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Kenneth J. Fischer; Christopher D. Depcik; Lorin P. Maletsky; Robert M. Sorem; Ronald L. Dougherty
A Three-Semester Capstone Design Sequence: Advantages and Disadvantages Kenneth J. Fischer, Christopher D. Depcik, Lorin P. Maletsky, Robert M. Sorem, Ronald L. Dougherty University of Kansas, Mechanical EngineeringAbstractEngineering departments have many possibilities when it comes to the organization of thecapstone design experience. This experience is generally packaged in one or two semesters inthe Senior year of engineering students. Curricula include varying levels of content related to thedesign process and tools that facilitate the process, in addition to the actual performance of thedesign project. In addition, the outcomes of
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James G. Steuber
) wants, it is fair. Inthe classroom is it often prudent to develop a factor of merit (f.o.m.) to evaluate the designs andprovide the f.o.m. to the teams with the problem statement. Perhaps the best way to assess a students ability to design a machine is a competitive projectlike the RC car used at the UTA and USAFA. However, in the machine component design courseit is sufficient to assess the students design abilities at the machine component level on an exam.Then, the final assessment of the design abilities of students can be left to the senior design project(capstone-course).An example exam question: x Design a support for a 5000 lb static load suspended from a 1/2 − 13 UNC bolt between two rollers that are 12 in apart. The design
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Julius Marpaung; Louis Johnson; William Flanery
Capstone Design Project,” in Proceedings of the 1999 ASEE Annual Conference and Exposition, Charlotte, North Carolina, June 1999.19. Wang, A.I., Øfsdahl, T., Mørch-Storstein, O.K. (2008). "An Evaluation of a Mobile Game Concept for Lectures." IEEE 21st Conference on Software Engineering Education and Training (CSEET), pp.197-204, 14-17 April 2008.20. Zea, N.P., Sanchez, J.L.G., Gutierrez, F.L. (2009). "Collaborative Learning by Means of Video Games: An Entertainment System in the Learning Processes." Ninth IEEE International Conference on Advanced Learning Technologies (ICALT), pp.215-217, 15-17 July 2009.21. Ramirez, C.G.R., Almonte, J.B., Tugade, R.R., Atienza, R.O. (2010). "Implementation of a digital game-based learning
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Sohum Sohoni; David Fritz; Wira Mulia
, Microcomputer Principles, Computer Architecture, Compilers,Embedded Systems) as students progress through a Computer Engineering curriculum. Thesystem consists of a fully pipelined, MIPS-like processor with surrounding support hardware.The support hardware includes a programmable interrupt controller, VGA controller andframebuffer, UART, memory controller, simple cache, timer, and GPIO hardware. Allcomponents are written in Verilog HDL, are open-source, and are freely available. To supportthe hardware components, a unified assembler, cycle accurate simulator, and board interfacesoftware package is included. The software is written in Java, works on Linux, Windows, andMac OS, is open-source, and is freely available from the project website[1].With only
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Marwan Abumahaimed; Joseph J. Rencis
contended that the experiential learning is the fundamental base ofeducational settings. Dewey first identified experiential learning as a fundamental foundation informal educational at the beginning of the 20th century. After Dewey, many psychologists andeducators believed that experiential learning is a valuable process and could be added totraditional instructional methods rather than replace them. Others believed that experientiallearning is an enhancement tool of the learning process that cannot be replaced.27Experiential learning is a stage or process where the student is prepared to do more than just anobserver. Labs, workshops, projects, presentations, class discussions, and teamwork all fall intothe experiential learning category