constantly incorporating new technologies in their work. While this may seemobvious given that engineers are responsible for the creation of a significant portion of thetechnologies used in the world, the practicing professional engineering community is sometimesconservative in their embrace of new technologies. This was the case with finite element analysis[1], [2], but with vastly improved user interfaces and local availability of significant computingpower the use of high-fidelity numerical simulations is seeing significant growth both in practiceand in the classroom.In Froyd, Wankat and Smith’s paper “Five Major Shifts in 100 Years of Engineering Education”[3] they include “Simulations” as part of the “Fifth Major Shift” and note that
, University of Texas El Paso American c Society for Engineering Education, 2021 Art and Engineering in Kindergarten (RTP) Introduction In the race to lead the world in academic standing, the US has formalized theKindergarten curriculum and swept away the center-oriented classroom design of play,exploration and socialization to a more academic setting [1]. Visual art and engineering are twosubject areas with precarious footing in the K-12 U.S. education system. One fading away witheach grade level and the other emerging only in recent years as a legitimate content area. TheTexas Education Agency added the Engineering
), Roll &Wylie[1] highlight this metaphor, and suggest that it has “run its course” as a useful paradigm. Interms of our understanding of AI, it has been difficult to conduct a holistic examination of thedisciplines that comprise the AI space in the past, due to differences in methods specific to thefields. However, recent advances in tools, as well as increased collaborations among diversepractitioners from the humanities, bioengineering, computer science and others is leading tobetter ways of exploring this space. Why does AI matter in engineering education? First, webegin with the premise that AI can support learning activity during the problem-solving stage byintroducing “surprise”, which has been identified as an important trigger for
to take Introductory Biology and ElementaryStatistics to provide them a chance to work on examples, view tutorials and take quizzes at theirleisure to enhance their classroom experience.Up until Spring 2020, the application was developed and maintained solely as an iOS App, withSwift serving as the primary language as Apple products are common in the educational setting.A recent survey among our students showed that of 26 students in a class in which the app wastested, 17 or 65% used an iPhone or an iPad. Additionally, there are sound development reasonsto focus on one platform or another 1 . Unfortunately, there were problems like the absence of testsfor classes/methods and refactoring issues for the student developers. Also, users found it
depends strongly on theparticular design project selected.Capstone projects are an important component in the engineering curriculum that combinevarious aspects of students’ learning into an integrated team project to address real-world,complex problems. Capstone projects frequently involve multiple elements including design,simulation, fabrication, validation, and cost analysis. This complexity requires system thinkingand can easily become interdisciplinary [1, 2]. Due to reporting requirements, interaction withcustomers and sponsors, and collaboration among different team members, these projects alsoprovide an excellent opportunity for practicing and improving written and oral communicationskills [3]. Capstone projects are considered an
new online tool that will provide additional support for delivering content at scale tostudents around competency development, reflection, and communication.IntroductionExperiential learning opportunities have been described as important in higher-educationcontexts for many years [1] as these opportunities have been linked to better career placementand recruitment and retention efforts [2]. Experiential learning opportunities have also beenidentified as a key pedagogical feature of engineering education as noted in the recent MITreport The Global State of the Art in Engineering Education [3] and others [4-8]. This emphasismay stem from experiential education’s alignment with engineering-design education efforts [9],its potential to support
analytical skills have been shown to improve with an increase in drawing skill[1, 2]. The physical act of drawing stimulates both sides of the brain and improves peripheralskills of writing, 3-D spatial recognition, critical thinking, and brainstorming [1–4]. However, asearly as grades K-12, students with spatial abilities are overlooked by current gifted assessmentprograms [5]. Due to emphasis on mathematics and verbal reasoning in standardized testing, andless attention to assessment of spatial skills, these students may not be seen as likely to succeedaccording to current predictive models of academic success [6], despite its necessity in STEMfields and impact on other STEM subjects [7].Studies by Sorby have consistently demonstrated that Spatial
-skilledtechnicians, though AM constitutes almost a quarter of the region’s total employment. Guided bythe overarching research question (RQ) “To what extent do curriculum content, employer needs,and student experiences align within an advanced manufacturing educational pathway,” thisNSF-funded study’s goals have been to 1) investigate the role AM program pathways have inmeeting the needs of employers and new professionals who are employed in the region; 2)expand the research base and curriculum content recommendations for regional AM education;3) build regional capacity for AM program assessment and improvement by replicating, refining,and disseminating study approaches through further research, annual AM employer and educatormeetings, and annual research
an “evaluate-and-improve” taskIntroductionWith the wide adoption of the Next Generation Science Standards [1], engineering has migratedto the elementary school classroom, often alongside existing science units. With funding fromNSF’s ITEST program and in collaboration with partner school districts, we developedintegrated science and engineering curriculum units for elementary school students in Grades 3through 5. In these units, students learn about a problem in their local community, then engage inrelated inquiry activities before designing and prototyping an engineering solution to theproblem. As part of our iterative curriculum development process, we wanted to assessindividual students’ design thinking practices at multiple points in
skillsthat may or may not be fostered across different engineering spaces and identify instances ofdissonance experienced by engineers related to the types of practices emphasized in a givensetting that could potentially affect their engagement or persistence in engineering.BackgroundModern engineers are called to tackle an array of complex issues of regional and globalsignificance—so-called Grand Challenges [1]—such as climate change and global health care.To fully address such issues, engineers must be able to identify and incorporate into theirdecision making all relevant elements of systems in which their work is contextualized.Employers, policy makers, and scholars call for promoting systems thinking in engineeringeducation because it is an
hands-on experiences [1], [2]. Engineeringtechnology is a relatively small major and due to its similarities to engineering is oftenoverlooked and at times assessed with engineering programs [2], [3].Due to engineering technology and engineering being two distinct fields, it is crucial to assessthese fields individually as an engineering technology student's way of thinking may not besimilar to an engineering student [3]. The research focused on understanding students' learningand social behaviors pursuing engineering technology will increase understanding of theirapproach to problem-solving [2], [4]. This study provides insight into engineering technologycompared to engineering students' thought processes by identifying engineering
theiropinion on the assignment layout.The study was truncated because of the COVID-19 pandemic, so only partial results arepresented.Low Level InstructionThe low-level instruction assignments were formatted to be resemble a traditional type ofassignment. Very short assignment instructions were included in the Canvas assignment (Figure1) along with a detailed lab instruction word document. Students were expected to download theinstruction document and follow along with all the steps, images, and support links. Each stepincluded all the knowledge and material to successfully complete the step, which generally madefor a lengthy document. Figure 1: Low Level Instruction Canvas AssignmentMedium Level InstructionThe medium-level instruction
team of researchers at a Southwest Hispanic-Serving Land-GrantUniversity embarked on an National Science Foundation-funded study to provide workshops forfirst year engineering students to introduce them to metacognitive awareness learning strategiesthat have the potential to help their study skills, and in turn, their academic performance. Toassess if these strategies were utilized and if they were helpful for students, we collected pre- andpost-intervention surveys and reflective writing journals. The survey items came from themetacognitive awareness inventory (MAI) [1] to measure pre- and post-knowledge andregulation of cognition. These surveys were administered to the introductory level engineeringclasses at the beginning and end of their
Minority Participa- tion (SUNY LSAMP) and the $1 million S-STEM Scholarship Academic and Social STEM Excellence for Transfer Students (ASSETS) programs. These NSF sponsored programs help low-income, and under- represented minority students persist and succeed in STEM majors and careers. Dr. Woodson received his B.S.E in electrical engineering from Princeton University and his Ph.D. in Public Policy for the Georgia Institute of Technology (Georgia Tech).Ms. Rachel Faye Perlman, Stony Brook University Rachel is a PhD candidate in the Interdepartmental Doctoral Program in Anthropological Sciences at Stony Brook University. Outside of her research, she is devoted to accessibility in STEM higher educa- tion. She has
regarding the effectiveness of this new educationalenvironment, especially when it comes to discussion-based courses [1]. Although studies arefew, preliminary research suggests due to COVID-19, higher education will see academicperformance suffer as well as increased dropout rates [2].Many educators around the world have been required to redesign their courses to accommodate afully online teaching environment. There is evidence that shows many academics encounteredchallenges in effectively facilitating the online classroom experience and lacked the necessaryunderstanding of information technology to provide a smooth transition to online learning. Manyeducators were also not well-versed in the online pedagogical understanding needed to design
been recognized, by researchers and practitioners alike, that feedback plays a decisive role in learning and development, within and beyond formal educational settings. We learn faster, and much more effectively, when we have a clear sense of how well we are doing and what we might need to do in order to improve.” [1]These words open up Hounsell’s article discussing the importance of feedback to the learning process.Overall, we know that giving students effective feedback is one of the most powerful influences ofstudent success [2]. We also know that there are many ways in which feedback to students can fail:feedback which is delivered too late top the student is not timely enough to help them. If feedback isnot engaging
betweenstudents' interest and performance in engineering design. Moreover, students with high interestalso have a high performance and high self-recognition in engineering design and vice versa.Keywords: Engineering Identity, Interest, Performance, Self-recognitionIntroductionThe Bureau of Labor Statistics (BLS 2018) projects employment growth for engineers over the2016 - 2026 decade [1]. However, some new studies show declining interest among students inthe U.S. to pursue careers in science, technology, engineering, and math (STEM) related field[2]. Therefore, it is vital to encourage students' engineering identity development from an earlyage to explore their interest in engineering to guide them to pursue careers in engineering. Oneway to increase
Intro to ME course provided anegative impact on the capstone design program. Faculty indicated a need to further integrateelements of the design process across the curriculum. The results provide ME faculty insightsinto how implementation of an Intro to ME course may affect the capstone design process attheir own institutions.IntroductionDesign is an essential element of engineering practice [1]. Early design experiences forundergraduate engineering students in the United States has been an increasing trend since thelate 1980’s, motivated by a recognition that undergraduate engineering students often began theirexposure to this fundamental concept late in their engineering studies [2]. This exposure todesign processes typically happened in a
definition, and problem solving discourse among students, faculty, and practitioners. Dr. Olewnik is also the Director of Experiential Learning for the School of Engineering and Applied Sciences.Dr. Randy Yerrick, Fresno State University Randy Yerrick is Dean of the Kremen School for Education and Human Development at CSU Fresno. He has also served as Professor of Science Education at SUNY Buffalo where he Associate Dean and Sci- ence Education Professor for the Graduate School of Education. Dr. Yerrick maintains an active research agenda focusing on two central questions: 1) How do scientific norms of discourse get enacted in class- rooms and 2) To what extend can historical barriers to STEM learning be traversed for
Goals, Roles, Processes and Interpersonal relations (GRPI) model of teameffectiveness was created and team retrospectives were scored using that rubric. We used amixed-method approach to explore the following research questions: 1) What was the impact onteam effectiveness when instruction changed from face-to-face to online due to the COVID-19pandemic? 2)What strategies were adopted by teams to navigate the sudden change ininstruction? To address the first research question, we performed inferential statistics to comparethe impact of team effectiveness between face-to-face and online instruction. To address thesecond research question, we conducted a thematic analysis to understand the qualitativedifferences of team effectiveness for face-to
particular, it evaluates on the basis of key learning outcomes that measureresearch, comprehension, leadership, professionalism, and communication skills, both oral andwritten. The rubric is composed of the following: (1) Research & Sustainability Analysis, (2)Project Development, (3) Teamwork & Leadership, and (4) Deliverables. Each section of therubric addresses a necessary area: 1. Research & Sustainability Analysis – Students research and analyze sustainability’s meaningfulness to the project and show how to address stakeholders’ needs and project trade-offs. 2. Project Development – Students complete the project within schedule while meeting pre- set and targeted sustainability goals. 3. Teamwork &
research is related to engineering education and modeling, designing, building, instrumenting and testing complex systems ranging from spacecraft to electric vehicles.Caroline Benish American c Society for Engineering Education, 2021 Assessing the Value and Implementation of Interdisciplinary Activities in Academic Makerspaces and Machine ShopsIntroductionThis paper first investigates the value that engineering companies place on (1) interdisciplinaryexperiences and (2) hands-on skills learned in university makerspaces and machine shops. Asurvey was completed by 259 company representatives at the University of Wisconsin College ofEngineering (UW CoE) career
Human-Centered Design via Student ReflectionsIntroductionWith a worldwide pandemic threatening the health of all, now is the time to ensure that we, thecommunity of engineering educators, are actively providing the next generation of engineerswith the skills and motivations necessary to address grand societal challenges in meaningfulways. One "grand challenge" for the engineering education community that we put forth ispreparing engineering undergraduate students to meaningfully integrate stakeholders into theirdesign-based thinking, a domain of work that is preceded by many others [1-3] and which isostensibly an essential aspect of the design outcome of ABET program accreditation [4].To this end, in this study
: Robotics Technology in the department of Computer Engineering Technology atCUNY-New York City College of Technology is offered as a technical elective to its senior students. Inaddition to introducing fundamental subjects in both Autonomous Mobile Robot [1] and RoboticManipulator [2], another goal is to prepare students with necessary knowledge and skills for roboticprogramming and design. The course is structured to have a 2.5-hour lecture session and a 2.5-hour labsession each week. When teaching onsite the school (i.e., in-person), students were given physical robotsfor implementation of the algorithms discussed during lectures. When access to laboratory facilities wasimpossible under e-learning (for example, during the COVID-19 pandemic
circumstances, finding themselves and their studentsdistraught and stressed and in need of immediate support from the administration. Our Division of Information Technology (DoIT), prior to the switch, invested in creatingresources for online teaching. However, due to high requests for immediate professionaldevelopment, they quickly developed a training program “for instructors who wish to take amore deliberate and holistic approach to preparing their courses for remote, synchronous andasynchronous, online instruction [1].” The Planning Instructional Variety for Online Teaching(PIVOT) provided “...evidence-based principles for how people learn and share many of the bestpractices of teaching in face-to-face classrooms, but leverages those
complexsocial interactions [1]. Having diversity in team membership in terms of gender and culturalbackground has been linked to improved performance compared with homogenous teams (Page,2008), but cultural biases and social factors can impact how certain students (e.g., women,students from traditionally underrepresented minorities, students with low socioeconomic status)engage in team projects [2]–[5]. For example, female students may be marginalized to clericalroles on design teams [3]. Instructors can play an important role in helping design teams developeffective teaming and communication practices, and can mentor teams to be more inclusive andequitable [3], [6]. However, issues of diversity may be difficult for engineering faculty todiscuss, even
animations in their engineering education? We are administering pre- andpost-surveys to understand students’ interest in chemical engineering as well as animation use.This paper is a work in progress.IntroductionInteractive textbooks can improve student learning through active learning or “learning bydoing” [1-4]. The influence and familiarity of electronic devices among the “digital native”student population makes interactive learning an appealing platform for higher educationstudents [5]. One challenge is configuring educational material, such as textbooks, learningexercises, and homework into a format that applies technological tools in a familiar and engagingway that benefits learning [5].Animation advancements with digital technology bring
within libraries. Theintegration of computers into libraries for both public use and library staff lead tomachine-readable library records, the addition of electronic resources to librariescollection, and new services such as printing, scanning and computer training workshops.By the end of the 20th century the internet would revolutionize how libraries interactedwith their patrons. Today, there are a number of technologies libraries have beenexperimenting with including artificial intelligence, 3D Printing, the internet of things(IoT), and augmented and virtual reality [1]–[4]. In particular augmented reality (AR) isan exciting technology that has begun to be integrated by libraries recently. Librarieshave used AR technology in information
accessiblesmartphones in the digital world today can be a better choice for smart and effective learning.Moreover, it will have more significance with increasing online studies in the current pandemicscenario. In this paper, an AR mobile tool prototype developed for engineering education isdiscussed. The app includes limited opensource 3D models, interaction abilities, teachingcontent, and quiz feature and was evaluated with a survey. This paper will introduce the project,present an overview, design framework, implementation process, testing, and survey results. Thesurvey results show that the app is effective and useful in learning.KeywordsAugmented Reality, Engineering Education, STEM Learning, 3D Models, Unity, Vuforia,Android app.1 IntroductionEducation
situations. Theprototype involves four day-to-day challenges the fictional 3D character faces-like overcomingfears, using manners, playing with others, and sharing. The framework facilitates the child tosolve each problem and move on to the next scene. Augmented reality allows prominent featuresto be highlighted to enhance the attention and motivation of the child. Being able to explore andinteract are critical factors in the learning process. The design of the augmented and mixedreality environments in this study has been done to facilitate a simple learning experience.KeywordsAugmented Reality, Autism, Emotion, Self-Regulation, Children, Technology.1. IntroductionAutism spectrum disorders (ASD) are characterized by impairments in verbal and