selection criteria, a more sophisticated statistical approach was chosen instead.Description of the Outlier Detection AlgorithmThe outlier detection algorithm developed for ED100 has one base rule: scores are flagged aspotential outliers if they fall outside of 1.5 times the standard deviation of the jury members’scores. µ - 1.5σ < Typical Scores < µ + 1.5σ (1)Outlier detection based on standard deviation is possible because the distributions of the scoresproduced by most of the design juries in ED100 are normally distributed. For example, aShapiro-Wilk’s test for normality with a 5% significance level revealed that the null hypothesiswas rejected for only 46 out of 564 sets of scores
achievement for all students and equalize assessment for disadvantagedstudents if research can offer insight into efficient use in classrooms.Research QuestionsThe research questions were: 1. In what ways do rising high school seniors interact with each other and their design problem? 2. What symbols could be applied to themes or communication behaviors?Methods Page 23.1182.4Context and courseThe course where the video was captured is one course in a four-week college preparationsummer program. Twenty-two high school students (14 girls, 8 boys) of various immigrant andminority backgrounds applied as eighth graders and were accepted into a
engineering concept24 overlaps engineering and business stepsthroughout the development process to both accelerate and improve the quality of results. Theinterconnections between design process steps are noted in Ford and Coulston26 where a webmodel for the design process is presented which denotes all the possible connections and loopsbetween the design steps. In a study of student performance in design projects55, Figure 1 belowshows the design paths taken by freshman students in a design exercise. The charts show avariety of paths taken and significant iteration and looping in certain steps. In another study offreshmen and senior design students, the number of transitions (or iterations) between phases ofthe design process was positively
sets1,6. The benefitof such approaches is that alternatives are evaluated systematically and a single best option canbe determined. Thus decisions can be considered comprehensive, objective, and rigorous6.Rational approaches, however, have been criticized because (1) not all design alternatives can beaccurately evaluated on all criteria1 and (2) they do not reflect the way people make decisions inauthentic settings6.Professional and student designers employ some elements of rational decision-making, but in alargely haphazard manner. During both field observations and protocols, designers have beenfound to employ only a small number of criteria1,5, thus neglecting many relevant criteria.Dwarakanath and Wallace5 also observed that designers often
American Society for Engineering Education, 2013 Training Future Designers: A Study on the Role of Physical ModelsDesign fixation is a major factor that hinders design innovation. When designers fixate, theyreplicate example features and the ideas from the their past experiences in their designs, creatingmore redundant designs. Building and testing designs is one potential approach for reducingdesign fixation. The study presented in this paper investigates the role of building workingprototypes and warnings about negative example features in mitigating design fixation infreshmen. Two hypotheses are investigated here: (1) The fixation to undesirable examplefeatures can be mitigated by building and testing physical models of the designs; (2
problems, synthesizing knowledge, and evaluating results to makeinformed decisions in the pursuit of high quality solutions.8,9 Since engineering problems areoften ill-defined or sometimes “wicked”,10,11 the engineering design process assists engineersin: (1) recognizing that there may be a “multitude of satisfactory solutions”,9 (2) consideringmultiple perspectives (by information gathering) through which to frame the problem,12 (3)producing myriad alternative solutions,13 and (4) iterating solutions through testing and Page 23.1310.2redesign as they optimize solutions to ensure they have not missed critical details as theyoptimize solutions to meet
which theyused to complete their coursework. In this way, we collected a digital, time-stamped record of sixhomework assignments, seven quizzes, two midterms, and the final exam. Most homeworkassignments comprised eight problems, each of which would take approximately 30 minutes tosolve. An example of a typical problem is provided in Figure 1. Assignments were typically dueone week after they were assigned. Our present analysis excludes data from the first twohomework assignment and quizzes as they concerned basic math skills, rather than equilibriumanalysis, which is the primary focus of the course.Computing an Estimation of Student Effort Page
used and computers builtevolved somewhat from year to year.) Unique experiment(s) needed to be done using this samehardware, or other hardware students provided and/or received permission to buy. 1. One Flip (video) camera or one Canon Powershot A570 IS (programmable, still) camera. 2. Solder one electrical resistive heater (with a switch; powered by a 9-volt 3-battery pack). 3. One HOBO U12-013 data logger with internal temperature and relative humidity sensors plus 2 channels for external sensors (e.g. external temperature probe, raw voltage cable to monitor a solar panel, etc.). 4. Solder one BalloonSat Easy flight computer with 3 channels to monitor external sensors (e.g. weather station). Has relays to
I course, the department has long observed that students who attendclass have a higher probability of succeeding. The use of paper-based, daily, in-class problemsto help learning and attendance has been used for many years. A small amount of credit onweekly exams was given for completion of in-class problems. Work on in-class problems wasnot graded for accuracy since the problem was always worked by the instructor during class priorto the students submitting the problem. Since 2007, all incoming freshmen have been required topurchase a Tablet PC. Initial efforts to incorporate Tablet PC technology into the classroomwere focused on the use of DyKnow™ 1, including these in-class problems. Electronic collectionof students’ digital work on the
know, un-derstand and be able to demonstrate at the end of some learning experience. For instance, ABETstipulates a minimal set of student learning outcomes that describe what learners should knowand be able to by the time they graduate from an ABET-accredited engineering program.1 It isalso now common practice to articulate course-level learning outcomes for each of the coursesoffered by a college or university; these indicate what a learner is expected to know and be ableto do after successfully completing a course. A common approach used by curriculum design-ers, known as backwards design, involves designing a curriculum from the bottom up by startingfrom the program learning outcomes, and then creating course-level objectives that would
thisstudy is crucial in understanding how these advanced techniques are applied to real-world data.The dataset employed in this study comprises a rich and diverse collection of student data from 30different universities. This data set includes several covariates or variables integral to understand-ing the educational landscape and student outcomes.3.1 Data DescriptionThe dataset features a range of variables designed to capture the multifaceted nature of studentexperiences and outcomes across various universities. These variables include: 1. Program Complexity: This is a discrete variable reflecting the complexity of each program that students attend at a given university. The complexity metric could encompass factors like the
named in his honor.Mr. Boz N Bell, HP Inc.Mrs. Tiffany Grant King, HP Inc. Mechanical engineer with both academic research experience and industry experience in the areas of automotive, pharmaceutical, paper manufacturing, consumer products/goods, and technology engaged in the challenges in STEM education, talent acquisition, and global business systems. ©American Society for Engineering Education, 2023DIVERSIFYINGSTEM PATHW AYS:MATH CIRCLES OFCHICAGO Doug O’ Roark Boz BellA Ne wJ o u rn e y 1. The Need 2. A Solution 3. Outcomes 4. Shared Vision 5. Reflecting on the JourneyIn t ro d u c t io n s Doug O’ Roark
qualitatively identified differentways in which students engaged with MATLAB Live and how those differed between studentprogrammers' comfort levels. Additionally, quantitative analysis was used to understand theeffects the intervention had on student self-efficacy. The guiding research questions were: (1)How did such technology-supported scaffolded (MATLAB Live) modeling activity experiencesimpact student self-efficacy regarding programming and computational modeling? (2) Based onstudent comfort level with programming (self-efficacy), how did students vary in their reportedexperiences of MATLAB Live? The results of this analysis show that the MATLAB Livescaffolding proved beneficial to both novice and experienced programmers, yet student
CourseABSTRACT In this paper, the research team will discuss the lessons learned from the design of a newIntroduction to Engineering course at two California institutions: a community college, and auniversity. The design of the course focused on engaging students with innovative technologyand empowering students to develop technology-based engineering solutions for their semesterproject. The goal of this paper is for the authors to share their experiences in 1) designingVR-infused activities and design challenges for their courses, 2) developing two VR-readyclassrooms, and 3) implementing virtual reality (VR) in their classroom environments. Thedesign of the class was focused on the adoption of group-based problem-solving, educationalgames, and
collaborate on solving problems.IntroductionIn Fall 2019, we taught a class called Cardiovascular Engineering under the Electrical andComputer Engineering Department of North Dakota State University. The class leveragesInnovation Based Learning (IBL) [1], a pedagogy similar to Project Based Learning [2] butemphasizing the creation of novel ideas and the development of projects with social impact.Besides having to meet IBL’s requirements, we faced a challenge: our 36 students were based indifferent locations. Most were spread across two different campuses. Some were taking thecourse online from various locations across the country. Good communication, inside andoutside the class, had to be achieved under these constraints since good communication
). In this paper, we demonstrate the AR tool and share our experience andthe assessment results.IntroductionSpatial ability or visuo-spatial ability is the capacity to comprehend, reason and remember thespatial relations among objects or space 1 . It is of value for the success in engineering and othertechnical fields. In engineering, for instance, engineers utilize spatial skills when designing partsof a machine; they must understand functions and interaction of the parts from multipleperspectives while integrating the parts among a variety of other components in an assembly 2 . Itis very common to find higher spatial ability in people working on engineering and architecturerelated activities 3 .Engineering students differ in their development
undergraduate student’sdesign ability, the following research questions will be evaluated:1) Do students who use the VR tool perform better on design problems compared to students who do not use the VR tool?2) Are the distribution of grades for the design problems of the participant groups affected by student participation in the VR challenge?3) Do the students feel that VR helps them learn course concepts?4) Does the VR tool increase student’s confidence levels when completing engineering design challenges on chemical processing plants?5) Do participants feel the VR experience enhanced their design abilities and gave them an advantage when moving from their undergraduate degree to industry or post graduate work?4.0 MethodsThe research will be
Cornerstone projects that all students demonstrate andpresent at the end of the semester. Throughout the semester up to Cornerstone demonstrations,course instruction, activities, and deliverables have been designed in a dual-purpose manner, inthat they augment student practice of essential engineering skills (such as introductoryprogramming), while at the same time scaffolding progression towards Cornerstone Projectcompletion. Scaffolded lesson plans related to programming have been designed to exposestudents to two primary means of programming interface and methodology. These respectivelyinclude 1) Arduino-based platforms focused on instruction of algorithm-based programmingmethodology, and 2) Programmable Logic Controllers (PLCs) focused on
deduced expected differences, noevidence of superiority of one of the three experimental conditions (videoconferencing,audioconferencing, and synchronous text-chat) could be observed in this contribution. Possiblereasons for this result, limitations of this study, and practical implications are discussed.Keywords: computer-supported collaborative learning, small-group collaboration, web-conferencing, synchronous online & hybrid teaching1. IntroductionCollaborative Learning (CL) is an instructional strategy with a positive impact on studentachievement (Cohen’s d = 0.39) in general [1]. Especially in undergraduate STEM programs, aCL approach results in greater academic achievement (Cohen’s d = 0.51), more favorableattitudes towards learning
provided by alumni to be a valuable tool to evaluate the computationalreform of the MatSE curriculum at the University of Illinois Urbana-Champaign and it is a usefulguide on how to reshape and improve its effectiveness further.IntroductionComputational methods in Materials Science and Engineering (MSE) are now essential in bothresearch and industry. Results from surveys conducted in 2009 [1] and 2018 [2] showed thatemployers in the MSE field highly value computational materials science education and aim tohire 50% of their employees with some computational MSE background. As a response to thegrowing importance of computation in MSE, the curriculum of MSE at the University of IllinoisUrbana-Champaign has been reformed by incorporating
universities andengineering faculty members interested in collaborating with such clubs to introduce real-world problemsand demonstrations in their rocketry courses.1. Introduction and History of Cyclone Rocketry ClubThe Cyclone Rocketry club is an engineering club at Iowa State University (ISU) in the U.S. that providesstudents with hands-on experience in designing, manufacturing, and testing large, high-power rockets.Cyclone Rocketry’s mission statement is “to educate, challenge, and inspire the Iowa State students,community, and future generations about rocketry, science, engineering, and space exploration.” AlthoughCyclone Rocketry is a relatively new organization, only in its fifth year as of 2022, it is well-respectedwithin the Iowa State
expand on the scope of this study by investigating the generalizability of the resultsto other regions and cultures and exploring potential ways to improve the program to support thedevelopment of future leaders in sustainable engineering.IntroductionEngineering education has transformed in recent years, emphasizing experiential learning todevelop students' competencies. One example of this trend is Engineers Without Borders (EWB),which provides students hands-on field experience through sustainable engineering projects. [1].EWB's experiential learning program is based on the principle of direct experience and reflection,which effectively develops the skills necessary for engineering practice, including problem-solving, teamwork, and leadership
Engineering Division (SWED)Key Words: Software Engineering, Agile Software Development, User documentation, ActiveLearning, Real-world project, Technical Communication.Introduction“Complexity kills,” Microsoft executive Ray Ozzie famously wrote in a 2005 internal memo [1].“It sucks the life out of developers; it makes products difficult to plan, build, and test; it introducessecurity challenges; and it causes user and administrator frustration.” If Ozzie thought things werecomplicated back then, one might wonder what he would make of the complexity softwaredevelopers face today with software users that expect flexibility from software in many the areas offeatures, connectivity options, high performance, multiple platforms, including the Internet
outlining the coursework requirements a student must completein order to earn a degree as a network. In the network, courses are represented as vertices (ornodes), and the prerequisite relationships among them are given by directed edges (arrows).This data type allows us to calculate a suite of metrics drawn from the pool of techniquesdeveloped in other fields, like social network analysis, that can help us capture “complexity”in some meaningful way. First appearing in its most recognizable form in work by Wigdahlas the idea of “curricular efficiency” [1], Heileman et al. [2] provide a thorough treatment ofthe possible quantities that form Curricular Analytics.Curricular complexity is divided into two components: instructional complexity
interventions to improve engineering students'experience.1. IntroductionEngineering equips students with the ability to use their mathematical and scientific principles tobuild models of real-world systems and to simulate their behavior which allows them tounderstand complex phenomena, innovate around them, and even make predictions. Modelingand simulation then becomes a fundamental skill set across engineering disciplines. Multiplecalls have been made for increased incorporation of modeling and simulation in science andengineering classrooms [1], [2]. Clark and Ernst [3] further emphasize that by having coursesthat link science and mathematics to technology through the development of both computationand physical models, STEM content integration can
attribution. This paperdiscusses the ethical and legal implications surrounding AI art generators and copyrights,describes how the AI generators operate, considers the positions in the creative process, andconcludes with suggested best practices for engaging AI art in the architectural design curricula.IntroductionA consensus definition of art within the art community is asymptotic as each artist may have adifferent opinion on what art is. Oxford defines art as “the expression or application of humancreative skill and imagination, typically in a visual form such as painting or sculpture, producingworks to be appreciated primarily for their beauty or emotional power [1].” One might simplifyand suggest that art is a process led by the human mind that
ofstakeholder awareness skills and identify the area(s) of development (gaps). The results provide us withinsights to develop effective teaching strategies to address these gaps.Study participants were tasked to complete a scenario-based assessment proposed by Grohs, et al. [1] thatfocuses on systems thinking and problem-solving as engineers by responding to a scenario that addressedtechnical and social contexts. The activity focuses on participants’ responses to a given scenario and theprompts intended to guide respondents in a systems-thinking approach. Data were collected electronicallyand analyzed using qualitative coding methods by applying the assessment tool rubric to evaluate studentresponses using systems thinking constructs from the framework
also a competence-based one, inwhich each program has major competences that we declare our students will develop duringtheir studies. The name of our model is Tec21 and has proven to be very successful inattracting students to all the programs. The model also includes the design of new learningspaces and the use of the latest technologies in the learning rooms [1-6]. Fig. 1 shows the newlayout for teaching Engineering courses in our university. ^ Fig. 1. New learning spaces with chairs that allowed collaboration (September 2019)The main objective of this paper is to present some of the activities that have been wellaccepted by students as well as some of the best practices from online terms, in whichprofessors had to adapt the
overcome this difficulty, courses in Tecnologico de Monterrey continuously introduce novellearning techniques that allow the students to link theoretical content with practical application inreal life contexts. This paper explores the implementation of Guided Learning Sequences (GLS)in the Data Analysis class, which explores the basic statistics concepts required to successfullyperform the Measure phase of DMAIC.Literature reviewOriginated at Motorola in the late 1980’s, Six Sigma has evolved into a large collection of toolsthat in conjunction with a managerial focus, support the efforts to continually improve all theaspects of an organization [1]. According to ASQ, 82% of Fortune 100 companies use Six Sigmato improve their organizational
disciplinesthat are not perceived by novice learners as computational in nature. Previous research indicates thatstudents majoring in subjects that are not programming-heavy might think they will not need these skillsin their careers, or they are less capable [1]. However, both students and professionals across differentengineering disciplines commonly accept that diversifying one's skill set makes one more marketableand favorably positioned for career advancement [2][3]. Additionally, studies suggest that materialsscience and engineering (MSE) faculty favor incorporating computational tools into their teaching andthink that computation is an essential component of the curriculum [4]. However, more research isnecessary to understand how students