. Due to the complex and multidisciplinary nature of their projects, engineeringstudents must learn how to work effectively on a team, as the majority will be expected to workas part of a team after graduation. The projects that they will face during both their academic andpost-academic careers will involve problem-solving and critical thinking, and the unique skillsand perspectives of each team member are necessary to arrive at effective solutions. This paperintroduces a pedagogical boardgame aimed at simulating arguments within an engineeringexercise, as well as the study planned to track the changes.A diverse team has people with different backgrounds, experience, and ways of thinking. Thiscan lead to a wider range of perspectives and ideas
, which is promising. The results are quite useful in adjusting ourresearch design and approach as we plan our future research.Future WorkThe authors plan to conduct an IRB approved study in fall 2023 with four sections of the sameengineering design course as used in the pilot study (n=64). The data set will be modified basedon the results of the pilot study.Because our results suggest that students do not consistently engage with empathy throughoutthe design thinking process, in future studies we propose a design thinking model thatencourages more sustained empathy throughout the iterative process (see Fig. 3).Fig. 3: Empathy-based Design Thinking adapted from the Stanford Model for Design Thinking[6]. The light blue hexagons depict empathizing
2023 and recently concludedin spring 2024 semester. The preliminary impact of the proposed approach is planned to beevaluated using a combination of qualitative and quantitative research methods, which couldinclude, pre- and post-surveys, interviews with students, faculty, sponsors, and Expo judges, aswell as scores provided by Expo judges. These results will help educators assess the benefits ofthe approach and develop a framework to integrate effective communication teaching andpractice skills within the curriculum for engineering design courses.1. Introduction1.1 BackgroundEngineering Capstone Design courses offer immersive experiential learning opportunities,including the opportunity to practice communication across a wide range of
hasnot yet developed a community of practice surrounding it and is presented as a space for allstudents to use, both for academic endeavors and also for fun, personal projects. Within thebroader context of the campus, the Library Makerspace is largely planned to be a launch pad forthe broader campus, where students can begin engaging with project at a low to non-existentbarrier to entry for projects, to spark an interest in extracurricular learning. As the student'sinterest in projects grows, and they begin to explore higher complexity concepts, they shouldoutgrow the Makerspace and move to other build spaces on campus that offer more specializedtechniques and higher skill ceilings, like that of the Foundry for metalworking or the
Problem definition - Problem definition worksheet Ideation - A link to the Engineering for Change solutions library - Ideate Mixtape - IDEO Rules for Brainstorming Prototyping & testing - Prototype testing plan - Prototyping Mixtape Funding proposal and pitch - Three examples of Gates Foundation proposals - The Gates Foundation Call for proposals - Three examples of pitches to non-profit organizations - A guide to making an effective pitch deck - How-to tutorials on making non-profit
). Positive interactions with the peer mentors andinteracting with peer mentors with a similar identity expands the potential for students toexperience a great sense of belonging. Attending to students' sense of belonging is critical totheir development and is associated with student persistence and engagement in learning. Thus,enhancing the peer mentors fostering of student belonging is fundamental to student success. Infuture research, we plan to explore in more detail how to enhance the peer mentors' awareness oftheir influence on student belonging and what they can do to enhance belonging.Working in Teams. Our research empirically documented students perceiving the peer mentorsas effectively facilitating their working in teams in several ways
engineering professionals and the ways that they related tothose engineering professionals helped students form a picture of the engineer they would beupon graduation. Ned shared: I was in the pre-construction office. I think I was like the only person here who wasn't actually on a project. So, a lot of quantity takeoffs, looking up specs, just trying to like assist estimators, and any kind of monotonous work, you know. So, it was cool, like learning from everybody, though, because they obviously everyone in that office was super knowledgeable. I’m kind of hoping to get out on a project next summer. But like long term it’s definitely cool work. So, I think my plan like post college is, I want to move around
experience thefeeling of affirming and building upon others and having their own responses be affirmed andbuilt upon. This activity was designed to take roughly 10 minutes. Students were told to workwith their team to plan a vacation. The following instructions were provided for the interventionteams.Work with your team to plan a vacation. This is entirely fictional; there are no limitations onwhat you can do.Round 1: Yes, but (2 minutes) • The team member with the first name alphabetically (by first name) begins. • This person shares an idea for a vacation. • Moving clockwise, the next team member responds “Yes, but…” and replies to the previous person. • Continue moving clockwise and having each team member respond “Yes, but…” for a
are important for assessing students’ achievements in an educationalprogram. These are strategic tracks that outline students’ journeys through an entire program inthe context of developing a specified competency or knowledge base [15]. A learningprogression framework presents a broad description of essential content and general sequencingfor student learning and skill development [16]. Given the characteristics of the HCEDframework, we argue that it can assist educators in planning and building curriculum maps thatcan be used to identify learning progressions [17] for engineering students to develop human-centered engineering design knowledge, skills, and mindsets.Literature has defined the value of learning progressions in K–12 science and
teamwork mental model is the shared understanding of the roles, responsibilities, and skillsof team members as well as interpersonal interaction requirements (Mathieu et al., 2000;Mohammed et al., 2010). In the design work context, Stempfle & Badke-Schaub (2002) describeelements of the teamwork model to include planning, analyzing, evaluating, deciding, andcontrolling (or summarizing) elements of the team’s process. These steps are mediated throughbasic thinking operations. This model is developed over time and is an important element in thesuccess of the team. A task mental model is the shared understanding of the work goals, the process for how toachieve those goals, performance requirements, and design constraints. Stempfle & Badke
, 3.4, and 3.5, which includethe following student outcomes [1]:Criterion 3.3 An ability to communicate effectively with a range of audiencesCriterion 3.4 An ability to recognize ethical and professional responsibilities in engineering situations and make informed judgments, which must consider the impact of engineering solutions in global, economic, environmental, and societal contextsCriterion 3.5 An ability to function effectively on a team whose members together provide leadership, create a collaborative and inclusive environment, establish goals, plan tasks, and meet objectivesGiven the recognition that development of non-technical skills like communication, taskaccountability, work
about what DEI meansDEI: What does this mean to Neighbor) to them personally and to theiryou? group. They also discuss intersectionality and personal backgrounds.Week 3: How to keep your Chapter 3 (Talk about It) In groups, students share careercareer in orbit and Chapter 5 (Expand your plans/goals, and create role-recognizing/responding to Comfort Zone) plays about recognizing andmicroaggressions responding to microaggressions.Week 4
change impacts can bemitigated with urgent action to increase climate resiliency and drastically reduce greenhouse gasemissions. There is great need for sustainable development of our societies, which enables us tomeet our present needs “without compromising the ability of future generations to meet theirown needs” [2]. To achieve this, many industries must make changes to manufacturing andproduction methods in order to prioritize resource efficiency and reduction of emissions andwaste, while meeting demands of an increasing consumption population.In 2015, the United Nations adopted the “2030 Agenda for Sustainable Development”, providingan ambitious plan to address global problems, including climate change, environmental health,poverty, and
challengesrelated to gathering and synthesizing stakeholder and contextual information to inform theirdesign projects. Broadly, these challenges fall into four areas: 1) planning information gathering,2) locating information and evaluating information quality, 3) processing and interpretinginformation, and 4) applying information to design decisions. The first two areas representchallenges with information gathering [9], [12], [13], whereas the last two areas representchallenges with information synthesis [16], [17].Related to planning information gathering, student teams that lack prior familiarity with theirintended stakeholders may struggle to develop a detailed plan in advance for gathering project-relevant information [18]. Student mindsets regarding
project teams in planning and development, through external evaluation, and as publication support. Most of his workDr. David Hicks David Hicks is an Associate Professor in the Electrical Engineering and Computer Science Department at Texas A&M University-Kingsville. Before joining TAMU-K he served as Associate Professor and Department Head at Aalborg University in Esbjerg, Denmark. He has also held positions in research labs in the U.S. as well as Europe, and spent time as a researcher in the software industry.Dr. Breanna Michelle Weir Bailey P.E., Texas A&M University, Kingsville I am a licensed Professional Engineer in the State of Texas. I currently serve as the chair for the Department of Civil and
grant project teams in planning and development, through external eval- uation, and as publication support. Most of his work is on STEM education and advancement projects and completed for Minority-Serving Institutions. He also conducts research regarding higher education focused on the needs and interests of underserved populations and advancing understanding of Minority- Serving Institutions.Dr. Breanna Michelle Weir Bailey P.E., Texas A&M University - Kingsville I am a licensed Professional Engineer in the State of Texas. I have been employed at Texas A&M University-Kingsville since 2006. I currently serve as Chair of the Department of Civil and Architec- tural Engineering.Dr. David Hicks, Texas A&M
engineering careers and curriculum is well-known. ABET lists“an ability to function effectively on a team whose members together provide leadership, create acollaborative and inclusive environment, establish goals, plan tasks, and meet objectives” as astudent outcome in its outcomes-based assessment of engineering curricula [1]. Early careerengineers often describe effective teamwork and interpersonal skills as the most importantcompetencies in their jobs [2, 3]. The formation of teams can significantly affect how well a teamworks together, and team formation and function have been studied in engineering curriculum fordecades [4–6]. Previous research has shown that teams are more effective when instructors createthe teams considering students
advanced topic; create Planning, Perception & Control your own prelab & lab * Note that some of these classes were taught multiple times. Other topics were developed but have yet to be taught - these are not included here.The high structure of First Year Design, made transparent to learners and emphasized from thebeginning, helps to create a more participatory learning environment of rigor, accountability,practice, and ownership. Learning is distributed into weekly modules that provide diversifiedopportunities for non-optional participation and rapid feedback, which, in turn, supportsformative assessments and responsive, dynamic teaching. Early modules foster skilldevelopment
sculptures, also provide insight into earlyhuman design practices and the role of form and aesthetics in design. However, the writtenhistorical record of evidence of early humanoids' cognitive awareness of design as a formalprocess is weak, or nonexistent. Even the way we think about design, whether as a linear process,cyclical, or continuous can impact how we embody it in the world of objects, plans, devices,technology, human, or more-than-human concerns [32]. These more-than-human conceptsinclude ecological agency and systems, biocentrism, Anthropocene, non-life entities, and AI androbotic systems.The English word ‘design’ has its origin in the 1540s, meaning “to plan or outline or a scheme orplan in mind” derived from the French ‘desseign’ which
). Each team presented their cumulative Engineering Notebook slides to their peers andprovided constructive feedback to each other.2.5.2 Sketching and CADAll students started with individual hand-sketching and brainstorming prior to sharing their ideaswith their teammates (Fig. 5). Teams were also required to designate roles such as ProjectManager, CAD Manager, Manufacturing Lead, and Drawings Coordinator to ensure that allstudents held leadership responsibilities in at least one aspect of the project. They were alsorequired to create a detailed schedule of their project plan and modify it weekly as needed toadjust for unforeseen circumstances. Fig. 5 Sample Conceptual SketchesAfter deciding on an initial design
course design.Collaborative inquiry is an experience-based and action-oriented [16] method for jointlyinvestigating a topic of interest among an affinity group. In collaborative inquiry, members of theaffinity group share responsibility and power for planning and engaging in the research [15,16].Research involves repeated cycles of reflection and action, with each member of the team actingan equal participant-researcher.Here, cycles of reflection and action fit into our established course design cycles. Reflectionincluded informal discussions of course design thinking and tensions during regular coursedesign meetings as well as more targeted discussions at separately scheduled, less frequentmeetings. Action included engagement with design
uncommonin research. Within academic research, there is a long history and a tendency to perpetuate thedominance of one group by building a collection of theories, methods and tools which disparageor ignore the knowledge and skills of marginalized groups. She offers the example of the PorteusMaze, which was used as a measure of intelligence in Africa at the height of colonial rule.Students were given a printed plan of a maze and had to trace a path they would follow to get tothe center of the maze. However, as more Africans than Europeans were successful in getting tothe center of the maze, this test was abandoned as a measure of intelligence [16].The PSVT:R was developed by Roland Guay in 1977 at Purdue University, cites Sorby andBaartmans [9
unexpected learning outcome, where students appreciated the benefits of both an iterativeand parallel approach to prototyping stating that they planned to use a combined strategy forfuture projects [12]. Prior work also shows that students strongly preferred an iterative approachregardless of condition or competition performance [12]. Working with the university’sinstitutional review board (IRB), great care was taken to ensure that the educational experiencewas equivalent and fair for students in either prototyping condition. Their performance in thecompetition did not directly impact their grade in the course, whereas project deliverables wereconsidered course content.Students in the iterative condition (Figure 2, right) produced a model using CAD
hardware issue,they first worked collaboratively to solve the problem, then would seek the help of instructors.This suggests that students used kits within a student-based community of practice, engaging injoint enterprise and mutual engagement both in-person and remotely in the hybrid course.When students needed help with practical activities while using the kits, the hybrid design of thecourse gave them the opportunity to connect with instructors online or in person. The pre-coursesurvey indicated around half of students planned to use Zoom and Slack to do so, alongside allresponses noting the expected use of email, the Canvas learning management system, andGoogleDrive which housed technical guides to the kits. The post-course survey showed
devising innovative and functional layout plans for hospital operatingdepartments (Zhao et al., 2023), and in the realm of educational facilities, it facilitates the generation ofclassroom layouts (Karadag et al., 2022). The fashion industry also benefits from GAI, with studies showingits transformative effect on design processes (Särmäkari & Vänskä, 2022). Furthermore, in user experiencedesign, GAI plays a pivotal role in modernizing the design process, enhancing various stages fromconception to completion (Houde et al., 2022). In the context of design education, the adoption of GAI is recognized for its potential to enhanceinstructional methods and prepare both educators and policymakers for the future of learning, emphasizinga
effectively on a team, as the majority will be expected to workas part of a team upon graduation. The projects they will face during both their academic andpost-academic careers will involve problem-solving and critical thinking, and the unique skillsand perspectives of each team member are necessary to arrive at effective solutions. This paperintroduces a pedagogical boardgame aimed at simulating debates and negotiations within anengineering exercise, as well as the study planned to track the changes.A diverse team has people with different backgrounds, experience, and ways of thinking. Thiscan lead to a wider range of perspectives and ideas that can improve problem-solving anddecision-making. The wider pool of knowledge and experience of a diverse
. 10In the Engage phase, LbE markedly improved student engagement, stimulating early involvement withdesign thinking tasks. However, this initial enthusiasm requires careful moderation to prevent it fromeclipsing the core content goals and to mitigate the risk of activity fatigue, which can emerge fromrepetitive LbE use. A critical issue noted was the difficulty in connecting these engaging activities withthe design thinking framework comprehensively. During the Explore phase, LbE effectively facilitateddesign ideation, promoting hands-on exploration. Yet, the efficacy of this phase hinged on the structureddelivery of LbE sessions. Without meticulous planning, students struggled to express their experientiallearnings, highlighting a gap in
continue to expand on the pedagogical framework we designed for thisstudy by developing educational activities designed to position students to draw on CSTs acrossthe design process. For example, we plan to cultivate local, national, and internationalpartnerships to develop course projects that allow students to engage with real communities andapply CSTs to real design projects. Our goal is to address engineering education's technocentrismby educating students on frameworks for analyzing social context in engineering design.References [1] Cech, E. (2012). Great problems of grand challenges: Problematizing engineering’s understandings of its role in society. International Journal of Engineering, Social Justice, and Peace
, Engineering, andMathematics) fields, especially those requiring work with computer-aided design (CAD) tools[11]. Research suggests that well-developed spatial skills of this type are critical to successfullyadvancing in engineering and many other fields [12]. These types of spatial skills involvevisualizing 3D objects and perceiving their different orthogonal viewpoints if they were rotatedin space. The study team developed a custom – constructed VR application for college-levelstudents that are involved in 3D modeling classes. The students usually ask feature-relatedquestions to better understand and plan their design intent. In this regard, the study teamincorporated existing 3D models that are taught in Spring 2023 classes in the VR
educationinstitutions who plan to implement sustainability in their curriculum. This finding also provided a practicaldirection to governments who want to find a sustainable way to reach their goals of greenhouse gasreduction, to invest in “green” education and to develop students’ “green” mindsets, which will in turn toincrease future engineers and general civilians’ sustainability awareness and practices to keep the worldmore sustainable.Our future research will focus on developing more open-ended questions in our survey to gain moreunderstanding of students’ mindset on “green”, before and after junior design and senior capstone designclasses, conducting survey in serval years after these students’ graduation. This will help use to understandthe impact of