emergedduring observations of our teaching and work with founders. Four concerns areexamined in the context of classroom teaching in one specific Graduate Design MethodsClass with applications to other settings: 1) The blurring of entrepreneurial levelconcepts with individual-level story phenomena, 2) The misleading characterization of asuccessful storyteller as extraverted, 3) Over-reliance on specific strategies, and 4)Implicit acceptance of current Silicon Valley models. The focus of the current work is on providing an approach that alerts participantsto the distinction between conversational storytelling and overly rehearsed pitches orpresentations. Unlike the recipe that begins with a “frame, then practice, practice,practice, and deliver
concluded that a sample of 53 engineering innovators provided asufficient population for our qualitative analysis of engineering innovativenesscharacteristics (Mason, 2010). The experience levels and recognitions received by asample of ten of the engineering innovator interviewees is shown in Table 1. Allinterviewee names are represented by a pseudonym to keep their identities andremarks confidential. Page 26.1650.5 Table 1: Engineering Innovator Interview Study Sample Pseu- *Type Gen- Years of ***Formal **Types of donym of der Innovation Education Innovation
innovations have significantly impacted our lives. The Internet,mobility, and social media – along with other emerging technologies - have irrevocably alteredthe way we live, work, play, and learn 1, 2, 3, 4. The outburst of relatively cheap digitaltechnologies that breakdown the boundaries of time and space present organizations withtransformational tools to realize higher efficiencies, improve productivity, and achieve betteroutcomes.In this age of pervasive technology use, grew a new generation of students who are adept atusing sophisticated technologies at home, work, and in school. Anytime-anywherecommunication, collaboration, and sharing are a mere selection of trends shaping the attributesof new student learners. Technology is becoming a
asopposed to products.1 Innovation of products can also be dependent on the innovations arisingfrom materials either through new functionality or improved properties and performance. Oninnovation, a report by Royal Academy of Engineering offered that the long cycles of innovationwe now experience maybe a result of the incremental innovation practices of the past century.2We endeavor to remove these constraints by educating future engineers and scientists in thetheory and practice of innovation with a particular focus on materials.BackgroundWhile generally innovation is associated with products, materials themselves either providefunctional, mechanical or aesthetic attributes to these products. Materials can be viewed as astarting point or as a pool
importance of EML skills.IntroductionRecently, there has been significant interest in the inclusion of activities based onentrepreneurially minded learning (EML) in engineering courses.1-3 The interest is due to avariety of factors, including feedback from employers that students with EML skills are morehighly sought than those with strictly technical backgrounds.1 Skills that have been identified asbeing important for an entrepreneurial mindset include effective communication, teamwork,customer awareness, learning through failure, and tolerance for ambiguity.1 Since these skillsare not typically cultivated in the traditional engineering curriculum, new EML-based activitiesthat can be implemented in existing engineering courses are highly sought.At
senate, and is currently the Associate Vice Provost for Graduate Education.Dr. Shannon Gilmartin, Stanford UniversityDr. Helen L. Chen, Stanford University Helen L. Chen is a research scientist in the Designing Education Lab in the Department of Mechanical Engineering and the Director of ePortfolio Initiatives in the Office of the Registrar at Stanford University. She is also a member of the research team in the National Center for Engineering Pathways to Innovation (Epicenter). Helen earned her undergraduate degree from UCLA and her PhD in Communication with a minor in Psychology from Stanford University in 1998. Her current research interests include: 1) engineering and entrepreneurship education; 2) the pedagogy of
CanvasThe idea of product archaeology has been explored elsewhere 26,27,28,29,30,31 , but this is the firstintroduction of the canvas. Product Archaeology Canvas Broader Impacts Marketing Customers/Stakeholders Sales and Distribution Legal and Regulatory Value Proposition Technical Design Finance Operating Resources "#$%&'(!)*(+&, ! ! ! ! ! ! ! ! ! ! ! ! ! !-.(&,! Figure 1: The graphical representation of the Product Archaeology
engineering, innovations are often viewed in terms of threecharacteristics of the solution: (1) it is different than prior solutions, (2) it is valued by a group,and (3) it is implemented13.The above definitions provide a baseline for investigations surrounding what innovation is, butoffer little insight into the inner workings of student innovation projects. Preliminaryinvestigations reveal that students may differ from instructors in the way they characterize thegoals of, experience of, and competencies necessary to complete innovation projects7,14. Theseinvestigations suggests that above all else, engineering students view innovation as a jointopportunity to learn new innovation and technical competencies while also contributing toengineering
University in Education Technology. Masters from Texas A&M Commerce in Engineering Technology. Currently the Facility Manager of the Texas A&M Engi- neering Innovation Center. c American Society for Engineering Education, 2015 Assessment of Student Outcomes in a 48-Hour Intensive Innovation ExperienceIntroductionRecent reports (1, 2) have highlighted the need to promote development of innovativeskills and entrepreneurial mindsets among undergraduate engineering students. Thispaper will focus on a new extracurricular 48-hour weekend Intensive InnovationExperience (IIE) designed to provide teams of engineering undergraduates opportunitiesto pursue rapid development of hardware
competition focuses on designs whichhave values of real world application, it is also a great opportunity to create entrepreneurial spirit.We have successfully turned a design from a capstone design prototype to a commercial productthrough the EPA P3 awards. Similar successful stories have been heard within this program. Wewill share our story in this paper with an attempt to encourage educators who are working ontechnologies with commercial viability to take advantage of this unique opportunity to grow morestudent entrepreneurs.IntroductionFinding appropriate projects for capstone design courses has never been an easy task [1, 2]. A goodcapstone design project should equip students with essential design skills while meeting budgetand time
including; Active and Collaborative Learning (ACL), Problem Based Learning (PBL)and others (Smith et al., 2005; Smith et al., 2009). These techniques begin with a real worldproblem or observation that is introduced to the students. The students determine that certain skills,facts, or principles are required to solve the problem and the teacher can then act as a guide to helpthem acquire the needed information (Figure 1). ACL and PBL techniques have been shown to bemore effective at student retention of content when they are properly implemented (Prince, 2004). Figure 1. The Problem Based Learning pedagogical technique for course modules.The effectiveness of STEM education in the United States has been widely debated and criticized,but there
about the effectiveness of specific interventions and activities, and more summative information about the extent to which the program is producing desired faculty development and institutional transformation outcomes.In response to these recommendations, program staff developed a theory of change toguide selection of program activities (a summary is shown in Exhibit 1). Exhibit 1: Pathways Theory of Change Page 26.1401.3Implicit in the recommendations and the resulting theory of change is the principle thatboth individual and institutional behaviors drive the existing engineering educationparadigm and its desired end state: faculty
first year engineering experience, authentic projects and assessments, and P-12 engineering.Heather Sapp, Ohio Northern University c American Society for Engineering Education, 2016 Curiosity, Connection, Creating Value: Improving Service Learning by Applying the Entrepreneurial MindsetIntroductionProviding students with meaningful learning experiences can be challenging. One approach is touse authentic learning, where knowledge is applied in real world contexts. Through contentanalysis of relevant journal articles from different disciplines, Rule outlined four characteristicsof authentic learning.1 First, the problem at hand is rooted in the
of decades. Industries offeringhigh volume products with low levels of innovation lost their competitive edge while embracinginnovativeness gained importance as a driver of economic success. On the other hand adiscussion about the educational system started. Already in 1964 Georg Picht published “DieDeutsche Bildungskatastrophe”5 (The German Educational Catastrophe). It describes andcriticizes (1) the relative low share of state budget spent for general and academic education, (2)the low number of high school graduates and (3) the inferior chances of children from rural orworking class families to get access to higher education. The discussions led to a number ofreforms in the German educational system. Especially a practical and industry
educationalopportunities to develop the associated skills in today’s engineers. The study1 was conducted inthree phases that involved: 1. Understanding intrapreneurship today through corporate visits and sharing information on successful practices and examples 2. Determining the most important competency areas associated with these practices and examples 3. Determining engineering educational opportunities to develop the appropriate skills for these competency areasStarting with the collaborative process used to engage the academic and industry participants,followed by the key competency areas identified, this paper will focus on the ways in whichthese competencies have, and can be developed through engineering education and
Page 26.295.4establish the requisite policies and processes that nurture the innovative and creative process, andwill provide no more than a manageable level of resistance to change. Students must berecognized as having diverse needs, skills, and abilities, and must be given the appropriate accessto innovation space resources. Given the entrepreneurial nature of innovation spaces, intellectualproperty rights regulations and policies must be strictly adhered to.1 Further, issues might include limited funding or the fact that there may be innovationopportunities that are not considered in scope of funding. Space limits might also be aconstraining factor; problems arise with resource constraints if spaces are not flexible enough ordo not
ideas of design concepts, i.e., getting inputs from team members, leads to unique concepts that are not generated individual.7Few researchers have surveyed a large number of inventors and innovative companies tounderstand innovation. For example, Walsh and Nagaoka have considered the question “Whoinvents?” by surveying about 1900 Japanese and American innovators identified from theirpatents.8 Arora, Cohen, and Walsh have recently conducted a survey of American companies toidentify the sources of innovation (e.g., supplier, customer, internal lab, startups, etc.); they alsostudy whether patents have played a role in the innovation.92.2 Teaching innovationUniversity programs that teach innovation can be categorized as follows:1. Courses
organization. Our study supports aposition that not only can students and employees be screened for these fundamentalcharacteristics, but also that this ability can be developed, grown, and reinforced. This studyfurther reinforces a hypothesis that seminal entrepreneurship and innovation skills canactually be learned.1. Introduction:The comfort zone is a behavioral state within which a person operates in an anxiety-neutralcondition, using a limited set of behaviors to deliver a steady level of performance, usuallywithout a sense of risk (White 2008). It is a type of mental conditioning that causes people tocreate and maneuver mental boundaries. These boundaries differ from person to person basedon varying methods of processing uncertainty. For some
emotions and championed their own contributions. Table 1: Code Definitions Code Description Mentions work with team members, how team members reacted to Engages plans, ideas, feedback or comments, describes the way the team Page 26.1327.3 performed with each member Organizes Organizes thoughts from start to finish in a concise manner. Uses examples and definitions to support ideas, design approaches or Explains problem-solving, describes team problem
principlesassociated with it. The most common solution forms for this contradiction are the principles"another dimension", "dynamics", "partial or excessive actions", and "blessing in disguise."While the principles are abstract, sometimes to the point of being cryptic, TRIZ resourcematerials are available that describe in plain terms the meanings of all principles, as well asprovide implementation examples. One such tool is freely available online from the organizationSolid Creativity7. The example provided in Figure 1 illustrates use of this web site to analyze theproblem outlined above.Figure 1. Screen Capture from the TRIZ40 Web Tool, Available athttp://www.triz40.com/TRIZ_GB.phpWhile TRIZ is a powerful tool for applying lateral thinking to solve design
most useful for addressingchallenges that are complex, require many people, and in which there is a high degree ofuncertainty about the best approach.1 This set of conditions holds true far beyond productdevelopment.One such scenario is that of planning and implementation of organizational interventions –anenvironment in which “strategic planning” is often the tool of choice but one which is ineffectivein a networked (rather than hierarchical) context. An alternative approach described in this paperis “strategic doing”. As in agile product development, the approach uses iterative cycles ofimplementation, learning and reflection, and improvement, with a focus on rapidexperimentation and gradual scaling up of solutions. While not designed for
three areas in whichengineering education must justifiably direct considerable attention.4 The Enterprise model, bydesign and in practice, requires a high degree of interaction among team members and betweenstudent team members and faculty advisors and industry mentors. Research establishes that theseinteractions are the most predictive measures of positive change in college students’ academicand personal development and satisfaction.1 The Enterprise program, as a core imperative foreducating engineers for the future, teaches and trains students for professional practice – withpractice understood as the “complex, creative, responsible, contextually grounded activities thatdefine the work of engineers at its best”.7The program, with its emphasis
received a University grant to “revitalize”the senior design experience through the following goals 1. develop an alternative project selection method, 2. involve students in project selection in an entrepreneurial fashion, 3. utilize active learning teaching methods and enhance content and delivery, and 4. increase use of online course content. Page 26.1346.3The pedagogical purpose of this approach was driven by a desire to put the students in situationswhere not only the solutions to design problems are open-ended, but the generation of thespecific design problems is somewhat open-ended as well. Furthermore, the purpose
engineering. Rather, the vastmajority of the engineering student population at University of Calgary, where this is the mostpopular course out of three courses that fulfills a degree requirement, is exposed to thismethodology. The other two courses are in the process of being phased out and this will be theonly course to fulfill the requirement in the near future.I.Course DesignThe course consisted of two 75-minute lectures a week for the entire class, with the class brokenup into three 75-minute weekly sections of between 29 to 51 students over the course of a 13-week semester. The goals, or learning outcomes, of the course are to increase the student’sability to 1) evaluate the impact of technology on multiple facets of society such as
and Development,Colonel, USAF, and even “Chief Skunk” (at the iconic Skunk Works at Lockheed Martin).Leaders from all but one but one of the ten companies participating in this study of innovation incorporations recommended that innovative engineering graduates have high levels of confidenceand/or attributes and behaviors that depend directly on such confidence. It is not enough that aninnovative engineer be competent. He/she must also have the confidence needed to behave andact in the following ways: Confidence-dependent Behavior/Attribute Mentioned by innovation leaders at: 1. Question the status quo enough to consider DuPont, IBM, Lockheed Martin, Pankow disruptive solutions
institution, what programs had you heard of?” Inresponse to this question, students ranked the entrepreneurship LLC fifth (n = 141) among thetop ten programs identified, Table 1. Table 1 Response to freshman questionnaire: “Prior to coming to our institution, what programs had you heard of?To amplify our in-person marketing effort, we plan to enlist current program participants asguides for tours with prospective students and parents. This may increase the eventual numberof applications if more students join our institution specifically because we have this program.The freshman survey sought to address the issue of program attractiveness with the question,“Which of the following programs had an impact on your decision
potential for transformative change often do not scale or extend far beyond their local settings; furthermore, they are difficult to sustain without continued external funding. This panel brings together several groups who are focused on fostering an entrepreneurial mindset to advance the scaling and sustaining of educational innovations. The panelists will offer approaches and strategies for achieving scale by examining the educational ecosystem, and offering entrepreneurship-‐focused models to embed this goal at the outset. The panel will consist of four representatives. 1. Epicenter offers entrepreneurship and innovation programs for engineering
. According totheir model, there are three primary influences on student outcomes: student pre-collegecharacteristics and experiences, organizational context and peer environment (Table 1). Page 26.1431.4 Table 1: Terenzini and Reason Conceptual Framework of College Impact: Primary Influences inStudent Learning (adapted from Terenzini and Reason (2005)8.Primary Influence ExamplesStudent Pre-college Characteristics Socio-demographic traitsand Experiences Academic preparation and performance Personal and
available for free on YouTube.Figure 1 illustrates how the perspective of a new technologies market potential differs from oneperspective to another. Figure1:DifferentPerspectivesofanEmergingTechnology’sMarketPotential Exemplar student projects in the first three years illustrate how students apply the principles ofnon-market analysis for real world clients in fields such as water and air drones, autonomouscars, hydropower, biodiesel trucks, smart traffic lights, bike sensors, wearable technologies,edible electronics, and environmental technologies. Feedback from clients and students illustratethe utility of the course.Faculty in other universities can teach a
starting fall 2015.Inworks Space We considered it critical to the success of the Inworks that it be housed in space thatsupports communication, collaboration, and experimentation. This is because that physical spacerepresents one of the tools used to bring people from different backgrounds together. Our spacehad to be warm, inviting, and supportive. People should want to spend time there, and it shouldbe possible to spend large amounts of time there comfortably. There needed to be a place toprepare a light meal, and to relax. Our space did not have to be modern or upscale. Power andconnectivity are essential; carpet and acoustic ceiling tile are not. Figure 1 shows a view of theInworks workshop area.Figure 1: The Inworks Workshop