range of audiences as a student outcome [1].Research demonstrates that sustained, iterative practice in writing strengthens students’knowledge transfer and critical thinking skills [2-4]. Further, we know there is industry demandfor graduates with both technical and professional skills who can put those skills to immediateuse in their careers. [5-10]. The American Society of Mechanical Engineers (ASME) defineprofessional skills as: “problem solving, teamwork, leadership, entrepreneurship, innovation, andproject management” [11]. From this research, we believe a co-teaching model bringing togetherengineering faculty and faculty with expertise in technical communication may improvestudents’ professional communication skills. Our hypothesis is
Paper ID #38625Design of self-regulated learning framework for professional developmentprogram through Learning AnalyticsDr. Shanmuganeethi Velu, National Institute of Technical Teachers Training and Research Dr. V.Shanmuganeethi, Professor, Department of Computer Science and Engineering working in the National Institute of Technical Teachers Training and Research Chennai India. He has around 20 years of experience in the domain of information Technology training and Engineering education research. He has obtained his doctorate in the area of Web Application Security. His area of expertise includes Education Learning Analytics
accessibility and inclusivity for DHH students in educational settings with multiplespeakers, such as group discussions or panel presentations. It can also reduce social andcommunication barriers for DHH students in their interactions with classmates and course staff.Our speaker diarization system consists of two components: 1. An embedding component that uses the generalized end-to-end (GE2E) loss [6] to segment the speech data and create a compact representation for each segment. 2. A clustering component called Links, introduced in [7]. This algorithm assigns a speaker label to each speech segment based on its similarity to previous utterances. The label can be either a new one or an existing one. The labels can be either
-progress paper focuses onhow a learning experience in augmented reality can help students gain the required skills neededfor industry.To date, academia has tried to help students develop strong technical skills by incorporatingdifferent analytical and problem-solving skills into the curriculum. As a result, academia hasintroduced different learning techniques to better prepare students for work after graduation. Onesuch technique is authentic learning with the use of augmented reality. Augmented reality (AR)is a technology that blends computer-generated elements with live video in real-time [1]. Virtual(computer-generated) objects appear to coexist in the same space as the real world are producedby the AR system. While many academics go beyond
Huntsville, Texas. Dr. Pecen was formerly a professor and program chairs of Electrical Engineering Technology and Graduate (MS and Doctoral) Programs in the Depart- ment of Technology at the University of Northern Iowa (UNI). Dr. Pecen served as 2nd President and Professor at North American University in Houston, TX from July 2012 through December 2016. He also served as a Chair of Energy Conservation and Conversion Division at American Society of Engineering Education (ASEE). Dr. Pecen holds a B.S in EE and an M.S. in Controls and Computer Engineering from the Istanbul Technical University, an M.S. in EE from the University of Colorado at Boulder, and a Ph.D. in Electrical Engineering from the University of Wyoming (UW
training toolrelative to other methods, at the conclusion of their global health design program, participantsreflected on their perceptions of the overall effectiveness of the VR training provided in this study inpreparing them for real-world design observations. Participants discussed 1) generally favorableimpressions of the value of VR-based design observation training, 2) a unique benefit of VR-basedtraining over other formats, and 3) issues related to a learning curve in using the VR system, as well astechnical limitations.Overall, participants described their VR training as “the next best thing” (Participant 2) to real-worldpractice for students who have little or no real-world design observation experience. Participant 4reported that
Learning problem is: given modules,materials, lecture style, etc. D, how does an instructor choose to intervene or change so thestudents learn θ correctly? The general representation of an MT algorithm is different than that of the ML method pre-sented above. In this can the teacher does not have training data they wish to impose, but ratherthe model θ itself. The goal of machine teaching is to find A−1 ; the optimal way to teach θ. Thatis, the Machine Teaching problem is: given information θ, how does an instructor choose themodules, materials, lecture style, etc. (D) so the students learn θ? This fundamental difference is crucial to understand, as many believe that ML and MT are sim-ilar. While they are both under the umbrella of AI
inspiration (snake, gecko, or open internet)and sources (basic, intermediate, or technical), as seen in Fig. 1. The biological inspirations weredistributed randomly, resulting in 6 gecko-inspiration groups, 5 snake-inspiration groups, and 1free internet group (with the limitation of not using AskNature). Figure 1 clarifies the threereference categories for the gecko and snake groups: basic – child level (e.g., zoo and nationalgeographic kids-type publications), intermediate – general public level (e.g. Wikipedia and otheronline encyclopedias), and technical – researcher level (e.g. discipline-specific journalpublications).Students had most of a 75-minute class to read their resources, complete a T-Chart, and generatea bio-inspired design concept. The
outlines that the document should contain details of the plans, subgoals, and schedules.Table 1: Reviewed papers including the context, elicitation, and model generation process (cont.)Dulipovici & Cognitive aspects in Participants were undergraduate software A time recording tool was used to measure The authors created five codes related to the typesRobillard a project-based engineering students the effort spent on each activity or artifact of artifacts the team spent time on (4 technical(2004) course in software
herein to aid the following comparativediscussion. The consolidated model is shown in Figure 1, and aligns with the model proposedby French [21]. More systematic and rigorous comparisons of various ED frameworks can befound in the literature [22, 23, 24]. 3 Need Identification and Problem Definition • Literature Survey • Benchmarking Conceptual Design • Concept Generation • Synthesis • Ideation
players then share their design with each other in a judgement-free environment.Concept Selection/DebateIn this section students argue to come up with the design that their team will present to begraded. However, both the design that they argue for as well as the personality status aredetermined by two cards that they draw between the Concept Generation and Debate rounds. The“Personality Card” determines how they will argue during the debate, while the “Initial Bias”card determines which card they will start off arguing for. The initial bias cards will have anoption of a player number, the player’s own design, any design but the players, or an odd or evendesign. The Personality Card types can be seen in Table 1.During the debate stage players
engineering curricula,engineering students are underprepared to engage in a solution mapping practice. The prior workinterviewed engineers who successfully engaged in solution mapping by developing noveltechnologies and bringing them out to market after identifying applications [7]. The interviewresults were translated into a small set of strategies and tested through a controlled experiment todemonstrate that a single, 1-hour session of instruction on solution mapping can support studentsin engaging in divergent thinking and developing solution mapping skills. The previous resultsshowed that the solution mapping tool aided engineering students to generate a large quantity ofdiverse applications of a technology [6], aligning with recommended
Paper ID #38870Adopting a Common Product Design Process across the UndergraduateMechanical Engineering CurriculumKatherine MathieuDr. Micah Lande, South Dakota School of Mines and Technology Micah Lande, PhD is an Assistant Professor and E.R. Stensaas Chair for Engineering Education in the Department of Mechanical Engineering at the South Dakota School of Mines & Technology. Dr. Lande directs the Holistic Engineering Lab & Observatory. He teaches human-centered engineering design, design thinking, and design innovation courses. Dr. Lande researches how technical and non-technical people learn and apply design
with the judgments of domain experts. By using joint embedding methods,text-image pairs can be learned simultaneously while maintaining functional reasoning fromrequirements. Further, a proof-of-concept study provides evidence and discusses how CAD canbe integrated into engineering education.RELATED TECHNICAL BACKGROUNDSThis paper discusses how to link requirement management and CAD with engineering educationpractices through the design of a digital thread. This section introduces the necessary backgroundwith the connections among requirement management, CAD models, and joint embeddingmethods to support future educational needs. Figure 1: A flow chart of coding process to build digital threads for MBE 7Requirement
stream involvement, and a final semester for transitioning to the next-step opportunitiesthat are shown in Figure 2 and Table 1 [4]. As a result of completing the three-semester FIREexperience, students earn nine General Education credits which count towards graduation. It isworth noting that, because the FIRE curriculum is aligned with the university’s General Educationrequirements, participating in FIRE helps these students’ progress toward their degree no matterwhat their major is or might be in the future. FIGURE 2 FIRE Courses and Process [4] FIRE Semester 1. The FIRE experience begins with a course designed to prepare a broadpopulation of students for research. Learning outcomes include mastery of primary
theauthors.Learning Objectives:By the end of this module, students will be able to: 1. Investigate how culture and the events in history affect design choices. 2. Apply design for additive manufacturing (DfAM) design guidelines to generate designs. 3. Design 3D objects with inspiration from a significant time in history or from a culture of their choice. 4. Discuss cultural relevance of their design choices.In a first-year engineering design class titled: Introduction to Engineering, at Western NewEngland University in the Fall 2022, 25 students were exposed to DEI concepts through a designfor additive manufacturing (DfAM) module. Students were required to incorporate historical andcultural themes in the design of the team’s logo that
selection and screening, LCA, and design engineering exercises. The findings andconclusions of this paper show that the use of materials selection, screening, and LCA processeswas beneficial to the students in the design engineering laboratory course. The use of thesetechniques allowed students to gain a deeper understanding of the topics and to gain hands-onexperience that reinforced the lecture material. The use of these techniques also allowed studentsto gain an appreciation for the importance of sustainability and design engineering. Background: As early as the 1970s, there was a call from within the engineering community toinclude sustainability as an engineering practice within the curriculum [1], with the World Councilon Churches calling for
products areprocessed, manufactured, and disposed. Engineers must possess fundamental understanding ofmaterials, in addition to understanding of economic, social, and environmental drivers toadvocate for sustainable alternatives. There are great opportunities in MSE undergraduateeducation to train the next generation of forward-thinking scientists and engineers, so they areprepared to address the large-scale climate change problems.At the University of Michigan, engineering is focused on developing fundamental technical andteambuilding skills so that our engineers can redesign systems to better serve all people. This“people-first” engineering focus has led to the reshaping of the capstone design course for seniorundergraduate students in MSE to
) insummer 2022. The objective of this SBP is to increase academic motivation of the studentparticipants, and increase retention using high impact design activities. The program enrolledunderclassmen from the TAMUK COE and potential engineering transfer students fromnearby community colleges and universities. Extracurricular Bridging Programs identified asa student success strategy by other engineering colleges served as an impetus for the SBP in anNSF IUSE grant [1-3]. The intent of this paper is to share the results of the third annual SBPin the NSF IUSE grant implemented at TAMUK, and to inform and solicit feedback fromother undergraduate engineering education experts. Since this edition of the SBP wasconducted in a hybrid mode, while the
Education. Brill/Sense, 2021.[19] P. G. Liljedahl, "Mathematical discovery and affect: the effect of AHA! experiences on undergraduate mathematics students," International journal of mathematical education in science and technology, vol. 36, no. 2-3, pp. 219-234, 2005, doi: 10.1080/00207390412331316997.[20] J. J. Gross, "The Emerging Field of Emotion Regulation: An Integrative Review," Review of General Psychology, vol. 2, no. 3, pp. 271-299, 1998/09/01 1998, doi: 10.1037/1089- 2680.2.3.271.[21] N. Jausovec and K. Bakracevic, "What Can Heart Rate Tell Us About the Creative Process?," Creativity research journal, vol. 8, no. 1, pp. 11-24, 1995, doi: 10.1207/s15326934crj0801_2.[22] W. Shen et al
to current challenges, and achieve "their purpose of transformingsociety" [26].The exchange of ideas between professionals and students occurs through interdisciplinaryinteractions and generates a positive contribution. Together, interdisciplinary developmentaddresses personal and institutional boundaries by “acting to maintain a sense of ownership andauthority over territories of knowledge” [1]. And, an academic and work environment will becreated in a methodical way in which professionals and students acquire knowledge from bothparties.For higher education, an extremely important element is interdisciplinary, since it can promotecreativity, innovation and synergy through collaboration, teamwork, the application andintellectual dispersion
SketchTivity?A Drawing Self-Efficacy Instrument was used to measure the pre and post self-efficacy of studentswho practiced using SketchTivity[25]. The instrument consisted of 13 items and the average ofdrawing self-efficacy score was calculated for each student.B. ParticipantsThe participants in this study consisted of undergraduate and graduate students enrolled in fourcourses at three different institutions. Out of a total of 138 students enrolled in three courses atthree institutions, 137 students responded to Q1 and Q2; 109, 88, and 65 participants respondedTable 1: Demographics of the participants Participant demographcis Percentage Men 76.09% Women 18.84% First-generation 10.14
required for the design problem.The negative correlation between anxiety, intrinsic motivation, and the students’ increase inbrain activation indicates several conclusions. During the design problems, and as displayed withFigure 2 and Figure 5, the students were less anxious while generating solutions for the seconddesign problem. This correlation is directly aligned with an increased interest and engagement inthis design problem. The decrease in intrinsic motivation, as displayed by Figure 3-Figure 5,indicates that the students had an increased difficulty in maintaining mental attention for DesignProblem 1, as such, an increased difficulty in providing solutions. This can be accounted for byeducators in that the first design problem is more
, collected in an anonymous survey, was examined, and compared tothe performance of the students. Based on the observations, it appears that the effect of onlineteaching was course specific where some impact of the students’ performance was observed. Inthis context, the potential benefits of an online delivery mode of design content require furtherinvestigation. 1. IntroductionThe impact of the pandemic on teaching is examined around the world. UNESCO identified“severe” impact in Canada resulting from closure of in-person learning for elementary and highschool children [1]. A survey from Statistics Canada in April-May 2020 reported that 92% ofCanadian post secondary students had courses moved online [2]. The survey also reported that5% of
enrich student experiences [5]. They provide a realistic opportunity toexplore the nature of the engineering design process [6] and promote student engagement [7].The inclusion of 3D printing allows students to see what works and what does not work, forcingthem to make required design changes [7].Design-build-test challenges also provide opportunities to educate next generation engineers inpractical concepts such as design reviews, technical communication, and teamwork. Designreviews have been recently incorporated into design challenges because they are recognized asan important element in delivering a quality product for a customer [8, 9]. They provide amechanism to determine if the design meets the customer’s specifications and
course adequately covered the fundamental topics in statics andmechanics of materials, the course review team identified several weaknesses or gaps in contentthat generally fell into one of two categories: 1) Insufficient/incorrect course scaffolding and 2)Unmet institutional outcomes.Insufficient Course ScaffoldingThe legacy ME 220 course provided very little scaffolding to facilitate students’ learning.Scaffolding provides a learning structure that prepares students to understand new concepts and todevelop new proficiencies more easily by intentionally incorporating pedagogical building blocksto more complex concepts and proficiencies. On the other hand, fading deliberately removes thelearning structure that is provided with scaffolding to
multidisciplinary nature of the capstone projects. Data from the capstonesequence at GVSU is used to demonstrate these methods. The result of the methods detailed in thepaper is a clear, stable, and independent metric that can be used to assess outcome (3) for eachprogram major in a multidisciplinary capstone project.IntroductionIn the revised ABET General Criterion 3 (Student Outcomes), outcomes (a) through (k) have beenreplaced with (1) through (7). Outcome (g) used in 2017 and before required only “…an abilityto communicate effectively.” [1] This paper presents methods to measure ABET student outcome(3) which is written as “…an ability to communicate effectively with a range of audiences.” [2]There has been several attempts to create technical
conduct an in-depth analysis ofstakeholder needs, generate detailed engineering specifications, and utilize the Quality FunctionDeployment tool to identify interactions between needs and engineering requirements. Since theobjective of the peer mentorship program was to offer exposure to an application-basedengineering project for first-year students, the authors picked an industry-sponsored socio-technical project for which the most crucial stakeholder was the end-consumer from a differentsocio-cultural context. The details of the specific project and the sponsor are in Appendix.3.3 First-year design project interventions The workflow for the first-year design course team project, as shown in Figure 1, followsideation, sketching, CAD (parts
-solving methods, such as the engineering design process or scientific method. It differs,however, by integrating ethnographic practices to develop empathy for how users encounter theproblem in context [5]. This involves observations, as well as interviews informed byobservations and research, including the client in the process of problem solving to make aunique and well-suited solution for the given situation [6]–[8].When teaching the design thinking process, particular attention is paid to inspiration and ideationto develop a design thinking mindset. While inspiration is a unique aspect of design thinking,ideation has a good deal of overlap with the engineering design process, and is composed of twomain steps, 1) idea generation and 2) concept
outcomes from two semesters of its teaching. Integrated andsynergistic deployment of suitable pedagogical approaches is found to be very important forthe execution of the course; and its resource-intense nature and high student workloadrequirements appear as potential challenges.1 Dhanani School of Science and Engineering, Habib University, Karachi (Pakistan)2 Department of Engineering Science, University of Oxford, Oxford (UK)IntroductionExperiential, hands-on minds-on, active learning approaches like learning through makingand doing, and project-based learning have been known to benefit student learning as theypromote creativity, engagement, critical thinking, and collaboration by making studentsactive producers of knowledge rather than