alsoreceives students who are unable to complete at a 4-year school due to relocation and job-relatedissues. Placing all upper division courses online has also aided our traditional on campusstudents by giving students the opportunity to take a course while at co-ops and internships.Survey feedback from face to face and online students indicates no major issues with theeducational experience. Outcome assessment data and student course evaluations indicates asimilar level of performance between online and face to face students. Student placement datadoes not indicate problems with the online program.1. introductionThe pathway to an engineering degree may be blocked for some students due to location andtime of day restrictions. Online degree options can
Engineering Disciplines Brian Aufderheide1, Otsebele E. Nare1 1 Hampton University, USAAbstractThis is a Work in Progress. Students are taught how to model, write, and solve engineeringequations as part of their typical curriculum. But what is not covered is how to meld theengineering design world with the economic domain needed to be successful in industry. Oneauthor has supervised over 35 industrial design projects, and through his experience found thatwhat industry values most is a detailed Financial Operational Model with clear design andeconomic parameters evaluated through sensitivity analysis. At Hampton University
academic community, participate inprofessional societies, and participate in career mentoring. Almost all SCOPE scholars are ontrack to complete their degree with strong academic performance. This paper presents theprogram achievement so far and documents the results and impact of awarding scholarships laterin the academic program based on academic performance, retention, and survey data.1. Introduction to the S-STEM ScholarshipIn 2015, Lamar University in Beaumont, Texas was awarded an NSF S-STEM grant titled“Industrial and Mechanical Engineering Scholars with Scholarships, Career Mentoring, Outreachand Advisement, Professional Societies and Engineering Learning Community (SCOPE) S-STEM Program”. SCOPE Scholars participate in career mentoring
, Human Factors, Ergonomics and Safety. Category 10 has the most relevanceto an ergonomics course, although as discussed earlier, some IE programs may combine topicsfrom Categories 10 and 11 in one course. There are 8-12 exam questions drawn from Category10 (7-11% of the FE Exam). The relationship between this list of topics and IE curricular contentwill be further discussed in the next section of this paper. 1. Mathematics: 6–9 questions 2. Engineering Sciences: 5–8 questions 3. Ethics and Professional Practice: 5–8 questions 4. Engineering Economics: 10–15 questions 5. Probability and Statistics: 10–15 questions 6. Modeling and Computations: 8–12 questions 7. Industrial Management: 8–12 questions
popularexpression, used to depict the methodology of creating and after a standard method for doing thingsthat various associations can utilize. Best practices are inherent part of education that representsthe association and importance distinguished in instructive examination. They add special featuresinto the educational module by creating speculation and critical thinking abilities through joiningand dynamic learning [1].Grover J. Whitehurst, as assistant secretary for Educational Research and Improvement at the U.S.Department of Education, defined evidence-based education as “the integration of professionalwisdom with the best available empirical evidence in making decisions about how to deliverinstruction.” [2]. Thomas L. Friedman, author of The World
: Developing a New Degree ProgramAbstractIn this paper, we report on the development of a new industrial engineering program, framing itas a systems engineering process in the context of higher education curriculum development. Thecurriculum is described in detail, and innovative characteristics of the program are discussed.The resulting program is flexible, allowing the pursuit of accelerated graduate programs, asecond major, various minor options, and study-abroad; relevant, tailored to the needs ofindustry partners in the vicinity; and practical, providing hands-on education, resulting inemployment-ready graduates.1. IntroductionCurriculum development and innovation is critical to successful programs in engineering. In thispaper, we describe the
of abilities required to succeed professionally in theinformation age. The top four of these skills include critical thinking, creative thinking,collaboration, and communication [1]. In a typical engineering education curriculum, criticalthinking is addressed effectively. Also, students develop their collaboration skills via project-basedcourses that have become increasingly widespread in engineering education in the last twodecades. Furthermore, communication skills are often addressed through the inclusion of atechnical communication course or by otherwise satisfying the communication component ofestablished general education requirements. Laboratory experiences and project-based coursesemphasize the development of technical communication
individual efforts and the ability level that can be reached under adult guidance or incollaboration with more capable peers.1 Guidance can be provided by helping the learner tofocus on particular aspects of the problem by asking leading questions or providing starterinformation, or simplifying some of the details.2Scaffolding provides a structure that helps students construct knowledge by building newknowledge and competencies upon their existing abilities. It is commonly used in writing andusually given in one the following three forms: 1) breaking up an assignment into smallerassignments, 2) keeping assignment constant but increasing the difficulty of materials, or 3)creating a scaffold within a single assignment. 3 The levels of learning based
three courses offered in fall 2016 and fall 2017.The results reviewed as a whole and individually provided insights on student preferences,engagement and learning particularly from the perspectives of the two courses, Quality Analysisand Design of Experiments, which have substantial practical applications within the IndustrialEngineering discipline.IntroductionScaffolding is an instructional strategy that is based on L. Vygotsky’s Zone of ProximalDevelopment (ZPD). The range between the ability level of a person achieved by individualefforts versus under adult guidance or in collaboration with more capable peers denotes ZPD [1].With scaffolding, the materials that the learner has to absorb are broken down into smallercomponents so that the
traditionalteaching methods. The proposed VR teaching modules allow students 1) to experience the senseof being present in a virtual queuing system environment that is representative of a real-worldengineering situation, 2) to expand their natural perceptive abilities and authentic experience, and3) to eliminate the need to deal with any expensive equipment or risky environments to understandthe application of queuing theory. The purpose of the research is to investigate how well studentsgained conceptual knowledge of queuing theory using the developed VR teaching module.Queueing theory is defined as the mathematical study of waiting lines. In this study students wereprovided a conceptual queuing theory quiz after the VR teaching module, and then they
CurriculumAbstractSince 2013, the Industrial and Manufacturing Systems Engineering (IMSE) Department at IowaState University (ISU) has provided high-impact education experiences to as many as 35students/semester (~6% of its student body) through undergraduate research assistantships(URAs). These experiences support ISU’s strategic goal of ensuring that students receive anexceptional education, with sub-goals of improving the ISU Experience for underrepresentedstudents, increasing retention and graduation rates for all students, and growing the impact andscope of graduate programs [1], [2]. The number of students who can benefit from thisexperience in the IMSE Department has plateaued, however, because of faculty time constraints.To significantly increase the
3products. The students are given a 1-week period to play the game. The game simulates selectedinventory control strategies with reorder point and order quantity parameters for 12 months. Thelearning outcomes of the course related to inventory control, and students’ experience with thegame are surveyed. Survey results are statistically and visually analyzed. Overall results indicatedthat the proposed gamification approach is found to have positive impact in learning effectivenessin the majority of evaluation categories. In addition, the contribution of the proposed gamificationapproach was found to be effectively supporting the learning outcomes of the course.IntroductionUse of gamification in higher education has gained credible attention in the
faceincreasingly complex endogenous and exogenous challenges affecting program accountabilitythat include technological changes, financial stability, and demographic shifts in studentpopulations. Entirely related is Buhrman’s discussion [1] on accountability that includesdocumenting formative and summative assessment techniques to evaluate instruction.Elizandro et. al. developed a vertically integrated approach to stakeholder engagement inregional university accountability [2] that originates from this proposed implementationstrategy for ABET accredited programs. However, the concept is easily extendable to allscience, technology, engineering, and mathematics (STEM) programs [3]. STEM programaccountability is critical because of the regional university
diverse teams lead to better conclusions for complex problems. Therehave been numerous studies, from a variety of contexts, which have studied this premise.Recently, an article described using a linearized maximally diverse grouping problemformulation to create diverse teams within University of Michigan’s Engineering GlobalLeadership Honors Program. Their results were implemented with minimal changes [1].Work in homogeneous teams (“Group of Same”) versus heterogeneous teams (“Group ofDifferent”) has shown that heterogeneous teams encounter more challenges as the diverseteammates learn how to work together; however, they often overcome their homogeneous teamcounterparts with better results [2, 3]. Extensive research by Ned Herrmann has evaluated
inaccordance with conditions that continually changed in response to competitors’ actions.Adaptability involved managing uncertainty through negotiations with other teams andinnovating within the game’s ruleset to secure advantages. Third, the game was built to promoteconstrained decision-making, as students needed to understand what information was needed toapply certain engineering techniques or make engineering decisions, as well as distinguish whichdecisions were appropriate for the given amount of information and time they had to completethe game.The purpose of this qualitative study was to identify evidence of learning during the game and todetermine, for future iterations, (1) what learning frameworks fit the data to inform the game’sdesign and
of Washington. Her research is focused on the development of quantitative methodologies for the anal- ysis and sustainable management of sociotechnical systems, including supply networks and production systems. Her email address is caroline.krejci@uta.edu. c American Society for Engineering Education, 2018Industrial Engineering Outreach to the K-12 CommunityIntroductionDespite the ubiquity of industrial engineers in the workplace, the K-12 community is relativelyunaware of this engineering discipline. Previous research has demonstrated that the identity ofindustrial engineering (IE) is ambiguous, and many K-12 educators are unaware that such adiscipline even exists [1]. As a result, few high school
Carnegie Foundation [1], and we are a member of Ashoka's ChangemakerCampus Consortium [2]. From their first days on campus, students are told that they have thepotential to be changemakers who make the world better.Electrical engineering began in 1987, industrial engineering was added in 1996, and mechanicalengineering was added in 2003. In 2013 the Shiley-Marcos School of Engineering wasestablished. A general engineering program was created in 2016. A unique characteristic of allengineering degree programs is that they include the same liberal arts core required of allundergraduates. This results in 147 semester-unit engineering curricula that culminates in a dualBachelor of Science/Bachelor of Arts degree. Computer science is also housed in SMSE
professional communication, a way to develop and examine ideas,and a method to test learning. “A central tenet of writing across the curriculum and in thedisciplines, is that the use of writing goes far beyond improvement of students’ skills. Instead,writing is essential to learning and the process of development that higher education aims tofoster”[1]. Simply performing writing, however, does not guarantee higher-level student learning.In order for writing to have significant and lasting value to students, it must be perceived asmeaningful by the students performing it [2]. Meaningful writing has been shown to befundamental to identity formation across disciplines, a topic recently linked to issues of retentionand representation in engineering
was converted to a flipped classroom environment for half of the course material. The mainobjective of this research pilot project is to investigate the impact of video length and videoactivities on the retention and understanding of Gen-Z engineering students for a software-basedsimulation course. Results show that students are more likely to watch medium-length videos thanshort-length videos, but those who do watch short-length videos have better learning outcomes.KeywordsGeneration Z, flipped classroom, engineering education, video length1. IntroductionThe engineering students today are from Generation Z, the cohort of individuals born from 1996-2010 [1]. They are high-efficiency multi-taskers with 8-second attention spans, typically
experience tools and ServQual.The proposed Toolkit is developed through the following five stages: 1) collect voice ofcustomer (VOC) and voice of process (VOP); 2) analyze the information; 3) recommendactions; 4) identify and classify projects; 5) prioritize. The recognition phase is based ontwo dimensions: a) service quality; and c) customer experience.The toolkit developed provides a framework that incorporates customer experience tools towiden the application of six sigma in service industries. The framework and toolkit weretested in the International Lean Six Sigma ITESM-BMGI Certification Program. Theresults of its application are presented and discussed and future work is proposed.Keywords: Six Sigma, ServQual, Customer Experience, VOC
and marketability, but the truequestion that they are wanting to answer is will I be able to find a job upon graduation.According to the United States Department of Labor’s Occupational Outlook Handbook,industrial engineering will grow 5% from 2012 to 2022, which will produce anemployment change of around 10,000 jobs, but will this growth be able to provideenough opportunities for current and future industrial engineering students? Also, what isthe perception of industrial engineering job opportunities by incoming engineeringstudents? This paper analyzes and compares the results from 3 surveys administered bythe University of Arkansas. It will 1) explore survey results for students interested inindustrial engineering to help gain insight on
suggest a need to market to IE students differently?Data is collected from more than 1,500 undergraduate industrial engineering and businessstudents throughout the state of Georgia. Analysis is presented for various demographics,including gender, age, and ethnicity.IntroductionLogistics is an important and growing field. In 2014, total US logistics costs were $1.45trillion, which represents 8.3% of GDP [1]. However, there is a need for more college studentsto choose careers in this field. Traditionally fed from business and industrial engineeringprograms, logistics faces a current shortage of students entering the field. The Georgia Centerof Innovation for Logistics reports that there was a gap of more than 270,000 logistics relatedjob openings
classroom to quantify the effect against predicted values of student motivation andsatisfaction. Recommendations on how these factors can be easily implemented into industrialengineering classrooms will allow improvements in many classrooms outside of thePennsylvania State University.Student Learning StylesIn engineering classrooms, instructors often teach in a manner that is not aligned with thedominant learning styles of the student population.1 Students should be challenged to thinkoutside of their normal learning styles in order to best retain and use information in the futurecareers. Due to the disconnect of student learning styles and instructor teaching styles, studentsmay become disinterested in the classroom and lack motivation to continue
identified teamwork as one of themost valued and necessary skills for college graduates, as the majority of engineering employerswant engineering educators to focus on developing students’ teaming and collaboration skills [7].Despite the clear emphasis on teamwork in engineering and the increasing use of student teamprojects, our understanding of how to support engineering students to develop these skills islimited [1]. Some engineering education researchers consider how to teach teaming skills inengineering courses [9], but some others question if teamwork can be taught [17]. Moreover, fewstudies have linked student collaborative learning or teaming skills to specific instructionalstrategies.Case-based instruction asks students to analyze realistic
student projects can result in a number of benefits forthe healthcare institutions, students, and faculty members. One of the primary gains forinstitutions is the ability to draw on the skills and knowledge of faculty and students in IndustrialEngineering and Industrial Management to solve real problems. The solutions provided byMercer students have included process maps, time studies, 5S studies, inventory managementsystems, simulations, survey analyses, standardized process recommendations, training plans,staffing and resource allocation plans, and conceptual design of human-machine interfaces. Apartial list of projects and their deliverables can be found in Table 1. Many of these deliverablesalso serve as evidence of continuous process