thesedemonstrations are clearly beneficial, as they serve to both break the monotony of an endlessstream of theory and equations, and to tie symbols to real-world phenomena, solidifying theirmeaning in the minds of pupils.5Hands-on laboratory work is highly regarded as a method for reinforcing learning by exposing Page 22.1648.2students to real-world applications and interactions. This is particularly important in theengineering disciplines, as there is a great deal of engineering culture that surrounds theoreticalphenomena under study (e.g. resistor color codes, the use of compilers and tools, etc.). Theseinitially mystifying and often confusing conventions
, without understanding theunderpinnings or implications of what they are doing. To design a combinational circuit usingan FPGA or a CPLD, one can simply enter the truth table for the desired function(s) and thesynthesis software that configures the device figures out the implementation. Where is thedesign experience there? Nothing is learned by using such tools except how to use the tool.PedagogyTeaching digital circuits to pre-engineering students who have no technical background requiressome restraint on the part of the instructor. The topic can be mind-boggling in complexity, butthe fundamentals are easy. The task is to convey the fundamentals while giving just hints aboutwhere those fundamentals can lead
AC 2011-940: PROMOTING FACULTY ADOPTION OF TABLET PCS INUPPER LEVEL ENGINEERING COURSESJames E. Lewis, University of Louisville James E. Lewis, Ph.D. is an Assistant Professor in the Department of Engineering Fundamentals in the J. B. Speed School of Engineering at the University of Louisville. His research interests include paral- lel and distributed computer systems, cryptography, engineering education, undergraduate retention and technology (Tablet PCs) used in the classroom.Jeffrey Lloyd Hieb, University of Louisville Page 22.1196.1 c American Society for Engineering Education, 2011
AC 2011-1047: WORK-IN-PROGRESS: COLLABORATIVE AND REFLEC-TIVE LEARNING IN ENGINEERING PROGRAMSNeelam Soundarajan, Ohio State University Dr. Soundarajan is a faculty member in the Computer Sc. & Eng. Dept. at Ohio State. His interests include topics in Software Engineering and Engineering Education. Page 22.1700.1 c American Society for Engineering Education, 2011 Work-in-Progress: Collaborative and Reflective Learning in Engineering ProgramsAbstractThe importance of well developed team-working skills as well as reflective or metacognitive skillsamong engineering
undergraduatetechnology and engineering curricula. The approach can be introduced in one classsession, with additional mentoring offered as needed. If time and resources allow,students can be coached through the proposed strategies over the course of a semester.Educators should keep in mind that it takes a long time for Google to “forget”information posted online, and that it takes time to see the results of the social mediaapproach proposed here. The senior year of college is a time when students are motivatedto change their online behavior, but ideally, social media literacy for online identitymanagement should be taught early, before damage is done, and while enough time isavailable to invest in building both a positive online identity and a professional
faculty advisors.We want to connect with our students. Fostering an environment of help, information anddirection may lead to more successful academic achievement and persistence in the engineeringprogram.This is also an opportunity for the Baker College Student Chapter of ASME (American Societyof Mechanical Engineers) to communicate directly with like-minded students for recruitment andsupply information on meetings, events and tours.General information can be communicated via this medium. As some alumni have keptmembership in the Facebook group there is an opportunity to share information across thegraduation-gap. Discussions are posted with potential job and co-op opportunities, careerinformation and scheduling of Fundamentals of Engineering
AC 2011-1653: DESIGN AND EVALUATION OF A 3D CONSTRUCTIONMOBILE GAME FOR THE IPHONE/IPOD TOUCH PLATFORMNORENA MARTIN-DORTA, University of La Laguna Norena Martin-Dorta is an Assistant Professor of Engineering Graphics and CAD at La Laguna University (ULL). She earned a degree in Architectural Technology in 1998 from ULL, an MS degree in Library Science and Documentation in 2005 and a Ph.D. in Industrial Engineering in 2009 from UPV. She joined La Laguna University in 2001 and her research interests include development of spatial abilities using multimedia technologies and sketch-based modeling. Address: Av. ngel Guimer s/n, Escuela de Ingeniera de la Edificacin, Dpt. de Expresin Grfica en Arquitectura e Ingeniera
as “mother,” and one or moretopics in “daughter” and “son” roles. Once the family association is made, information about thefamily can be determined about parents and children, siblings, and even such things as cousins ina larger map.Topic mapping is similar to the much more widely known methodologies of concept mappingand mind mapping, but is relatively new and have not yet found wide use in educational settings.Topic maps differ from the others in several important aspects that should be useful for learningmany engineering domains. Concept maps (and mind maps) are both mainly used to representhierarchical information with the most important topic at the center (or top), and subtopicsarranged in a tree. Topics become farther from the main
technologies.AcknowledgmentsWe acknowledge financial support from HEWLETT-PACKARD (HP), through the HPTechnology for Teaching Higher Education Grant Initiative for Latin America for the project"High-Quality Learning Environments for Engineering Design: Using Tablet PCs and Guidelinesfrom Research on How People Learn". Author Gutiérrez Cuba acknowledges financial supportfor her PhD studies from the National Council for Science and Technology of Mexico(CONACyT) and Universidad de las Américas Puebla.Bibliography1. J. D. Bransford, A. L. Brown, and R. R. Cocking. How People Learn. Brain, Mind, Experience and School. Expanded Edition. National Academy Press. Washington DC (2000).2. J. D. Bransford, N. Vye, and H. Bateman. Creating High-Quality Learning Environments
videos helped them to become independent in the lab, further data is needed to determineif independence persists and if video tutorials help to prepare students for later courses.Bibliography1. Feisel, L.D., Albert, J.R., “The Role of the Laboratory in Undergraduate Engineering Education,” Journal of Engineering Education, Vol. 94, No. 1, 2005, pp. 121-130.2. National Academy of Engineering of the National Academies, The Engineering of 2020: Vision of Engineering in the New Century. Washington, DC: National Academies Press, 2004.3. Bransford, J.D., Brown, A.L., and Cocking, R.R., eds., “How People Learn: Brain, Mind, Experience, and School,” Washington, D.C.: National Academy Press, 2000. Online at http://books.nap.edu/catalog
: Erlbaum.Bruner, Jerome. 1986. Actual minds, possible worlds. Cambridge, MA: Harvard University Press.Bunt, A., Conati, C., Huggett, M., and Muldner, K. On improving the effectiveness of open learning environments through tailored support for exploration. In Proceedings of AIED 2001.Chen, H.L., Cannon, D.M., Gabrio, J., & Leifer, L. (2005, June). Using Wikis and Weblogs to Support Reflective Learning in an Introductory Engineering Design Course. Paper presented at the 2005 American Society for Engineering Education Annual Conference & Exposition, Portland Oregon. 2005. Online at http://riee.stevens.edu/fileadmin/riee/pdf/ASEE2005_Paper_Wikis_and_Weblogs.pdfGrant, L. (2006) Using Wikis in Schools: a Case Study, FutureLab, Online at
worked for 16 years as a software engineer and developed systems for such industries as banking, telecom- munications, publishing, healthcare, athletic recruiting, retail, and pharmaceutical sales.Teresa A. Shanklin, Purdue University Teresa A. Shanklin has a Bachelors degree in Computer Science and graduated from Iowa State University with a Masters Degree in Information Assurance. She is currently a Ph.D. candidate at Purdue University in the College of Technology, where she is a research assistant in the Machine-to-machine (M2M) lab. Her research interests lie in the areas of indoor positioning and path planning, mobile devices and multi-agent systems