ASSESSMENT OF THE ACTIVITIES
This secton describes the assessment method used to evaluate the actvites presented in this paper.Note, that the questonnaire and conceptual maps are actvites that are not evaluated in the IO, FO and MPOO subjects.

Making a video
This actvity represents the 5% of the fnal grade in the FO subject, obtained from the evaluaton done by teacher, using the rubric described in Table 2.

Guideline Descripton Individual work (2.5 points)
1.The student has made a good and efectve presentaton of the subject.He has done a rigorous search in the literature.He has spent tme studying the issue.2. The student did not understand some topics.
3. The student has technical defciencies in the subject.The references checked are not clear.

Group work (2.5 points)
1.The organizaton of the group is good.Each student performs the assigned tasks.2. The group has some problems in the organizaton.

Structure presentaton
(1.0 point) 1.The team members get introduced and greet the audience.2. There is an introducton which briefy describes the main ideas to be developed in the presentaton.
3. Team members develop each one of the main ideas.It is obvious when one topic is over and the next begins.4. Team members summarize the main points of the presentaton.

Technical topics (3.0 points)
1.The group has explained the whole theme (all topics).2. The group has not explained some topics.
Table 2. Rubric to evaluate the video actvity

Jigsaw
The jigsaw actvity represents the 10% of the fnal grade in the IST subject.It results from the evaluaton done by teacher and the students using the rubric presented in Table 3.Moreover, it has an impact in the project qualifcaton, since the technologies studied in the jigsaw actvity are used in the project.For example, the last deliverable of the IST project includes an installaton system for the secure distributed multmedia applicaton developed.

Structure (2.0 points)
The presentaton is structured.There is an introducton that briefy presents the main ideas to be developed during the presentaton.Each of the main ideas has been developed in the presentaton.The audience clearly notces when one part of the presentaton fnishes and the following starts.

Contents (3.0 points)
I have understood the contents of the presentaton.The relevance and usability of the presented subject has been clearly justfed.The diferent parts of the presentatons are well ted, I have followed the presentaton.

Demo (3.0 points)
The demo helped to beter understand the theoretcal concepts presented.The examples selected in the demo have been illuminatng.

Verbal language (1.0 point)
The public speaker is a good communicator.He/she clearly explains the main concepts of his/her theme.He/she uses short sentences.He/she uses pauses to clearly determine when he/she moves forward to present a new idea.His/her voice tone conveys confdence and security.

Timing (1.0 point)
The tme has been adequately distributed between the theoretcal explanaton and the demo.The presentaton has tght to the expected tming.
Table 3. Rubric used to evaluate the quality of the presentaton done in the jigsaw actvity

Project-based learning 4.3.1 First years projects
In MPOO the project represents the 30% of the fnal mark of the subject.It is graded according to the following aspects: • Project development: This part represents the 20% of the fnal mark and it is graded by means of three deliverables, according to the three main tasks conducted during the course: design (5%), core implementaton (10%) and exceptons implementaton (5%).
• Project extension: This part represents the 10% of the fnal mark and it consists of an individual evaluaton done by each member of the group, in which he/she has to add a new functonality to his/her project.It is done in the laboratory with a PC and has one hour of duraton.This individual extension has as main objectve to verify that the project has been carried out by the two members of the group.
The TAE and INF1 project represents the 40% of the fnal mark for each subject.The project is graded as in the MPOO subject plus an individual test, which represents the 10% of the fnal mark.The project development represents the 20%, including a preliminary report and the fnal implementaton which is evaluated considering the quality criteria shown in Table 4. Finally, the project extension represents the 10%.Note that the assessment includes a theory test (10%) due to the nature of the subject.

Last years projects 4.3.2.1 IST Project
In IST, the project represents the 60% of the fnal mark of the subject.It is graded according to the following schema: • Requirements presentaton: This part has not weight over the fnal mark of the project.It takes place during the fourth week of the course.Each group presents the requirements analysis and a frst version for the system design.The same day of the presentaton each group deliver a document with the planning for the project, which includes a frst specifcaton of the tasks to do during the semester, its deadline, and the responsible for each task.
• First project presentaton and analysis report: This part represents the 40% of the fnal mark of the project and it is done during the eighth week of the course.Each group presents the system design (fnal), the specifcaton of the protocols and algorithms for the applicaton and a frst prototype.The same day of the presentaton each group deliver a report of the analysis performed (estmatons or simulatons of the system).
• Final project presentaton, project memory and poster: This part represents the 60% of the fnal mark of the project and it is done during the last week of the course (week ffeen).Each group presents the fnal system design (focusing on the changes done in relaton to the frst project presentaton), one demo of the system (in which the teachers verify if the system requirements are achieved) and a poster describing the system.
One week before the presentaton of the project each group delivers the project memory.The same day of the presentaton each group deliver the installaton system for the secure distributed multmedia applicaton.
During the whole semester, the faculty monitors the project development by means of the templates shown in Figures 3 and 4.
The frst template (see Figure 3) is used to plan the tasks to be done by the diferent members of the group every week; while the second template (see Figure 4) summarizes the achievements obtained by each member of the group and the number of hours spent.One of the previous fve underlined functonalites is not working.
Two or more functonalites are not working.

Fulfllment (2.0 points)
The 11 functons and 7 structs of the program are defned exactly as requested in the specifcatons (see project summary).
The expected outputs (path and curves) are correct and include fle data conversions (lattude, longitude, etc.) 1.At most one functon and one struct do not exist or do not fulfll the specifcatons, or 2. The expected outputs (path and curves) shown are not correct.
1.More than one functon or one struct do not exist or do not fulfll the specifcatons, or 2. The expected outputs (path and curves) are not shown.

Friendliness (2.0 points)
Executon is friendly even for a non-expert user: Menu optons are clear.Plots are always grouped together in one window.Units have been converted to the Internatonal System of units.Plots always show legends, units and ttle.
Output and error messages are always given to the user.
One of the previous fve underlined items is not given.
Two or more friendly items are not given.
One of the previous fve underlined items is not given.
The program code is not clear, has problems on the executon and is not well organized.Half fulfllment of the functonalites described in the functonal design specifcaton are given.
Fulfllment of less than a half of functonalites described in the functonal design specifcaton are given.

Efciency (1.0 point)
There is not unnecessary code or redundant processing code.
Reusable components wherever possible are used.
Error and excepton handling at all layers of sofware are used (such as the user interface, logic and data fow).Best keywords, data types and variables are used.
There is no redundancy in database.
One of the previous fve underlined items is not given.
Two of the previous fve underlined items is not given.

Robustness (1.0 point)
The applicaton resists to all the errors.Creatng automatc test suites for your applicaton is a good way to make it robust.
Play framework provides a plug-in, called "Cobertura", to calculate the percentage of code accessed by tests.
If your applicatons resists to all the errors and your testng coverage is under 80%.
If the applicaton crashes completely during the presentaton or during any test.

Friendliness (1.0 point)
The Web applicaton user has had no doubt at any tme on how to interact with the Web applicaton.

Documentaton and organizaton (1.0 point)
The applicaton code is indented.Each method and its input and output parameters are well documented.The delivered soluton is well organized: The Web applicaton and android applicaton are in diferent folders and clearly separated.In additon, the student has added a technical report illustratng technical details and a user manual (if necessary).
One of the previous three underlined items is not given.
Two of the previous three underlined items is not given.

Extras (2.0 points)
The students ofer two extra functonalites to their project outside FDS.

The students ofer an extra functonality to their project outside FDS.
No extra functonality is given.6 to the conceptual maps actvity Figure 7. Mean ratng for statements Q1-Q6 in Table 6 to the video actvity Finally, we think that if the video actvity is done in the frst years of a degree and it is intensifed in the following years, the oral communicaton skill and the quality of the presentatons of the students improve more than if it is not promoted.
Figures 8 and 9 show that the jigsaw and project actvites have maximum assessment for the queston Q2 (With this actvity, I've signifcantly progressed in the achievement of generic skills defned in this course), which demonstrates that both actvites helped in the development of the associated generic skills, which are autonomous learning and work in group.The assessment increases to the extent that actvites are repeated in fnal years, obtaining the maximum assessment in the IST subject.This is due to IST is a subject of the last year where students feel that they are ready to work in group and learn autonomously, as well as to develop other skills like problem solving and team management.The project actvity is in general highly valued, in subjects of the frst years where small groups of students work together in a guided project, as well as in subjects of the last years where bigger groups of students work together in ambitous projects.The assessment of this actvity stands out for the IST subject, since the project addresses real problems or products that motvate the students.The project actvity leads students to improve work in group and management skills, as well as to progress in the subject learning process.
Although it has not been considered in questonnaires, students state that the actvity that requires more efort is the project.Furthermore, just as the actvity is done in higher years, students devote more tme, probably because projects are more ambitous.This informaton is extracted from the achievements template (see Figure 4).In the projects developed in the other subjects, we have a similar situaton.This is one of the points that we have to improve, reconsidering the scope of the projects.Nevertheless, students' satsfacton increases when projects require more efort.This contradicton owes probably to the fact that projects in last years' subjects can be designed for students with a major knowledge level, which implies that they can be compettve with counterpart projects in real markets, increasing the interest and motvaton of students.
Finally, we don't include in this work the assessment of subjects for diferent years; but we can state that it improves to the extent that diferent editons of the actvity are done in following semesters.Teachers improve the development of the actvites according to the feedback given by the students, as well as the weak points detected during the semester.

CONCLUSIONS
This paper has proposed fve actvites to encourage self-learning in bachelor degrees.It proposes how to develop them in diferent engineering courses, emphasizing the diferent methodologies used depending on the area of knowledge of the subject and the cognitve complexity level (from basic to higher).Actvites in frst year courses are more guided, supervised, conducted in small groups and less ambitous than in last years, where students strengthen management, conficts resoluton and communicaton skills.
For the actvites a rubric is proposed to assess them.Rubrics also vary depending on the subjects' cognitve complexity level and associated generic skills.
Finally, this paper presented an analysis of the students' satsfacton for each actvity.It is worth notng that the actvites that most contribute to contents' learning process are conceptual maps and questonnaires.Video is the actvity most positvely assessed as non-classroom actvity; while, jigsaw and project actvites are highly valued for the development of generic skills.Additonally, students' satsfacton increases to the extent that the actvity is familiar for them.In the same way, skills assessment improves when are developed in diferent subjects.One example is the work in group skill, which highly improves in the last years, when students already acquired habits of work and their relaton with teammates has improved.

Figure 2 .
Figure 2. Example of concept map -Functon call in C

Figure 3 .
Figure 3. Template to evaluate the tasks performed each week

School name Degree Number of students Course Level Credit course Subject Barcelona School of Telecommunicaton Engineering (ETSETB-UPC)
Table 1.Sceneries of our actvites

Table 4 .
Rubric used to evaluate the quality of the fnal report and the code delivered in the project actvity ofTAE and INF1 subjects