Engineer in the Real World”Key words: “project-based learning,” “international,” “assessment”IntroductionThe quotation in the title of this paper is a student’s statement about the future impact of hisproject-abroad experience in South Africa. Indeed, study-abroad and project-abroad experiencesare increasingly viewed as important for engineering students’ careers. Assessing the studentlearning outcomes of such programs can benefit (a) the students, as they engage in self-reflectionand communication about their experience, (b) the study-abroad program itself, for continualimprovement, and (c) the engineering education community at large, as it seeks effectivemethods and models for preparing engineers for their work. To
viable.For us, this starts with developing a community of support to give faculty the confidence toeffectively introduce wicked problems into their existing courses. Through this community,faculty may leverage one another’s expertise in order to expose students to real-world wickedproblems. In the spirit of holistic engineering education, our hope is to enable instructors toconfidently develop their students’ non-technical skills which are integral for generatingsustainability-minded leaders of the future.5,6Research MethodsIn this paper, our primary research objective was to develop a valid and reliable psychometricinstrument that measures a series of sustainability-related learning objectives that are central toWPSI. Our second objective was to
Paper ID #16847 Shareef wrote and designed the RTTD software. He works for VTCSecure and NTID on the FCC’s Accessible Communication for Everyone (ACE) application. ACE is an open source platform that allows video calls and so much more. Shareef is pursuing his BS degree in Computer Science at RIT.Mr. Jason Dominick Lee, Rochester Institute of Technology, Center on Access Technology I am fifth year Electrical and Mechanical Engineering Technology in the College of Applied Science & Technology at RIT. For over two years, I have worked as a hardware engineer under Center on Access Technology (CAT) department. During that period, I have developed first generation Real-Time Tracking Display (RTTD). I currently work on
to solve a real world problem in the field of corrosion. Thematerials were artificially degraded so that the effects of exposure time and service environmentimpacted the corrosion properties of the sample. The PBL project was structured to assistundergraduate students in learning how materials degrade with time, appreciating howenvironment can influence degradation, as well as identifying alternative career paths for thepurpose of employment or pursuit of graduate programs such as in the field of corrosion orfailure analysis. The project setup required the creation of a scenario in which the student wascalled upon by the court system to provide expert testimony in support of a mock case related tothe degradation and in service failure of a
AC 2009-1290: UNDERSTANDING COGNITIVE STYLE AND LEARNING STYLEAND THEIR APPLICATION TO TEACHING AND LEARNING IN ENGINEERING.B. Kyun Lee, LeTourneau UniversityPaul leiffer, LeTouneau UniversityR. William Graff, LeTourneau UniversityVicki Sheafer, LeTourneau Iniversity Dr. Vicki Sheafer is a professor in Psychology at LeTourneau University.Vicki Sheafer, LeTourneau Iniversity Dr. Vicki Sheafer is a professor in Psychology at LeTourneau University. Page 14.1293.1© American Society for Engineering Education, 2009 Understanding Cognitive Style and Learning Style and Their Application to Teaching and Learning in
with Tripod Figure 3: Real-Time Tracking Text Display (RTTD) SystemReal-Time Tracking Text Display (RTTD)The RTTD system is a software application developed by the authors that integrates the C-printapplication with a Kinect 2 device, so that the display of real-time text tracks the person’sposition. The RTTD system is designed to be portable and it consists of a portable computerwith Kinect 2 and a tripod that can be carried in an over-the-shoulder bag as shown in Figure 3.Many classrooms have a projector and the RTTD system can connect directly to the projector. Ifthe classroom does not have a projector, the portable
Paper ID #30306It’s the End of the World as We Know It, and I Need a Job: A QualitativeExploration of Mid-Year Engineering Students’ Future Possible CareersDr. Catherine McGough, Minnesota State University, Mankato Catherine McGough is an Assistant Professor at the Iron Range Engineering Bell Program through Min- nesota State University, Mankato. She received her PhD in Engineering and Science Education in 2019 and a BS in Electrical Engineering in 2014 at Clemson University. Her research interests are in undergrad- uate engineering student motivations and undergraduate engineering problem solving skill development and
instance, if knowledge, applicationand integration are not rigorously examined, important information about how learners relatethese dimensions will not be grasped. In this work therefore, we have attempted to designassessment accordingly with a view to using the results for curricular and pedagogical reform.Table 1 presents a concise comparison of authentic and traditional assessments.Table 1: Comparison of authentic and traditional assessments.Authentic Assessment Traditional AssessmentRigorous SimplisticIll-structured More like drillsValidity depends on ‘real-world’ test of ability Validity is mainly dependent on statisticsAchieves
Divisionwork-in-progress at ASEE 2016. To determine relationships between dispositions and reporteduse of student-centered strategies, the Value, Expectancy, and Cost of Testing EducationalReforms Survey (VECTERS) was developed based on expectancy theory and tested with 286engineering faculty among the 20 largest colleges of engineering in the U.S. The student-centered practices examined were (a) using formative feedback to adjust instruction, (b)integrating real-world applications, and (c) facilitating student-to-student discussion.Factor analyses led to determining construct groupings of items that were generally aligned withVECTERS’ design. Faculty using strategies in their classroom more often were more inclined toperceive value (particularly for
. Page 12.280.1© American Society for Engineering Education, 2007 Assessing the Relationship Between Student Engagement and Performance in Thermodynamics – Phase 1I. IntroductionMany of the thermo-fluids courses, and in particular Thermodynamics, are often taught withtraditional teaching methods and textbooks. Introductory thermodynamics, in particular, is proneto elicit a negative impression from students who perceive the subject as too abstract. Eventhough the topics covered often have a real-world basis they are generally simplified and onlyoffer a superficial impression of industry applications. The result is that many students haveexcessive difficulty with the subject and do not develop a "feel" for the topic or
., materials science, civil engineering) who, in turn, provideprofessional development for colleagues in their respective departments. The professionaldevelopment is designed to promote student-centered pedagogy among undergraduateengineering courses. The theoretical underpinnings of the advocated pedagogy are stronglyrelated to tenets laid out in How Students Learn 1. In general, the professional developmentencourages instructors to move their classrooms toward being environments where students havevoice, instructors are responsive to varying student backgrounds, and relevancy betweencoursework and real-world applications are made clear. In sum, these are considered student-centered pedagogical strategies.A goal of the IUSE project evaluation is to
1 3.57 - Factor analysis 1 3.57 Qualitative analyses - Descriptive analysis 4 14.3 - Content analysis 3 10.7RQ8. What were the game platforms used in the articles on serious games in engineeringeducation?Frequency of the game platforms used in serious games in engineering education is shown in Table9. Most of the considered articles (22 out of 28 articles) use the web-based application as the gameplatform. Three studies used virtual reality as the game platform, and real-world, board games andmobile games was reported in one article each. Table 9
conceives of real-world problems as integrated components of engineering courses, rather than as material addedto a traditional curriculum. We recognize the importance of many current approaches – capstonedesign courses, service learning (e.g., the EPICS program5), and non-profit internships, amongmany – each of which provides students with some context for their technical training. But, thesetypically envision technical training and applications as two stages to be pursued sequentially(e.g., one applies prior technical training while on a service learning internship), limiting theirapplicability (e.g., in introductory courses). Second, our framework focuses on the role of contextfor guiding the learning process. Using psychological concepts drawn
TIP report. It wasn't something that you could have a hazy understanding of and still expect to get a good grade, so in that way it forced you to sit down and really work through all the intricacies of whatever concept(s) your TIP covers.” “The best aspect of the TIP projects was that they really made you think about how the topics discussed in lecture apply to real-world applications beyond those discussed in textbook problems. The process of applying concepts to an open problem helped solidify my understanding of the material.” “It was no longer a contrived problem out of a textbook. There weren't things we were necessarily supposed to do, steps to follow, or equations
collected in a noisy and busy classroom setting, full of numerousdistractions. During GD sessions, different discussion topics, high noise levels as well as manyother factors beyond the researchers’ control will likely have an influence on the participants’EEG signals. Additionally, the specific discussion topics across activity sessions varies, whichwill influence the participants concentration level. In the next step, power spectrogram will begenerated with frequency versus time, in order to cross-reference the specific brain activity stateand the real-world environment and activities.Additionally, studying of an individual’s focus state is challenging. Although focus state couldbe identified through the analysis of brainwave spectral power, in a
models. Unity is a cross-platform game engine thatprovides users the flexibility to design 2D and 3D virtual and augmented reality games and tools.It is compatible with both IOS and Android mobile platforms. Vuforia is a software developmentkit (SDK) for mobile devices for building AR applications that can be used with Unity gameengine. In simple words, it uses computer vision to detect images and objects and orients virtualobjects into the real world when viewed through the camera of a mobile device. The prototype ofthe app developed was built for Android operating system for versions of at least 8.0. The 3Dmodels used are available freely and the sources are listed in Appendix 7.23.4 Design framework Figure 4— Overall
teachingpractices that are positively related to gains in several design and professional skills, such asproblem solving skills (n=4), teamwork (n=3), apply in the real-world, communication skills(n=4), and management skills. The study mentions as effective methods, working in smallgroups, hands-on projects, student-student and student-faculty collaboration, presentations,writing reports, provide feedback and academic advice.Teaching methods that work in the classroomParticipants considered effective to present in the classroom examples/applications, clearobjectives, information in both concrete and abstract ways, and recaps. Students also valuedwhen the professors were organized and ask for questions at the beginning of lecture. The studyparticipants
homework assignments and textbook readings.Another question in the survey asked students about the types of activities they do in the class,including paying attention to lectures, engaging in small group or class discussions, completingreal-world applications, thinking critically, reviewing research, or utilizing professional standardsto some degree (Table 9). In this class that deployed active learning tools, the majority of thestudents (> 70%) responded that they completed real-world applications and felt accountable toclassmates in full class discussions. Their communication skills were also utilized to a greaterextent in these activities, thus increasing the educational value of active learning tools. Table 8. Descriptive results from the
developing a multidisciplinarycohort to mimic how problems are solved in the real world—through multidisciplinary teams. Byincluding other majors in the invitation to join, the pool of potential applicants was greatlyincreased. Students from this pool were selected based on (1) ACT score and (2) interest inresearch with a cancer focus demonstrated in an application essay. The average ACT of allstudents invited to apply to the CSP was 34.53, and a control group of twelve studentsrepresentative of the cohort was established (average ACT = 34.75) consisting of six females andone first generation student.Also in fall 2015, the first CSP cohort (enrolled 2014) continued research experiences andparticipated in the Healthcare Innovations course (Table 2
are supported by communities that focus on developing software to solve societal challenges and improve the human condition. These projects provide rich opportunities for computing students to practice and learn both technical and professional skills. In addition, the transparency of HFOSS projects provides students with an opportunity to create a portfolio of their contributions to real- world projects. This paper reports on three different undergraduate courses where students learned by participation in an HFOSS project. The paper provides an overview of each class and description of results. Student reflective writing about their class experiences was used to gather unstructured observations about the student experience and learning. This
length within the rubric would help guide the programming students to greatersuccess in this area. The second point raised was that some of the applications were “one anddone” items that would engage students for about 30 seconds. Accordingly, it was suggested thatmaterials on gamification techniques be presented in the course and referenced somewherewithin the overall set of rubrics.Additional ModificationsThe Spring 2016 term project in Programming 2 will again continue with the basic premise ofpresenting first-year introductory programming students with a real world, client-oriented designexperience. A minor modification for this offering is that the engineering education majors willbe serving as in-class liaisons for the clients: teachers at
course offerings, SCL hasbeen taken to another new higher level, thus empowering students like never before. Different types of SCL techniques have been successfully implemented in MS SustainabilityManagement, MS Engineering Management and MS Environmental Engineering programs.Graduate level applied engineering programs are offered through onsite live classes and onlineclasses. The specific SCL techniques used include: - Knowledge-centric SCL promoting development of critical thinking by applying learned outcomes to real world problem-solving - Learner-centric SCL promoting students to be more creative and use of prior knowledge - Assessment-centric SCL promoting opportunities for feedback and improvement - Community-centric
problems that take into account myriad criteria and constraints, including (butnot limited to) financial, environmental, and technical.Our research team’s goal is, through qualitative research of student problem solving, to designopen-ended (no unique correct solution or answer) engineering problems that develop skillsstudents will need in the workplace, and that put more focus on conceptual understanding and theproblem-solving process and less focus on getting a single correct numerical answer. In thisstudy, we target the skill of engineering judgment, specifically with with respect to creatingmathematical models of real-world scenarios. Research has shown that while modeling iscommonly implicitly taught across the engineering curricula [7],[8
) 6 * : p < .05 ** : p < .01 *** : p .05) of all of theeducational variables measured. This may be in part because valuing science had the highestincoming pre-test scores making improvement difficult. Although the incoming pre-test scoreswere high, it is critical that students make the connection between the ballooning done in classand ‘real-world’ science. The students must realize that scientists outside of the classroom areperforming very similar experiments with comparable technology. They should understand thattheir projects in class have real-world applications and the potential for new and excitingdiscovery. It seems students already valued science in this way
. Page 13.2.2Problem DevelopmentA goal of Engineering and Engineering Technology professors should be to prepare the studentsfor a smooth transition into industry. Employers’ often communicate the need for graduates tohave a thorough understanding of how to integrate technologies and solve real-world problems.Practicing engineers rely on knowledge, experience, and research to lead them through a project.A young engineer, at the beginning of his/her career, is faced with many adjustments. A lack ofinsight reduces the confidence of the young engineer leading to the need for greater supervision.While companies that hire new graduates have a general expectation that additional supervisionwill initially be required, it is advantageous to all
Technology Universities & Programs: Benchmarking,Quality Reviews and AccreditationBut, of the preceding, or other ranking/comparative systems out there, which are applicable to orhave specifically focused on or dealt with the issues of engineering and technology specialties?U.S. News & World Report, the THES, ARWU, HEEACT, Newsweek, QS, SciVal and theStudentReview have all attempted to provide engineering specific feedback to their readers.Notably, none of these have addressed distinctions between engineering and engineeringtechnology programs and the authors suspect, in the absence of any literature identified facts tothe contrary, that none of the rating systems have made any cogent attempt to systematicallyinclude engineering technology
Online Learning EnvironmentsOne relatively new concept in online education is the use of virtual reality technology.Virtual reality technology enables students and instructors to share a common 3D spacethat resembles a real physical environment. Virtual reality platforms offer newcapabilities that have a great potential to aid students’ learning. There are a number ofinnovative e-learning applications that use 3-D virtual reality based communication andcollaboration tools. Virtual-reality technologies have been used in flight simulation totrain pilots and assess their competency for decades. Other educational applicationsemerge everyday. There are successful examples in the area of medical training. Forexample, Brenton et al.6 reported the use
a wide range of engineering and real-world applications thatstudents might encounter as practicing engineers or as graduate students. Information sourceswere restricted to peer-reviewed published work such as journal articles, conference proceedings,and books. Students were directed to use the main engineering digital databases EngineeringVillage or Compendex, which provide comprehensive coverage of literature in all engineeringfields. Unsupported assertions or claims were a basis of rejection or grade reduction of theproject grade. The attainment level of the lifelong learning competency was assessed using twoperformance indicators. The first performance indicator comprised of measures of students’ability to recognize the attributes of a
studentswithin each of these non-URM groups, and ethnicity is not always easily defined. Some of theseequity gaps present themselves as differences in academic achievement betweenunderrepresented minority URM students and non-URM students or women in STEM fields andarise due to numerous academic and social factors. Significant factors for attrition areperceptions about careers in the STEM fields, poor experiences with the academic culture andteaching pedagogy, and declining confidence due to demanding curriculum. One study showsthat students without early exposure to real-world applications of their major, that give positiveinsight into potential careers, do not always connect with upper-classmen to use as successfulpeer role models. This research has
the desire to keep outside work for teachers at a levelthat was acceptable to them; however, the elimination of this component refocused the lessonaway from applications and to isolated synthesis and simulation components, which dealt onlywith the scientific phenomena outside of any real-world situation. The presentation componentcontextualized the use of quantum dots in terms of their applications as a supportive technologyin a variety of fields. Without this application/presentation component, teachers were notexposed to any meaningful contextualization of quantum dots in real-world applications. Whileit is difficult to say exactly how the presentation/application component would have impacted theoverall quantum dots lesson experience for