; Tamblyn, 1980; Boud & Feletti, 1997). The method requires carefully defined sets of problems that engage students in a structured process to develop a higher level of learning (Dahlgren, 2003). Class time can be dedicated for mini lectures to help scaffolding the problem, class discussions or students reporting (Norman & Schmidt, 1992; Weiss, 2003). Students learning in problem-based learning is self- directed, with the instructor playing the role of a facilitator (a coach, or a “guide on the side”) (Duch, Groh & Allen, 2001; Tan, 2003) 10 • Project-based learning: Project
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
their courses. Second, administrative processes atuniversities make adding new courses and/or updating current offerings to incorporate socially engaged designcontent a long, difficult process that requires significant investment from faculty members. Third, non-traditionalengineering skills may not fit sequentially into engineering curricula. Students are typically most motivated toacquire these skills when confronted with the challenges of specific design projects, which they may encounterthrough both traditional coursework and co-curricular opportunities. Because of these factors, educationalprograms related to socially engaged design need not only to be accessible to faculty for incorporation into theirexisting courses, but also accessible
box and functional models before first sharing and iterating with their team members and then sharing and iterating as a class. During the course, students individually generate a black box and functional model for the course project as homework. Feedback is provided on their homework, and using the feedback, students then work as a team to arrive at revised black box and functional models for the course project. It is this revised team functional model that becomes the basis for morphological matrix based concept generation and function-based failure analysis. 20• Mechanics & Materials: In the mechanics and materials course, students taught from Materials: Engineering, Science, Processing and Design, 21 are
Paper ID #32450Managing Uncertainty in CAD-enabled Engineering Design TasksMrs. Ying Ying Seah, Purdue University, West Lafayette Ying Ying Seah is a Ph.D. candidate in Technology in the Department of Computer Information Tech- nology at Purdue University. Her research interest mainly focuses on developing and validating novel curricular approaches and technology-enhanced learning environments in STEM education, integrating scientific and engineering thinking in the relevant disciplines. Specifically, her current project focuses on designing, implementing, and validating a Learning by Design curricular approach in science
that lead to reducing the quantityand diversity of possible solutions, the results of the study can support engineering instructors toprovide scaffolding as they provide lessons on concept generation for their students.IntroductionWith the increasing complexity of problems in the world, engineers must develop innovativesolutions to pressing problems, as described by the National Academy of Engineering [1]. Toequip students with important design skills, design education has adopted project-based coursesthat require students to tackle open-ended problems [2]. However, despite the changes in thecurriculum, studies have indicated the challenges of teaching students how to innovate [3], [4].Engineers engage in concept generation in design, which
tasks. Tokens are self-defined learning objective “crumbs” that gothrough an anonymous peer-review process, where students experience giving and receiving peerfeedback [6] [7]. Students move their tokens through a modified Webb’s Depth of Knowledgesequence that shows greater depth of learning while progressing towards innovation [8]. In theCardiovascular course, depth of knowledge assesses four levels of learning (DOK-1 Describe,DOK-2 Connect, DOK-3 Apply, and DOK-4 Innovate) while progressing towards innovationimpact levels based on expert review (Impacts Self/Group, Impacts College/CommunityOutreach, Impacts Academia - Limited, Impacts Academia - Extensive, and Impacts Society) [9].The opportunity to collaborate on an innovative project while
to generate their own projects which includeddesigning and prototyping physical products. Students worked in the undergraduate fabricationfacility with hand tools, power tools, and various materials depending on their project topic. In2020, as part of the university’s response to the pandemic, courses were offered through remotedelivery, which limited the students’ opportunity to access the fabrication facility. To meetexisting learning objectives including using basic hand tools, designing and conductingexperiments, the course was redesigned for remote learning with the use of theMMTK and several associated design modules.40 students were enrolled in the course, with 30 students located domestically and 10 locatedinternationally. The
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
device with a single word. The nextcategory is the critical or difficult functions to solve, and the final category is the importantcustomer needs transformed into single action verbs. Normally the customer needs are acombination of an adjective and a noun. To be used in the WordTree Method, customer needsmust be converted to equivalent verbs. For example, the verb form of the customer need of “easyto repair” is “repair”. Figures 4-6 illustrate the mission statement, partial functional model andblack box model for a device to fold laundry18. The laundry folding device is intended forstudents with very limited fine motor skills. This design project was originally completedwithout the WordTree Method presented in this paper and then the design
Page 13.723.2teaching courses on the product development process for more than a dozen years. A key aspectof our product development courses is that they are project based9-11. It has become clear to theauthors that additional focus on tools/processes related to innovation and creativity is warranted.Over time, the authors have been exposed to a variety of creativity exercises through conferenceworkshops or industrial training sessions. Though inspiring in many ways, the authors felt thatthere was room for exercises with more distinct ‘morals’ or ‘teaching points’ which wouldprovide a deeper understanding of typical roadblocks to creative thinking and provide concrete,conscious ways in which an engineer looking to innovate can break down some
undergraduates in class.User-Centered DesignUser-Centered Design (UCD) is a required course for all engineering majors taken during eitherthe second semester of the first-year or the first semester of the second-year. It introducesstudents to strategies for identifying the needs, capabilities and behaviors of a user group, anddeveloping designs that reflect the empathy gained for the user group to address their needs. Itincludes iterative design methods to elicit user requirements, generate alternative designs,develop low-fidelity prototypes, and evaluate designs from the perspective of the users. Theculminating course project involves students developing relationships with and designing anengineering innovation that meets the needs of users in the
experience differs noticeably between studies. Early work in productdissection focused on the benefits of learning how products work [3, 4, 16], while more recentwork has investigated how product dissection may be beneficial during product redesign as asource of inspiration or to provide a jumping off point for creative idea generation [17-20]. Theuse of product dissection as a tool in product redesign is important, because a goal of engineeringeducation is to teach students how to apply the design process to improve their ability to utilizeinnovative processes in industry. [21, 22]. Through the use of project based learning, educatorscan integrate product dissection into the design process and promote creativity; both of which arepart of ASEE’s
the PCB designfiles to the fabricator for a quotation. Good fabricators typically review the uploaded Gerber filesfor design errors and often suggest changes to the layout design. The PCB is fabricated uponagreement of any changes or revisions.In most cases, the engineer will not be intimately involved with the actual fabrication process butinteracts with the fabricator. The primary challenge faced in this project was to create anenvironment that simulated an industry-like atmosphere for PCB design. In many instances, thefabricated PCB is altered by the fabricator after consultation with the original designer to reducecost and/or to increase performance. An additional constraint was the departmental budget: itwas cost prohibitive to allow
,analyses of award winning products, and a case study of a long-term design project, DesignHeuristics capture the cognitive “rules of thumb” used by designers to intentionally vary their setof candidate designs[23]. These strategies appear to be ones that expert designers employautomatically, without consciously deciding to do so[24]. The heuristics were individuallyextracted across multiple concepts from multiple designers to reflect a useful level of abstractionin describing how to alter design characteristics to create new ones[25]. The resulting set of DesignHeuristics capture 77 different strategies, each of which can be applied independently or in tocreate new designs[26].The set of Design Heuristics is packaged as an instructional tool for
research to analyze students’ reflections on a designactivity. On-going research to analyze the transcripts provides the early observation discussed.Results: Low-Fidelity Prototypes as Practiced by StudentsIn an attempt to understand students’ approaches to low-fidelity prototyping, we asked studentsto create three different prototypes of “an exercise machine that saves time and space.” The ideabehind the project was to push the students beyond the machine itself, thinking about largercontexts of exercising and healthy living—a readily available machine in a dorm room, forexample, can save time for the students not needing to walk for the gym if it is designed in a waynot to take much space as well. We tried to avoid using terms such as a
engineering design coursewith an embedded capstone design project. In addition to attending weekly 100-minute meetingsto learn about engineering design theory, methods, and tools, students in these courses metoutside of class to work on their capstone projects. The model for this course has previouslybeen published previously [18][19][20]. The following table showcases some of the differencesbetween the section taught using a more traditional lecture-based format and the section using aformat that rewarded adaptive expertise. Lecture-Based Adaptive Expertise- Feature of Course Section Based
engineering, power systems engineering,where energy conversion concepts are the foundation of those programs, emphasis on powerelectronics requires an in-depth knowledge and skills, which can only be acquired through abalanced lecture-lab combination. While courses of power electronics have been an integralcomponent of electrical engineering and/or engineering technology programs, the lecture &project scheme has been the dominant method of course material delivery. Thus, it is uncertain todetermine what practical skills were acquired, through any power electronics course that does notinclude a formal laboratory component.Previous researchPrevious research has determined that the practicum/laboratory experience is instrumental in thegraduates
, instructors lecturing to a camera, and power pointstyle presentations with a voice recorded over pictures and texts [10] & [11]. Most of the videosreported in the literature were produced by the course instructor [12], [13], & [7], with a fewmentions of student-produced content [13], [14], & [11]. The task of generating video-basedlecture content for a course can be a huge project that can exceed the time that the instructor hasavailable [15] while also meeting research and service expectations.Students watching a video may be reviewing pre-existing knowledge or they could be introducedto a new topic. Either way, these students are engaged in remembering previous knowledge andthen applying new knowledge, whereby their pre-existing
, namely “what are the ways that sustainable design has been experienced among the participants involved”. 2. Current practice was further investigated to understand what assumptions existed about sustainable design and how it was understood in practice. It was found that different disciplines had differing understandings and ways of operating even though they were working on the same projects. This lead to the realization that a more diverse range of views was needed to better inform what sustainable design practice is and should become in the future. 3. A research method known as phenomenography was selected as it was best able to answer the research question posed. The best way of gathering data with this
). Page 26.871.6Data CollectionStudents agreed to participate in a one-hour data collection session, with 30 minutes devoted toeach participant’s concept. Each participant was asked to bring a previously defined concept forthe project they were engaged in within their course, and all students had been previouslyrequired to complete some form of user or market research to inform their project. The entireexercise was audio and video recorded (Figure 2), and all sketches and notes the participantsgenerated were retained and scanned for further analysis.The empathic walkthrough method was conducted twice for each dyad, with each participant’sconcept serving as an encapsulated use of the method, approximately 30 minutes in duration.Dyad A was used as
accreditation effort.QM Standards and Course Content DevelopmentThis course teaches database system design concepts followed by SQL queries. Theoreticaldatabase models were developed during the designing period. After practicing SQL querylanguage, students practice on developing a database on the server side. The server-sideprogramming language PHP is used to access the database producing a dynamic database drivenwebsite. Many practical skills are involved in the course project development. Delivering theskillset effectively over the online format poses challenges to the instructor.Before QM was applied, the course used traditional syllabus for online teaching which covers thefollowing contents: Instructor’s name, course offering date period, material
Engineering Design in an Exam EnvironmentAbstractOne of the most difficult aspects of engineering is the effective teaching of engineering design.While it is paramount that every engineering student be exposed to engineering design, it can bedifficult to assess the design skills of individual students. Most design assessment is typicallyconducted at the project or team level, and many assessments of design effectiveness only usethe capstone experience. This is clearly inadequate. Instead, what is needed is an effectivemethod that can be used to partially assess the design capabilities of individual students in anexam setting.This article will discuss an approach to assessing design skills in the exam environment
initiatives with all engineering departments. One of his key initiatives was the introduction of an elective ”Multidisciplinary Design Stream,” in which students participate in a series of courses and industry sponsored projects that build significant and relevant skills to foster creativity and innovation in their future careers. Strong has received multiple awards for teaching and student support, most recently as the recipient of the 2010 Alumni Award for Excellence in Teaching. Prior to his appointment at Queen’s, Strong spent over two decades in the private sector in engineering and management. His experience spans three different areas: the primary aluminum industry, biomedical and biotechnology instrumentation, and
projects. Wefocus on exploring the major challenges students encountered when applying design ethnographyduring the front-end design phases of problem definition and elicitation of user requirements.Research DesignStudy PurposeOur study was guided by the following research question: What aspects of design ethnographydo students find most challenging during front-end design phases?To explore this question, we interviewed engineering student designers about their experiencesduring a design ethnography immersion program. This interview approach allowed us to come toa deeper understanding of students’ perceptions of the usefulness of design ethnography. TheInstitutional Review Board of the University of Michigan approved the study and informedconsent
Center forDesign Research in Mechanical Engineering at Stanford.Dr. Nanami Furue, Tokyo University of Science Nanami Furue received her Ph.D. degree from the Graduate School of Commerce and Management, Hitotsubashi University. She has been working as an Assistant Professor of the School of Management, Tokyo University of Science and teaches Product Planning and Design Thinking. She has conducted several research projects in the field of marketing, innovation and design. Her major research interest is comparison of idea generation and selection of new product development among different countries and occupations.Chunchen Xu American c Society for Engineering
Paper ID #31204The Wrong Theory Protocol: A Pre-Ideation Technique to EnhanceCreativity and EmpathyDr. Vanessa Svihla, University of New Mexico Dr. Vanessa Svihla is a learning scientist and associate professor at the University of New Mexico in the Organization, Information and Learning Sciences program and in the Chemical and Biological Engineer- ing Department. She served as Co-PI on an NSF RET Grant and a USDA NIFA grant, and is currently co-PI on three NSF-funded projects in engineering and computer science education, including a Revo- lutionizing Engineering Departments project. She was selected as a National
products throughout the semester, the students arealso required to complete an end of the semester research project that incorporates therisk assessment techniques presented in the course into their current graduate researchprojects.After two semesters of teaching this new course, it is our conclusion that integrating new,knowledge-based techniques like RED can enrich the learning experience of coursescovering PRA topics. In the context of this graduate level course implementation, REDprovides the students with a list of historically significant potential failures relative to theproduct under investigation. The list of potential risks enables students to perform moreadvanced risk analysis techniques that they will encounter in industry such 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
curriculum.An approach to enhance spatial thinking or spatial reasoning skills is learning three-dimensional(3D) modeling [4]. 3D modeling involves several steps and design decisions to make sure that afeasible design is made. Learning 3D modeling is supposed to not only enhance students’ designdecisions but also improve their spatial thinking ability. With the proliferation of consumer-level3D printing, Virtual Reality (VR), and Augmented Reality (AR), there is a sparked interestamong educators to teach 3D modeling using tools like Tinkercad in formal and informal settings[5], [6]. An additional benefit of 3D modeling knowledge is the career path it opens. Severalcompanies and industries are in the need for 3D designers for a variety of projects