Asee peer logo

Teaching Engineering Technology To The Nintendo Generation

Download Paper |

Conference

2000 Annual Conference

Location

St. Louis, Missouri

Publication Date

June 18, 2000

Start Date

June 18, 2000

End Date

June 21, 2000

ISSN

2153-5965

Page Count

4

Page Numbers

5.584.1 - 5.584.4

DOI

10.18260/1-2--8746

Permanent URL

https://peer.asee.org/8746

Download Count

351

Request a correction

Paper Authors

author page

Robert J. Hofinger

Download Paper |

Abstract
NOTE: The first page of text has been automatically extracted and included below in lieu of an abstract

Session 3226

“Teaching Engineering Technology to the NINTENDO Generation”

Robert J. Hofinger Purdue University - Statewide Technology Programs

Abstract

The statement has been made that “the students now entering Engineering Technology have spent the last 15 - 18 years with interactive video, educational rock, and VCRs.” Anecdotal experience indicates that they have spent considerably less time with erector sets, with lawn mower engines, with the use of tools, and the exploration of the fundamentals of mechanical and electrical structures. This statement would suggest that we, as evaluators and educators, would need to change our approach to teaching Engineering Technology in order to gear our programs to that of our customer’s experiences and expectations.

But do we need to do this? Although the buzzwords today are on computer simulations, virtual reality, etc., I do not feel that the needs of the “real world” have changed. There is still a need to be able to have that “hands-on” experience that only an Engineering Technologist has and can bring to the work force.

To this end, laboratory experiments should be laid out in such a manner as to duplicate a “real world” situation. These experiments should be designed so as to build on the previous experiment, just as classroom lectures build on one another, and arrive at a “real world” application. This way, students will gain experience in seeing how a complicated design is built up of many simple circuits. A set of laboratory courses, which are presently used in the Electrical Engineering Technology program at the Purdue University School of Technology site at Columbus, will be presented to show how this has been achieved.

Introduction

Many incoming students in the Purdue Statewide Technology program come to us without having any experience with electrical or electronic pieces of equipment. They have spent more time with interactive video, educational rock, and VCRs and minimal time with erector sets, with lawn mower engines, with the use of tools, and with the exploration of the fundamentals of mechanical and electrical structures.

In this paper I will describe how a meaningful laboratory sequence for undergraduate students in the Electrical Engineering Technology program has been laid out. It is intended for use in lower level freshman and sophomore undergraduate courses. These levels of projects are different from the laboratory curriculum for upperclassmen because of the age, maturity and experience of the students.

Hofinger, R. J. (2000, June), Teaching Engineering Technology To The Nintendo Generation Paper presented at 2000 Annual Conference, St. Louis, Missouri. 10.18260/1-2--8746

ASEE holds the copyright on this document. It may be read by the public free of charge. Authors may archive their work on personal websites or in institutional repositories with the following citation: © 2000 American Society for Engineering Education. Other scholars may excerpt or quote from these materials with the same citation. When excerpting or quoting from Conference Proceedings, authors should, in addition to noting the ASEE copyright, list all the original authors and their institutions and name the host city of the conference. - Last updated April 1, 2015