,engineering educators have been modifying engineering curricula by initiating coursesand projects that foster in their students advanced thinking skills and an understanding ofthe creative process. The educational modes in these "new engineering classrooms" areboth diverse and experimental, crossing disciplines, and involving processes oncereserved for artists and writers. The topography of progressive engineering programsvaries dramatically from university to university, as professors draw inspiration fromnon-traditional sources including the social sciences, philosophy, business, architecture,and art. The future of engineering education and practice is now largely the responsibilityof university programs that must respond flexibly to market
fromthe knowledge, skills, and attitudes of toy Makers to advance teaching in the engineeringclassroom? Findings are presented to inform possibilities for design in engineering contexts anda multi-disciplinary, holistic attitude towards engineering education that is rising fromdiscussions on the future of engineering education.IntroductionIn undergraduate engineering academic programs, engineering design often serves as acornerstone or capstone experience, supplying context and motivations for how to construct andredesign the world. There is usually an undue burden on the instructor to seed such classes withcompelling and technically sufficient projects and provide enough structure to make a goodlearning experience.1 With this concern, it is
respond to questions. The clients used the final review as a basis forselecting students for a monetary award or summer internship.Mechanical engineering design: a semester long mechanical engineering capstone design coursefor teams of undergraduate students in their final year. As a capstone course, the syllabusemphasized integrating various engineering sciences in an authentic, practical, and open-endeddesign project with real clients. Students were encouraged to treat the instructor like a boss andtheir teammates as colleagues. Students had a dedicated laboratory work area where they couldbuild and test prototypes. Funding for prototypes was available with instructor approval. Therewere three design reviews (a preliminary design review that
Stanford d.school (dschool.stanford.edu), MIT Media Lab (www.media.mit.edu), anddesign firms such as IDEO (www.ideo.com), Innocentive (www.innocentive.com) and Synapse(www.synapse.com).Project ManagerThe project manager is concerned with how to organize resources to their maximum effect sothat tasks can be achieved. These tasks may span from simple to complex and from individual toteam-based. Every project will have limited resources and a good project manager will be ableto fluidly allocate people, time, money, equipment, space and other resources of a group. A goodproject manager will also be able to break down and clearly communicate the tasks to be done bothglobally and for individuals 36 .MakerThe maker creates prototypes to think, prove
flagship first-year engineering design and Prototyping and Fabrication course. This practical hands-on course increases student proficiency in the development of prototypes using low fi- delity prototyping, iterative design, and advanced manufacturing tools. Dr. Wettergreen’s efforts to scaf- fold prototyping into all of the OEDK’s design courses were recognized with Rice’s Teaching Award for Excellence in Inquiry-Based Learning. In 2017, four faculty members, including Wettergreen, combined the engineering design courses at the OEDK to create the first engineering design minor in the US, cre- dentialing students for a course of study in engineering design, teamwork, prototyping, and client-based projects
610prototyping in the engineering design process . The introduction of inexpensive and functional 3D printing technologies into the marketplace has permitted the adoption of this technology by 1112many colleges and universities . The addition of 3D printers to engineering design spaces provides students with an authentic, industrylike opportunity to rapidly realize product concepts. The inclusion of 3D printing technology appears particularly useful in firstyear cornerstone and 1317senioryear capstone design courses . The remainder of this paper describes an approach for introducing 3D printers in a large introduction to engineering
modeling, project based engineering design, and robotics in manufacturing.James R. McCusker, Wentworth Institute of Technology James R. McCusker is an Associate Professor at Wentworth Institute of Technology in the Department of Electrical Engineering. Since joining Wentworth in 2010, he has been heavily involved with an array of interdisciplinary design courses that range from introductory to capstone courses.Prof. Lynette Panarelli, Wentworth Institute of Technology Lynette Panarelli is an Associate Professor of Interior Design at Wentworth Institute of Technology. She teaches across the curriculum with a special interest in technology and healthcare design. Before arriving at Wentworth ten years ago, Lynette
the number of concepts generated from a given prompt word to increase in proportion to the number of possible definitions for the prompt word.3.2 Evaluation of the HypothesesThe research team conducted a study to further evaluate the Analogy Seeded Mind-Mapsprocess. The study was conducted at USAFA in a manner similar to the previous study. Thedesign teams consisted of upperclassmen enrolled in the capstone engineering design class. Theteams worked on the following design projects: 1. Replacement for land mines 2. Debilitating function in hard deeply buried targets 3. Personal cooling system for special operations teams 4. Composable/fractionable munitions 5
makerspaces (aswell as academic makerspaces), has been previously reviewed and documented.1,2,3The rapid growth of makerspaces within higher education is significant. While originating inengineering programs, often as extensions of the infrastructure needed to support open-ended problemsolving in keystone and capstone courses, higher education makerspaces are also being created tosupport student learning in other disciplines.4 The concept of learning by creating in the physical anddigital space has also been adopted by liberal arts programs to promote critical and innovative thinking.5In a related development, the American Library Association identified makerspaces as an importanttrend in the evolution of libraries, including university libraries, as
Research in 2006,” Des. Res. Q., Sep. 2006.[2] E. Sanders, “An Evolving Map of Design Practice and Design Research,” Interactions, pp. 13–17, Dec. 2008.[3] IDEO, The Field Guide to Human-Centered Design. 2015.[4] C. B. Zoltowski, W. C. Oakes, and M. E. Cardella, “Students’ ways of experiencing human-centered design,” J. Eng. Educ., vol. 101, no. 1, pp. 28–59, 2012.[5] I. Mohedas, S. Daly, and K. Sienko, “Design Ethnography in Capstone Design: Investigating Student Use and Perceptions,” Int. J. Eng. Educ., vol. 30, no. 4, pp. 888–900, 2014.[6] R. P. Loweth, S. R. Daly, J. Liu, and K. H. Sienko, “Assessing Needs in a Cross-Cultural Design Project: Student Perspectives and Challenges,” Int. J. Eng. Educ., vol. 36, no. 2, pp
Paper ID #28754Reflection in Time: Using Data Visualization to Identify StudentReflection Modes in DesignDr. Corey T Schimpf, The Concord Consortium Corey Schimpf is a Learning Analytics Scientist at the Concord Consortium with interest in design re- search and learning, learning analytics, research methods and underrepresentation in engineering. A ma- jor strand of his work focuses on developing and analyzing learning analytics that model students’ design practices or strategies through fine-grained computer-logged data from open-ended technology-centered science and engineering projects. A closely related strand focuses
to improve engineering education. techniques to enhance creativity in the design process and also techniques to improve engineering education.John Wood, United States Air Force Academy DR. JOHN J. WOOD is an Associate Professor of Engineering Mechanics at the United States Air Force Academy. He completed his Ph.D. in Mechanical Engineering at Colorado State University and is a retired Air Force officer. The current focus of Dr. Wood’s research includes the pioneering development of micro air vehicle systems using innovative conceptual design techniques for current technology implementations, as well as futuristic projections, applied in the framework of a senior capstone design course. Other
lead “device dissection” labs of one type or another. Easilythe most populous of these three categories is the cadre of design instructors, as“capstone design” is virtually universal among engineering schools, whereas first yearinstruction is highly variable in coverage and level of effort, and even device dissectionlabs are not present in the majority of engineering departments. The materials needed for instruction in technological literacy courses (TLCs) aresubstantial and varied. Materials available to address this need include an increasingnumber of books by engineering and science authors such as Billington 5, Bloomfield 6,Florman 7 , Lienhard 8 , and Petroski 9. Radio programs featuring engineers are written
consulting, he currently teaches engineering design at the cor- ner and capstone levels. His research focus in on scaling innovative engineering pedagogies to suit large classes, and his teaching integrates the theories of Vygotsky, Kolb, Papert, Perry, and Pugh.Dr. Robert Irish, University of TorontoMs. Patricia Kristine Sheridan, University of Toronto Patricia Kristine Sheridan is a Ph.D. candidate with the Institute for Leadership Education in Engineering at the University of Toronto. She holds a B.A.Sc. and M.A.Sc. in mechanical engineering from the University of Toronto. She is a member of the teaching team and a course developer for the Praxis cornerstone design courses
of Me- chanical & Aerospace Engineering. Abell received her BS in Mechanical Engineering from Valparaiso University and a MFA in Design Research & Development from The Ohio State University with an em- phasis on Industrial Design. She teaches project-based, product design courses to senior-level and grad- uate engineering students, team-based capstone design courses for mechanical engineering students, as well as an interdisciplinary product development course for entrepreneurship students who come from across OSU. c American Society for Engineering Education, 2018 Characterizations and Portrayals of Intuition in Decision-Making: A Systematic Review of
process, and then create a representationof their personal design process (an activity called Design Brief 2, or DB2). Finally, at the end ofa quarter that included the above tasks plus tasks to consider additional design issues such ascontext and perspective, students were asked to create a “memory aid” to capture importantaspects of the design process that they wish to take with them to their future design experiences.In this paper, we present the work that the students turned in for the design projects. We alsopresent a mapping of the students’ work to the elements of the design process presented to themin the design timelines to provide insights on the impact of the use of the timelines to teachdesign.Introduction*Extensive research in the
Paper ID #25586Exploring Differences in Senior and Sophomore Engineering Students’ Men-tal Models of Common ProductsMr. Francis Jacob Fish, Georgia Institute of Technology Francis Fish is a current Ph.D. student at the Georgia Institute of Technology. He earned his Bachelors of Mechanical Engineering and MBA at the University of Delaware, in 2016 and 2017, where he conducted research for DARPA and ARL funded projects as well as private industry projects. From 2016 to 2018 he worked as a Nuclear Engineer for NAVSEA.Alexander R. Murphy, Georgia Institute of Technology Alexander Murphy is a mechanical engineering Ph.D
University’s Engineering Education program, which strives to prepare engineering educators for the 7-12 grade levels. Dr. France is also heavily involved in de- veloping and facilitating the Introduction to Engineering course sequence at ONU. He earned his PhD from the University of Colorado Boulder where his research focused on pre-engineering education and project-based learning.Dr. Louis A. DiBerardino III, Ohio Northern University Dr. DiBerardino is an Assistant Professor of Mechanical Engineering at Ohio Northern University. His teaching and research interests are in first-year engineering, dynamic systems, and musculoskeletal biome- chanics. c American Society for Engineering Education
community oriented solutions that are the focus of the research we present below.Project-Based LearningProject-Based Learning (PBL) is an experiential mode of teaching that directly addresses thedevelopment of expertise through increased number of hours in-situ.25 There are several specificfeatures of PBL that have made it successful. Engineers are involved in capstone engineeringprojects where they experience the importance of issues relating to the sociality of a particularenvironment and learn the impact of contextual issues as they move through the project. PBLstudents are grouped with people from diverse backgrounds, allowing multiple perspectives on agiven subject through interactions among group members. Engineers learn to work
Paper ID #19152Work in Progress: A Delphi Study to Investigate the Value of Board Gamesto Teach Teamwork SkillsDr. Kevin Ray Hadley, South Dakota School of Mines and Technology Dr. Hadley received his BS in Chemical Engineering at the Colorado School of Mines and his PhD in Chemical Engineering at Vanderbilt University. At Vanderbilt, he also completed their teaching certificate program and was the first participant to publish the results of his project in a national peer-reviewed journal, Chemical Engineering Education. Afterwards, Dr. Hadley completed a postdoctoral study at NASA. IN 2012, he joined the faculty at South
by articulating plans, managing time efficiently,monitoring their steps, and evaluating their design process. While all students can articulate theirdesign intentions, some demonstrate a refined understanding of their design intentions andactionable strategies that could directly impact how they design in the future.This practical classroom activity can be used at the beginning of time intensive designexperiences (such as term-long design projects or capstone design courses) to help studentsdevelop a targeted understanding of important aspects of the design processes and set intentionsfor how they will engage in their design projects.AcknowledgmentsWe would like to thank Marie Buan, Wendy Roldan, and Jim Borgford-Parnell whose
. Place the Design Heuristic tool within the design process to suit the needs of specific projects (e.g., capstone design projects).To change student activity Present research evidence about the Design Heuristics tool. Add practice briefs to acquaint students with the Design Heuristics tool. Allow students to voice their ideas to build confidence Ask students to generate existing concepts before using Design Heuristics. This allows students to present
[17]. Even when facing an industry-sponsored capstone project,they may treat the problem as having a single correct answer [18]. Research suggests that whenstudents are supported to make consequential decisions, they feel a greater sense of ownershipover their work [19, 20]. Framing agency, therefore, can serve as a lens into whether students arelearning to negotiate the process of framing design problems. In our past work, we found thatstudents’ talk in their design teams was indicative of whether they treated the problems asframed for them and not open to reframing, or as problems they themselves needed to frame [18,21].MethodsResearch designIn order to meet our research aims, we first conducted discourse analysis and then explored
supervised 91 MS projects/theses, 38 doctoral dissertations and numerous undergraduate researchers. Dr. Agogino is engaged in a number of collaborative projects with industry. Prior to joining the fac- ulty at UC Berkeley, she worked in industry for Dow Chemical, General Electric and SRI International. Her research interests include: Community-based design; Sustainable engineering, Intelligent learning systems; information retrieval and data mining; multiobjective and strategic product design; nonlinear optimization; probabilistic modeling; intelligent control and manufacturing; sensor validation, fusion and diagnostics; wireless sensor networks; multimedia and computer-aided design; design databases; design theory
: Undergraduate Reverse Engineering of Consumer Products3.1 Design Team Background The UT Austin Department of Mechanical Engineering undergraduate curriculumincludes a senior design methods course followed by a semester of capstone design. Students inthe design methods course apply design methodologies in a semester-long project involving thereverse engineering and re-design of a consumer product. The text used for the course12conceptually presents the design process in three phases: (1) task clarification (understanding there-design need), (2) concept generation, and (3) concept implementation (detailed design andprototyping). In the first phase students use a number of tools to understand the re-design needsuch as: a mission statement, a
statedobjectives, and taking into account set constraints or specifications. Bounded definitionsgenerally acknowledge that engineering design is also contextually-driven, and the mostcommon contexts that engineering students are asked to consider to inform the design areeconomic, environmental, and social (public safety)2. With strong consensus on the need toinclude design content and experiences into the curriculum in meaningful ways, a well-acceptedrepertoire of teaching and learning methods emerged. Teaching methods tend to focus on open-ended projects, often industry-based, completed either individually or in groups or teams.Curricular models tend to focus on freshman-year experiences, capstone experiences, andvertically- and/or horizontally
Page 14.547.2among engineers and researchers there has not been an in depth study for the relationshipbetween realization and design. By using the word realization, in product realization, to meanbeing in physical reality through production the contribution of design and its relation torealization is usually lost. To understand this relationship in depth, however, it is important tounderstand what the term realization actually means. Webster's Dictionary describes some of theuse of the verb to realize as [1]: to make real; to convert from the imaginary or fictitious into theactual; to bring into concrete existence; to accomplish; as, to realize a scheme or project. Anothersource [2], reflecting the current use of word, defines realization as
hasutilized and assessed the five features in his Senior Design Capstone Course. He also presentsanalyses of the feedback data he obtained and suggests guidelines for further improvement.IntroductionOne has to appreciate the fact that students need motivation to become lifelong learners.Thereore it is the responsibility of the instructors in higher education to develop, generate, createand establish an environment in which students not only obtain necessary backgroundknowledge, but also become enthusiastic in becoming lifelong learners (Deemer, 2003).Educational psychologists have argued that one may want to focus on solving certain specificproblems in a particular type of classroom so that teaching is less emphasized compared to aproductive learning
]; this is important forengineering teams because many engineering problems are complex and require interdisciplinaryteams where team members are able to share their expertise [47]. Psychological safety alsoimpacts both decision quality and team performance [46]. Again, these factors are relevant forengineering design teams because engineers often work on projects with lasting impacts; gooddecisions and good team performance can contribute to better outcomes for society. Finally, partof psychological safety is inclusion safety, which leads to an increased sense of belonging [39].This suggests that psychological safety is a relevant construct for engineering educationresearchers and practitioners.2.4 Improvisational trainingImprovisational
varying levels of trainingcan learn to use the Design Heuristics cards within a short instructional session, and then go on tosuccessfully create their own novel and diverse concepts[20]. One study of 48 first-yearengineering students given different subsets of 12 Design Heuristics used Design Heuristics inover half of their created concepts for a portable solar oven[28]. Further, the concepts resultingfrom the application of Design Heuristics were rated by blind coders as more creative designs.Studies with more advanced engineering students showed that design teams made use of theirconcepts including Design Heuristics in senior capstone projects across various designproblems[29]. Even non-engineering students have been shown to be able to apply