, succeed a lot”: How validating experiential learning influenced civil engineering students’ approach to coursework.IntroductionThe U.S. workforce needs engineers, and current enrollment, persistence, and graduation inundergraduate engineering programs are not on track to meet those needs. Civil engineersdesign, construct, and manage projects to meet society’s need for transportation, water,buildings, bridges, water and wastewater treatment and other infrastructures. With continuedU.S. investment in these backbone systems, the demand for civil engineers is increasing at a rateof 5% over the next 10 years which is faster than the average for all occupations [1]. Like otherengineering disciplines, an entry level position requires
communicate expected deliverables to the need-knowerat the time of recruitment and interview. This preliminary work must be followed by furtherstudies in order to establish generalizable results. Regardless, we present potential methods formanaging projects in assistive device classrooms that focus on early product design stages.IntroductionMechanical engineering is a discipline that encourages invention in the service of individuals andsociety, a motivating factor for many students to pursue this discipline. 1 Naturally, assistivedevice design classes enjoy popularity; they also interact with ableism and cultural tensionsbetween disability and technology. 2 As instructors seek to expose students to real-world designscenarios, many community members
educator since 2008, and curently works in the College of Engineering and Engineering Education department at the University of Tehran.Hannah Budinoff, The University of Arizona Hannah Budinoff is an Assistant Professor of Systems and Industrial Engineering at the University of Arizona. Her research interests include additive manufacturing, geometric manufacturability analysis, design for manufacturing, and engineering education.Philipp Gutruf, The University of ArizonaDr. K. ”Larry” Larry Head, The University of Arizona ©American Society for Engineering Education, 2024 A pathway to create and validate an engineering design rubric across all engineering programs 1
conflict to besymmetrical across all students involved (i.e. all students perceive the conflict in the same way),which recent work indicates may not be the case [1]. This work aims to better understand thecomplex processes involved in the perception and management of conflict in student projectteams by investigating the (a)symmetrical nature of conflict within student teams and what theimplications of this (a)symmetry are on conflict management outcomes. This work will answerthe research questions: (1) How do students’ perceptions of conflict experiences converge anddiverge from their team members? And (2) What are the consequences of this (mis)alignment forconflict management outcomes? This work employs multiple perspectives research (MPR) togain
. Students document their work through four writtenreports and eight oral presentations (i.e., design reviews and test readiness reviews). The pace isbrisk. The workload is substantial. And, while each team member has a distinct technical role, allwork is completed collaboratively. For many students, teamwork is the most challenging elementof the project, as documented by Haslam and Beck [1].An important step in supporting effective teamwork is the use of best practices in teamformation. The literature suggests many factors to consider when forming student teams. Thesefactors include ethnicity, culture, and gender [2], [3], personality [4], [5], schedule [3], academicperformance [6], engineering maturity (i.e., previous experience in a professional
design and manufacturing. Chijhi is a teaching assistant in the College of Engineering Education, instructing the Transforming Ideas to Innovation I & II courses, which introduce first-year students to the engineering profession using multidisciplinary, societally relevant content.Dr. Robert P. Loweth, Purdue University Robert P. Loweth (he/him) is a Visiting Assistant Professor in the School of Engineering Education at Purdue University. His research explores how engineering students and practitioners engage stakeholders in their engineering projects, reflect on their social identities, and consider the broader societal contexts of their engineering work. The goals of his research are 1) to develop tools and
engineering careers and curriculum is well-known. ABET lists“an ability to function effectively on a team whose members together provide leadership, create acollaborative and inclusive environment, establish goals, plan tasks, and meet objectives” as astudent outcome in its outcomes-based assessment of engineering curricula [1]. Early careerengineers often describe effective teamwork and interpersonal skills as the most importantcompetencies in their jobs [2, 3]. The formation of teams can significantly affect how well a teamworks together, and team formation and function have been studied in engineering curriculum fordecades [4–6]. Previous research has shown that teams are more effective when instructors createthe teams considering students
, 3.4, and 3.5, which includethe following student outcomes [1]:Criterion 3.3 An ability to communicate effectively with a range of audiencesCriterion 3.4 An ability to recognize ethical and professional responsibilities in engineering situations and make informed judgments, which must consider the impact of engineering solutions in global, economic, environmental, and societal contextsCriterion 3.5 An ability to function effectively on a team whose members together provide leadership, create a collaborative and inclusive environment, establish goals, plan tasks, and meet objectivesGiven the recognition that development of non-technical skills like communication, taskaccountability, work
is also included as additional insight into the results obtained quantitatively.ResultsThe authors measured the students’ team effectiveness using the CATME survey directly beforethe project requirement was changed, and at the end of the project but before the projects weretested and grades were assigned. The CATME survey measures the students’ perceptions ofthemselves and their team members with respect to five different categories: contributing to theteam’s work, interacting with teammates, keeping the team on track, expecting quality, and havingrelevant KSAs (knowledge, skills, and abilities). In addition, the CATME survey requires studentsto answer the following questions with respect to the individual: 1. I would gladly work with
-test in R to compare team-level psychological safety between the treatment and control teams and found no statisticallysignificant difference. Our findings suggest that our intervention either did not work or oursample size was too small to detect the effect of the intervention. We conclude by assessing whythe intervention may not have worked and by outlining next steps for this line of work.1.0 Motivation and backgroundPsychological safety has been defined as the “shared belief that a team is safe for interpersonalrisk-taking” [1, p. 354]. Individuals on a team with high psychological safety feel comfortablebeing themselves, making mistakes, sharing ideas, and admitting failures [1], [2]. Prior researchon psychological safety on engineering
the University of Waterloo. The goal of the event was to facilitatecapstone engineering students connecting with diverse biomedical stakeholders to gain livedexperience insight and expertise to inform their final year design projects. This multi-stage eventwas intentionally designed to address known challenges with student-stakeholder interactions byincluding capstone team applications, student-stakeholder matching, a preparatory workshop,and finally the student-stakeholder conversations themselves.This paper presents a foundation for an evidence-based student-stakeholder interaction modelthat enables students to build needed skills and include stakeholders successfully in their designprocess by (1) presenting a multi-step student-stakeholder
MIT). Dr Jensen has authored over 140 refereed papers and has been awarded (with collaborators) approximately $4.5 million of consulting and research grants.Elijah CicileoJonah Kai SwansonGregory Reich ©American Society for Engineering Education, 2024 A Weighted Design Matrix Approach for Informing Digital vs. Physical Prototyping Options Jensen, D.1, Reich, G.2, Cicileo, E.1, Swanson, J.1, Loh, T.1,Wozniak, J.1, Jensen, L.3 1 Engineering - Westmont College, Santa Barbara, CA 2 Air Force Research Laboratory, Wright Patterson Air Force Base, Dayton, OH
, learning power skills, such asteamwork, can pose a significant challenge for engineering-minded students. This often results infrustration for students and instructors alike. To address this issue, we implemented an innovativeapproach toward group lab writing in a lab class for 35 junior-level Chemical Engineeringstudents. In this study, individual contributions were worth 30% toward the group-written labreport. Students were required to complete their individual contribution submission as acompletion grade 24 hours before the group-written report was due. The group lab report wasgraded on quality and was worth the other 70%. The purpose of this initiative was twofold: 1) toenhance accountability among team members, as students’ individual grades
tosuccessfully integrate it into project expectations, as we consider the future of design learningand practice.IntroductionThis is a paper examining large language models and design implications as an Intersection ofDesign and “X” research paper.A common plot in science fiction writing is a scenario where computers can act like humans,talking and performing tasks as only a human could do. This outlandish notion took a leap tobecoming a reality in 2018 when ChatGPT-1 was released by the tech company OpenAI with aprogram that was able to autonomously answer text prompts without the need forpreprogrammed responses. ChatGPT-1 was trained on a data set of 117 million parameters whichallowed it to understand human language and answer questions. This offered
EngagementIntroductionAs defined by engineering accreditation agency ABET, engineering design is “a process ofdevising a system, component, or process to meet desired needs and specifications withinconstraints” [1]. One example constraint within this ABET definition is usability [1]. A relatedconcept to usability is empathy. Empathy can strengthen the design process, inspiring engineersto create products that are easy to use.In this study, we examine the use of human-centered design in an open-ended first-year designproject to increase student engagement and empathy. In a first-year design course with threecourse sections, student groups in two sections were randomly assigned projects with sponsorswho were nursing professors, and student groups in a third section
simulation of environmental systems, introduction to geographic information systems, and regression and stochastic methods.Elizabeth O’Connell, Stevens Institute of TechnologyMuhammad R. Hajj, Stevens Institute of Technology ©American Society for Engineering Education, 2024 A Holistic Approach to Civil Engineering Capstone DesignAbstractWe present a holistic approach that culminates the senior design course as a uniqueopportunity/outcome for the civil engineering undergraduate program. The objectives are todeliver a capstone senior design that, in addition to meeting design educational requirements, (1)enhances the professional skills of the students, as necessary for them to thrive in their
interest and skill in STEM-related fields,suggesting that integrating entertainment video games that involve engineering-relevantgameplay into the curriculum can help to engage students and enhance proficiency. Althoughthis initial study comprised only a single semester with a limited sample size of students due toresource constraints, the approach and results serve as an important milestone in exploring theuse of a popular video game as a unique means to enhance student learning and, ultimately,expand the horizons of pedagogical strategies for engineering education.1. Introduction“Gamification” in higher education refers to the integration of game-inspired elements andprinciples into the curriculum of a course to enhance student motivation
process. Team selection has been studied in a variety of fields, and while well-functioning teamsare critical for project success, the best approach to forming teams remains a topic of discussion[1-4]. Attempts to optimize student project assignments are often based on factors such asstudent availability [5] and teammate preference [2, 3]. Like many others [5-7], our instructorsconsider student project and teammate preferences during the team assignment process in hopesthat it will increase the likelihood of success, both in delivering design solutions and in creatingwell-functioning teams. We also consider student availability, which is one of the biggestchallenges we face in our program. Our program extends across three academic quarters
artificialintelligence. This leads to an urgent need for responsible design and ethical use. The goal of thisconceptual paper is two-fold. First, we will introduce the Framework for Design Reasoning inData Life-cycle Ethical Management, which integrates three existing frameworks: 1) the designreasoning quadrants framework (representing engineering design research), and 2) the data life-cycle model (representing data management), and 3) the reflexive principles framework(representing ethical decision-making). The integration of three critical components of theframework (design reasoning, data reasoning, and ethical reasoning) is accomplished by centeringon the conscientious negotiation of design risks and benefits. Second, we will present an exampleof a student
studentinterest compounded by a lack of experienced educators who usually motivate students. Thisproject is a direct response to such concerns, producing competent educators who are capable ofblending research with instructional activities at their institutions, motivating students for STEMdegrees, and building long-term collaborative partnerships in the region.Project JustificationDuring the eighties and late nineties, many US manufacturing companies mass outsourced theiroperations to overseas and experienced a significant job loss. Some experts argue that outsourcingtakes up the lower-level jobs and that allows Americans do perform the higher value jobs [1-3].Nevertheless, that argument does not address the negative impact it had on the
2015-16 academic year and the Faculty Outstanding Teaching Award (Individual Award) in the Faculty of Engineering for the 2012-13 academic year. Additionally, he has been honored with the Teaching Excellence Award in the Department of Computer Science for the academic years 2011-12, 2012-13, 2013-14, 2014-15, and 2015-16. Furthermore, he was a shortlisted candidate for the UGC Teaching Award (Early Career Faculty Member). ©American Society for Engineering Education, 2024 Embrace Diversity and Inclusion in Academic Makerspaces with a Network of Tutors (Work in progress)AbstractThe Tam Wing Fan Innovation Wing [1] (a.k.a. the HKU Inno Wing) of the Faculty ofEngineering at
reflection, integratedinto classroom presentations. These aspects of student progress and improvement are assessedagainst traditional design curricula using the Innovator Mindset® Assessment. The focus of thispaper will be the analysis of four innovation habits (for graduate and undergraduate students) toanalyze the impact of this designed course in fostering and amplifying personal innovativeness.1.0. Introduction University students play a crucial role in shaping future innovations within organizationalsettings, as they are poised to become the workforce of the future. Organizations require a workforcecapable of adeptly managing unforeseen and unfamiliar challenges to respond to the currentlandscape where technology is growing in complexity [1
engineering settings.Recent studies in engineering education have consistently identified a gap in studentpreparedness for real-world engineering practices, particularly as they approach the culminationof their education in capstone projects. Paretti et al. [1] articulate this issue as a "context gap"rather than a "competency gap," focusing on the misalignment between academic experiencesand industry expectations. Arsha [2] echoes the sentiment, suggesting that targeted workshopscould mitigate skill gaps, emphasizing the need for industry-academia linkages. Mora's [3]examination of professional socialization within a capstone design lab suggests that fosteringagency among students could be crucial to bridging the theoretical and practical divide
prepare for a rapid pace of change and an intrinsic lack ofpredictability in projects, challenges, and employment [1]. Engineering programs face challengesof high attrition, a lack of opportunity for students to transfer into programs, and, in many cases,pedagogies that have remained in place for decades.Successful engineering students should see curricula beyond a rigorous discipline-specific seriesof courses. The holistic engineering plan of study should include leadership, effective teaming,strong technical skills, and a focus on societal, ethical and environmental effects of engineeringdecisions. Students in such programs who build a strong ‘engineering identity’ are typically moresuccessful [2]. A strong engineering identity is tied to
were required to create their server sothat their prompts could be recorded. Figure 1 is a screenshot of the Midjourney user interface.Figure 1. A screenshot of the Midjourney user interface. 1. Discord account; 2. Separate server; 3. Promptsinput area; 4. Specific buttons. The educational program included a workshop and a home assignment. As shown in Table 1, theeducational program was co-designed with the course instructor. We chose mood board design as the take-home task. Mood boards are fundamental tools used in design education. The creation of mood boardsinvolves cognitive processes in conceptual design and was used as not just a design tool but also a designresearch tool (Cassidy, 2011) for studying personal creativity (Mcdonagh
at Buffalo. He is the Division Chair for the Design in Engineering Education Division (DEED) for the American Society of Engineering Education 2024 annual conference. His research interests include engineering and human-centered design, advancing research methods, and technology innovations to support learning in complex domains. He has a PhD from Purdue University in Engineering Education. ©American Society for Engineering Education, 2024Toward an Integrated Framework of Empathy for Users among Engineering Student DesignersIntroductionEmpathy refers to how one understands, feels with, or reacts to others [1–3]. In engineeringdesign, empathy manifests when a designer
Timothy Bretl is an Associate Professor of Aerospace Engineering at the University of Illinois at Urbana-Champaign. He received his B.S. in Engineering and B.A. in Mathematics from Swarthmore College in 1999, and his M.S. in 2000 and Ph.D. in 2005 both inDr. Elle Wroblewski, University of Illinois at Urbana - ChampaignMichael Lembeck, University of Illinois at Urbana - Champaign ©American Society for Engineering Education, 2024 WIP: Using a Human-Centered Engineering Design Framework to Develop Learning Progressions in an Aerospace Engineering ProgramIntroductionHuman-centered design (HCD) [1], which offers a promising approach to promote situatedlearning in engineering design projects, and to facilitate
team can result inmore creative and innovative ideas. Finally, a range of backgrounds can increase the team’sability to understand and empathize with different customers and stakeholders. Allowing for aculture of inclusion strengthens the output of a group and maximizes the benefits of a diverseteam [1-2]. It is therefore critical for engineers to understand how to work with others and giveand accept criticism in a way that is respectful and builds up the team rather than alienatingmembers.During the 2020 Covid-19 pandemic, many teachers switched to online education, and themethods that faculty use now in and in the future will and should change because of thisexperience [3]. The lessons learned in online education cannot be understated. While
(DGMs): Regenwetter et al. [1] conducted a study focusing on thepotential of Deep Generative Models (DGMs). These models aim to replicate datasets. However,the authors highlighted the limitations of DGMs in addressing engineering design challenges.Through a case study on bicycle frame design, they demonstrated that while DGMs can generatenew frames resembling past designs, they often fall short of meeting engineering performancestandards and requirements. The findings underscored the importance of engineering-centricconsiderations in AI modeling, suggesting that purely similarity-focused approaches may noteffectively translate to engineering tasks [2]. The researchers emphasized the potential of AImodels as design "co-pilots" with appropriate
academically [1], [2]; academic environments can significantly affect students’ sense ofbelonging more broadly [3], [4]. In the past decade, makerspaces have emerged as a criticalspace for informal learning on college campuses, fostering creativity and curiosity inundergraduate students through hands-on projects and activities. The Learning Factory at ThePennsylvania State University has been an active makerspace for students and the communitysince 1995. While the space started as a 3,500 sf building ([5], [6]), it has recently grown to over40,000 sf integrated into the new 105,000 sf Engineering Design and Innovation Building, wheremost cornerstone and capstone courses are taught. These courses have always incorporatedmaking into the curriculum, but