-efficacy, belonging, and other non- cognitive aspects of the student experience on eSoyoung Kang, University of Washington Soyoung Kang (she/her) is an assistant teaching professor and Clary Family Foundation early career pro- fessor in the mechanical engineering department at the University of Washington (UW). She is also the executive director of the Engineering Innovation in Health (EIH) program that partners teams of multidis- ciplinary undergraduate and graduate students with health professionals to develop technical solutions to pressing health challenges. Dr. Kang works closely with faculty from across the UW to foster an ecosys- tem of training and support for students and to develop innovative teaching
Paper ID #41898An Exploration of Game-Based Learning in Enhancing Engineering, Design,and Robotics Education via ”The Legend of Zelda: Tears of the Kingdom”Prof. Ryan D. Sochol, University of Maryland Dr. Ryan D. Sochol is an Associate Professor of Mechanical Engineering within the A. James Clark School of Engineering at the University of Maryland, College Park. Prof. Sochol is a Fischell Institute Fellow within the Robert E. Fischell Institute for Biomedical Devices and an Executive Committee Member of the Maryland Robotics Center, and also holds affiliate appointments in the Fischell Department of Bioengineering and the
engineering careers and curriculum is well-known. ABET lists“an ability to function effectively on a team whose members together provide leadership, create acollaborative and inclusive environment, establish goals, plan tasks, and meet objectives” as astudent outcome in its outcomes-based assessment of engineering curricula [1]. Early careerengineers often describe effective teamwork and interpersonal skills as the most importantcompetencies in their jobs [2, 3]. The formation of teams can significantly affect how well a teamworks together, and team formation and function have been studied in engineering curriculum fordecades [4–6]. Previous research has shown that teams are more effective when instructors createthe teams considering students
explored the tremendous potential of ITS in providing a student-centeredlearning experience to undergraduate and graduate engineering students. Essentially, we intendedto give the engineering students an experience of learning sketching at their own pace and tim-ing and replicate the experience of having a human tutor. Sketching is a valuable skill for en-gineering students, and also difficult for instructors to teach and provide individual attention tostudents. Students receive real-time personalized feedback on the sketches they draw using theITS. Through this study, we got an opportunity to gather details about user experiences from bothgraduate and undergraduate engineering students from three diverse institutions. A statisticallysignificant
construction engineers, so they saw this program as a win-win. The internship program is advertised to freshmen engineering students in their first semesterbefore they declare a specific engineering major. Interested students complete a one-pageapplication and submit it with their resume. A faculty member in construction managementmeets with each interested student one-on-one to make sure they understand what heavyconstruction is and what an internship in heavy construction looks like. Resumes andapplications of all screened students are then provided to a group of industry partners, whoreview these documents and decide what students, if any, they would like to interview. It is up toeach company to decide whether to extend an internship offer to a
; McDonald, D. “Learning And Practicing The Design Review Process”, In Proceedings of presented at 2004 ASEE Annual Conference, 2004, 10.18260/1-2--12974.[10] Vollaro, M. “More Than Science Fair Fun: Poster Session As An Experiential Learning Activity In The Classroom” In Proceedings of 2005 ASEE Annual Conference, 2005. 10.18260/1-2--14662[11] D. B. Hamidreza & K. Knight, “Exploring Student Academic Motivation and Perceptions of Teamwork and Communication” In Proceedings of 2021 ASEE Virtual Annual Conference, 2021 https://strategy.asee.org/37146[12] M. F. Ercan and R. Khan, "Teamwork as a fundamental skill for engineering graduates," In Proceedings of 2017 IEEE 6th International Conference on
University of Cambridge and was Visiting Fellow at Harvard University to explore design education in interdisciplinary fields. Before joining King’s, she conducted academic research and teaching in the UK, US and China. She worked as a faculty member at Cambridge Judge Business School as well as practiced leadership as Assistant Dean at Tongji University and Director of Design Research Group at Aston University. Wei was founding director of several interdisciplinary degree programmes such as MSci Design, Enterprise and Innovation, the first degree programme of its kind in the UK to teach Engineering, Design and Business to trigger students’ creativity and entrepreneurship for solving real-world problems. She has won
a Member of Tau Beta Pi.Dr. Joseph B. Herzog, University of Indianapolis Joseph B. Herzog is an Associate professor in the R.B. Annis School of Engineering at the University of Indianapolis. He chose to come to the University of Indianapolis because he is passionate about teaching, is excited about the direction of the new R.B. Annis School of Engineering, is glad to return to his engineering roots, and is happy to be close to his extended family. Previously he was an Assistant Professor in the Department of Physics at the University of Arkansas. He is truly grateful for his time at the University of Arkansas, and enjoyed his department, students, and the campus. While in Fayetteville, he also served as a faculty
, collaborate, and learn how to make decisions as a group tosuccessfully develop a solution to the problem they are working on.Capstone OverviewUpon approaching graduation, the undergraduate program at Northeastern University requires a 2-semester Senior Capstone Design (‘Capstone’) sequence as part of its accredited engineering degreeprogram. It contributes to all categories of the new ABET assessment standards [13]. Four-or five-person teams are formed to tackle projects proposed by faculty, industry sponsors, or communitypartners (the ‘clients’/sponsors). The teams are supervised by individual faculty members (advisors),all overseen by a Capstone coordinator or a partnership of co-coordinators.Capstone 1. During Capstone 1, teams more thoroughly
students of all genders and race/ethnic/socioeconomicbackgrounds. It is designed to give students an early start in their engineering majors and helpbuild a community of students, faculty, and staff across different engineering disciplines. Forhigh school students this is an opportunity to further explore their interest in engineering whilebuilding networks with students and mentors in the university.Workshops, programs, and other initiatives to bring awareness to issues related to diversity,equity, and inclusion (DEI) in an organization (a workplace or an academic institution) havebeen around since the 1960s [3], [4], with questionable outcomes [5], [6]. However, during thesummer of 2020, amidst the global pandemic, certain events such as the
effectively on a team, as the majority will be expected to workas part of a team upon graduation. The projects they will face during both their academic andpost-academic careers will involve problem-solving and critical thinking, and the unique skillsand perspectives of each team member are necessary to arrive at effective solutions. This paperintroduces a pedagogical boardgame aimed at simulating debates and negotiations within anengineering exercise, as well as the study planned to track the changes.A diverse team has people with different backgrounds, experience, and ways of thinking. Thiscan lead to a wider range of perspectives and ideas that can improve problem-solving anddecision-making. The wider pool of knowledge and experience of a diverse
engineering design process. The value of amindful design process is a newly discovered curiosity.The second author is a faculty member in the Mines Mechanical Engineering department with abackground in user-centered design and an interest in better understanding the learning ofstudents as they navigate design courses and activities. He and the third author have a personaland professional stake in the propagation of design throughout the curriculum.Overview and Context: Learning By Product Development Project SpineA formal product development set of project-based learning courses have been developed andinfused throughout the four years of the curriculum. Throughout their studies, students areassigned team projects to conceptualize, design, prototype
. Due to the complex and multidisciplinary nature of their projects, engineeringstudents must learn how to work effectively on a team, as the majority will be expected to workas part of a team after graduation. The projects that they will face during both their academic andpost-academic careers will involve problem-solving and critical thinking, and the unique skillsand perspectives of each team member are necessary to arrive at effective solutions. This paperintroduces a pedagogical boardgame aimed at simulating arguments within an engineeringexercise, as well as the study planned to track the changes.A diverse team has people with different backgrounds, experience, and ways of thinking. Thiscan lead to a wider range of perspectives and ideas
personal career goals. iii. Students develop an engineering mindset that demonstrates constant curiosity, makes connections between disparate bodies of information, and seeks opportunities to create value.Approach to Developing Content & AssessmentsGiven that this was a redesign project, the instructors had a body of existing course material touse as a starting point for our new version of the course. Many existing lectures, lessons,activities, and assignments were used as a skeleton for the new course material. Keeping with thespirit of the backward design process outlined above, the instructors worked to revise, revamp,and rewrite course materials to connect back to