and varying models have been developed. For example, Crismond and Adams5present a robust matrix illustrating the design learning trajectories of K-16 students. Their matrixderives from existing literature and explores nine design strategies, from “understanding thechallenge” to “reflecting on the process.” Compared to beginners, informed designers aredescribed as continual learners who work creatively and make decisions based on their skills andknowledge. Similarly, Cross10 compares the behaviors of expert and novice engineeringdesigners. For instance, when solving a problem, expert designers focus on “breadth-first Page 26.1131.3approaches
seek to bring about change – helps us understand the different ways in which peoplesolve problems individually and as part of a team. When team members’ cognitive styles arediverse, creating an effect known as cognitive gap, the team may experience the advantages ofapproaching problems in diverse ways, but the likelihood of conflicts and misunderstandingsincreases6.This study investigated the relationship between cognitive style and the perceptions of studentsworking in teams about their own ideation. Through the analysis of reflection surveys from 202pre-engineering, engineering, and design students participating in an ideation study, we exploredthe following questions: (1) how does working in teams impact students' perceptions of theirown
” involving over 1100 students. In 2010 he was appointed to the position of Director of Teaching and Learning for the Faculty of Engineering at the University of Queensland in where he then led the successful development of the Flipped Classroom model for integrating theory with design prac- tice in a first year engineering design course ”ENGG1200 – Engineering Modelling and Problem Solving” with over 1200 students. Dr. Reidsema’s work is centred around the notion of Transformational Change in Higher Education which is reflected by his success in securing grants and industry funding for research and development in this area exceeding $3M including a 2008 Australian Learning and Teaching Council (ALTC) Project
, thecommunity of academic makerspace managers began to meet monthly to discuss PPEproduction and makerspace operational recommendations.Over March 2020 - February 2021, this community of practice had nine regular meetingsto continue to share practices about how each space reacted and pivoted to pandemicchanges. Several new members from local academic makerspaces were included in themeetings as they progressed, reflecting a growing and true community of practice withdiffering levels of interaction and involvement. The first author co-hosted these meetings.The methodology used for this exploratory study is a qualitative approach, combining in-depth ethnographic interviews and a “diary” [13]. Interviews were conducted overJanuary and February 2021 via
approach innovation. She serves on the editorial boards of Science Education and the Journal of Pre-College Engineering Educa- tion (JPEER). She received a B.S.E with distinction in Engineering in 2009 and a B.S. degree in Physics Education in 1999. Her M.A. and Ph.D. degrees are in Science Education from Arizona State University earned in 2002 and 2008, respectively. c American Society for Engineering Education, 2017 WIP: Assessing Middle School Students’ Changing Conceptions of DesignAbstractDesign is a complex, ambiguous, and iterative process. Expert designers place extra emphasis onparticular design activities, such as framing problems, practicing idea fluency and reflecting ontheir design process
Design SequenceBackgroundThe ability to work effectively in teams, and especially multidisciplinary teams, is a keycompetency (rather a set of competencies) needed of engineers to be successful in the 21stCentury workplace. Industry has for quite some time been a strong advocate for engineeringeducation to include the development of teaming skills in undergraduate programs and this hasbeen reflected over the years in the reports of various national organizations and panels1,2.ABET responded in its accreditation criteria by requiring all undergraduate engineeringprograms to now include teaming in their educational outcomes.Not surprisingly given its significance there is a large body of literature on teaming in themanagement literature and this
matrices or House of Quality. However, in the process of providing rationalistic toolsto students, engineering education may be implicitly perpetuating the belief that engineers makedecisions through rationalistic reasoning alone. In reality, other types of informal reasoning, suchas empathic and intuitive reasoning, are utilized for decision making in ill-structured contextssuch as engineering design. The beliefs that undergraduate students hold about decision makingin the context of design is not well understood, and this work contributes to this gap in theliterature.To learn more about students’ beliefs about decision making, we collected qualitative pilot datain the form of both one-on-one, semi-structured interviews and written reflections
in Spring 2015, the ITD program created new class activitiesto help students understand the difference between their perceptions and experiences of aproblem, and those of the people actually affected by that problem.These activities include: ● Subject Matter Expert (SME) Talks: Experts present on various aspects of the problem, followed by a 20-minute Q&A session. ● User Empathy Experience: Re-creation of the problem context on class premises, where students execute project-relevant tasks. ● Stakeholder Engagement Experience: Students are sent off campus to observe and interact with users/stakeholders. ● A reflection assignment: Analysis of what they thought were problems for the users compared with what
primarily assessment of the design report. There appears to be a variety ofapproaches to developing the capstone student’s ability to craft a quality statement of the projectproblem. There are few specifics that are not quite as clear as to what should or should not beincluded in the problem statement and what is found reflects the preferred design process orprogrammatic requirements. To some extent, it appears that capstone instructors/coordinatorstake refuge in the approach that what is a thorough problem statement depends on the projectitself. This paper describes findings from a qualitative exploration of problem statements andproblem statement assessments and evaluations directed at determining what characteristics arevalued in developing a
) include: Passion for Customers, Trust and Respect forIndividuals, We Effectively Collaborate, Meaningful Innovation, Uncompromising Integrity. 5This broad ranging description of success reflects an understanding of the process of innovationthat extends well beyond the initial work of invention. Additional examples of engineers turned“product managers” are plentiful, including Bob Galvin of Motorola, Bill Gates of Microsoft andmost recently Sergey Brin and Larry Page of Google. However, workplace success for the “engineer-and-business manager” is far fromassured. The work of product management involves many skills not always taught within astandard engineering curriculum. Learning beyond post-secondary education is often a ”sink orswim
Review’ where they answer questions to assess theircurrent skill level and motivations. Next, students are presented with “Core Content,” a collection of resourcesfrom multiple disciplines. The third step is a “Knowledge Check” of close-ended and open-ended questions withfeedback given from a remote grader. In the fourth step, students are presented with an “Application” task, inwhich they are prompted to take the knowledge they have learned and apply it to a given design challenge.Students must meet with a coach to present their “Application” task outcomes and receive real-time feedback.Finally, the “Reflection” serves as the final part of the block when students ruminate on what they have learnedand consider how they will apply their newly
voluntary.The pedagogical theoriesThe pedagogical theories supporting the Para didactic Laboratory activities are: i) constructivismas proposed by Jean Piaget; ii) experiential learning according to David Kolb and John Dewey;iii) reflective learning according to Donald Schön and John Dewey. And as support tools: i) thefour stages of competence of Noel Burch; ii) the theory of Flow created by MihalyCsikszentmihalyi.ConstructivismAccording to Jean Piaget for the process of learning to be efficient it must take into account thecurrent stage of cognitive development of the students and create situations that allow them todevelop new cognitive structures to absorb the knowledge and develop the skills andcompetences required at each stage of their learning
appears to involve thecognitive, affective, social, and psychomotor domains of learning, which has been proposed asproviding an effective way to improve ethical reasoning. For assessment of ESI learning, anaverage of two methods were used per course with a maximum of 8 methods reported; 10% didnot assess ESI knowledge. The most commonly used assessment methods were: group-basedwritten assignments (47%), individual reflections (33%), and individual homework assignmentsgraded with a rubric (31%). Instructor satisfaction with the ability to assess the outcomes ofsocietal context and ethics instruction was weakly correlated with the number of assessmentmethods used (correl. coeff. 0.25). Among all survey respondents 62% believed thatundergraduate
lower empathetic designtendency scores? This study was conducted in a junior-level design course of 76 BME students.We collected and analyzed three data sources: students’ self-reflection reports about theirreframing processes, empathic design tendency scores, and interviews with selected teams andinstructors. The results demonstrated that more than half of the students perceived the connectionbetween empathy and their reframing decisions and that they usually had one reframing momentin the stages of problem definition and concept identification. Also, the findings suggested thetriggers for their reframing moments, information sources guiding their reframing processes,changes made through reframing, and influences of reframing decisions on team
Page 22.429.1 c American Society for Engineering Education, 2011 Design Education for the World of Near Tomorrow: Empowering Students to Learn How to Learn1. IntroductionThe world of technology is becoming increasingly complex and dynamic. The skills that wereconsidered valuable yesterday are becoming the commodities of today and tomorrow [1,2].Looking back at the past 20 years of engineering design and realizing how much the world haschanged it becomes apparent that this change needs to be better reflected in the way engineeringdesigners are educated [3-6]. Complex social networks, consisting of millions of individuals,have formed over the Internet through emerging Web 2.0
submission of reflective design reports.Participants assigned to the iterative condition created two prototypes and a final design insequence (Figure 1, left). After the first prototype was 3D-printed and returned to participants inthe iterative condition by the research team, they could test their designs before making changesto their CAD model for the next round of production. This process was repeated for their secondprototype. After receiving their second iteration, participants in the iterative condition couldmake changes to their CAD model for their final design.Participants assigned to the parallel condition created two prototypes simultaneously followed bya final design (Figure 1, right). The research team 3D-printed both prototypes for
insights about howstudents’ frame their decision making, surfaced by difficulties encountered in applying theframework; and 3) five strategies the students use to seek information. We conclude that DSAholds promise as a framework from which to develop a bridging language. However, futurework is needed to investigate the feasibility of applying it in real time as a reflective tool. Wealso suggest a number of implications for how the lens of DSA might support students' in havingstronger design rationale through development of information seeking practices.2: Design as Decision Making2.1 Design as Decision MakingPeople use metaphors to think and reason about abstract concepts and the metaphors we useaffect how we understand these concepts [9]. Design
environment impacts students’ perception of the engineering design process.Design Based Wilderness Education PedagogyWhen developing a curriculum targeting the engineering design process, the role that design-thinking plays within a design-based learning environment is of particular interest. As describedby Dym et al., design thinking “reflects the complex processes of inquiry and learning thatdesigners perform in a systems context, making decisions as they proceed, often workingcollaboratively on teams in a social process”3. Design thinking has been explored through manyframeworks broadly divided into two paradigms: design as a rational problem solving process,and design as a process of reflection-in-action4. The wilderness environment is
about project status. Theprocess observer role is for an individual with strong nonverbal professional communicationskills. The student is responsible for composing all written project status reports and final projectreport for the community partner and course instructors. The timekeeper and conflict managerroles are useful in ensuring that the team remain focused throughout the course of the project.They are also delegated to students with stronger technical skills. These students focus onmeeting the technical requirements required by the project. The hierarchal structure in roleassignment facilitates maintaining harmony amongst team members.At the end of every semester, students are required to submit a personal reflection discussing hisor
lab time (a 3-hour long lab and 1.5-hourshort lab) each week. Students are assessed through individual and group work withapproximately equal weight on visual communication skills, oral and written communicationskills, and design.Outside of these constraints, our instructors are free to design the courses as we feel is best forour students. One of the main goals of the courses is to stimulate a “deep approach” to learning,meaning that students should attempt to understand, rather than memorize facts and procedures,and learn to appreciate how the data from various subjects and their own experiences areinterrelated12. Similarly, the major components of the courses must be integrated so that theysupport and reflect each other in a coherent
problem-based learning (PBL) asapplied to medical education, students are presented with a patient case and engage in self-directed discovery of a diagnosis of the problem7. In the PBL approach students can seek outinformation from faculty who serve as tutors or consultants.Schon describes an architectural studio model where the design process is learned as “reflection-in action”8. The teaching model consists of a dialogue between the coach and student whereunderstanding is developed through communication and reflection about the design itself. AsSchon states the “dialogue has three essential features: it takes place in the context of thestudents’ attempt to design; it makes use of actions as well as words; and it depends onreciprocal reflection
Society for Engineering Education, 2007 Everyday Project Management Products Archived as e-Portfolio: Evidence of Social Learning in an Engineering Design CurriculumAbstractElectronic portfolios (e-portfolios) have steadily increased in popularity in recent years as aplatform for students, teachers and programs to collect, reflect on and revise their work. E-Portfolios in education are ideally student-centered and outcomes-based, i.e. students use e-portfolios to evidence learning that showcases authentic work, connections between ideas andcourses over time, and culminating achievements. However, on-the-ground implementation of e-portfolios poses some practical challenges in meeting these goals. First, introducing e
lasting approximately one hour. Data was collectedvia video recordings and jottings, with field notes became the source of data for analysis. Twostudents did not respond to requests for interviews; it is possible that the timing of the interviewsduring finals week and the subsequent spring break may had impacted students’ availability. Ashand Gavin from the focal team, NeuroGrip, were interviewed, however, their team mate Luke didnot respond to interview requests. Interviews were guided by a protocol that focused on students’motivations for enrolling in the course, general course reflections and learning outcomes,thoughts on design thinking, and reflections on the design notebook. Retrospective questionsasked students to consider the ways in
interchangeably [2]. Likewise, Atman andcolleagues reference work by those who exclusively discuss framing [3-5], yet refer to that workas scoping. Influenced by Schön’s [6] view of design as a reflective conversation with materials,we use the word he commonly used—framing [7], though we are influenced by work usingothers terms.In framing design problems, designers make many decisions that are consequential to theproblem. They decide what to include and exclude from the problem, bounding it [8]. To do so,they gather information to fill in gaps in their understanding [9]. Experienced, skillful designersengage in framing and reframing deliberately and repeatedly, throughout design process [3, 10-13]. They pay attention to the customer/stakeholder needs
engineering design course that is intended to deepen and enrich students’understanding of these terms by asking them to categorize various artifacts as works ofengineering design. Starting with a simple binary question - yes or no - they move to a planarassessment - and finally to a comparative exercise as complications are introduced into theartifact set. Analyzing their pre and post-activity definitions and student reflections on theactivity allows us to explore the impact of the exercise on the students’ understanding of andengagement with the concept of “engineering design.”1. Background and IntroductionFreshman engineering students often begin their studies with limited, imprecise, and minimallyinformed conceptions of engineering, design, and
description is expected to be more elaborate than in theproposal and there is also the added section of a project reflection, which is not usually part of atechnical report but should give the students the opportunity to reflect on their project and thework they have done during the semester.For the past two semesters the students have been required to schedule feedback sessions withthe Writing Center. The Writing Center assists students, faculty, and staff with the process ofwriting in any discipline and for any purpose. They usually offer free individual and groupconsultations on any writing project at any stage in the writing process. For our senior designcourse we have a special set up so that the teams will have a preferred time slot where they
may have explicit criteria for what they abstractly believe general education andcommunication should consist of, while they employ different criteria implicitly in the actualeducational situation that better reflect the educators’ model of learning.In this study, with the unique context of an open-ended and self-driven tinkering environmentand the student teams’ use of a human-centered design* approach, the collaborations benefittedfrom multiple types of communication and interaction. We explore the processes in which thecross-community designers engage to deconstruct their engineering practices for visitors, and weevaluate their perceptions of learning and engineering as reflected in their criteria for “good”engineering tinkering
work.In this paper, we focus on the weekly surveys: participants received two separate surveys eachweek: a short quantitative perceived preparedness survey sent each Tuesday via Qualtrics and ashort qualitative reflection survey sent each Thursday via email. Participants received $6.25 foreach completed survey, paid in 4-week increments (i.e. up to $50 for each 4-week set of surveys- up to $150 total).The quantitative survey was informed by Experience Sampling Methodologies (ESM), in whichthe purpose of the instrument is to capture experiences as they happen in real time forparticipants [28-30]. The survey asked participants to identify activities in which they hadparticipated within the past week. The list of possible activities was constructed
tool aims to provide students with asafe, virtual environment in which they can: i) learn about their team effectiveness and teamissues, and ii) practice methods to improve on identified areas of weakness before trying themwith their teammates. This on-line tool will serve as a one-stop, on-line portal through whichstudents can access self-reflections and feedback from peer-assessments across different projectteams and track their improvement across different years of their degree. A description of theproposed tool design is provided herein.2. Pedagogical Foundations of the ToolAs discussed above, a student-centred and personalized approach is required to teach team-effectiveness due to the range of student proficiencies. Given the focus of
pedagogical approaches which nurture these capacities.Traditional engineering curricula fail to adequately address the active, iterative, and process-oriented nature of design found in the ABET definition. The use of cornerstone and capstoneprojects does not sufficiently foster the transfer or application of technical knowledge or providerepeated, meaningful opportunities to practice the behaviors associated with design.Research on how students learn engineering design most effectively call for repeatedopportunities to engage in hands-on, open-ended problems. For example, Prince (2004) suggeststhat design and other engineering subjects are best learnt through hands-on, active pedagogy, e.g.project-based learning.6 Impromptu design exercises reflect