scholarly journals Engineering Students Teaching Hands-on Engineering Design Challenges to Underserved Community Families

2015 ◽  
Author(s):  
Amy Kim ◽  
Tara Chklovski
Gamification ◽  
2015 ◽  
pp. 452-471 ◽  
Author(s):  
Christopher Franzwa ◽  
Ying Tang ◽  
Aaron Johnson ◽  
Talbot Bielefeldt

This article presents the underlying philosophy of Sustain City, an educational serious game system that engages students, particularly prospective and beginning science and engineering students, in a series of engineering design challenges. Various strategies implemented in Sustain City for achieving a balance of fun and learning are discussed, including narrative-learning synthesis, supplementing the player's actions with feedback, and the development of a sufficient guidance system. The evaluation of Sustain City deployment is also presented. The assessment confirms the values of the serious games in promoting students' interests and learning in STEM fields.


Author(s):  
Nazmul Islam

Most of the engineering courses focus more on theory and very little on hands-on, project-based learning in the classroom. Integration of real-world engineering problems and applications in lower division engineering courses will produce engineering students, who will be technically sound and be able to execute and manage real-world projects, when they will do senior design projects in their final year of engineering study. To overcome the engineering design challenges we have developed iHOP (Ingenieŕia Hands on Project) and integrate it with our lower division engineering courses. iHOP has been developed to emphasis the design component at the University of Texas at Brownsville (UTB) Engineering Physics curriculum and the project is now an integral part of Introduction to Engineering class. The iHOP project is one that is challenging, fun, requires teamwork, associated with the engineering material being studied, low cost, and doable in a limited amount of time. The experience from iHOP project motivates our freshman students to choose a better senior design project in senior year of their college career. The objectives of the iHOP projects are — to have students develop teamwork skills, and to teach students basic engineering design concepts in a complementary format to the traditional lecture. Various techniques related to team selection, encouraging teamwork, incorporation of engineering topics, keeping costs down, project results presentations, and gathering feedback from students will also be presented in this paper. Integrating iHOP Project with Introduction to Engineering class helped us to improve our retention effort in the engineering department.


Author(s):  
Mouhamed Abdulla ◽  
Yousef R. Shayan

It is a fact of our existence, that no matter where we are, we most often find ourselves either hearing, seeing, talking, or even engaged in design related activities. Despite this reality, the notion of“design”, and in particular “engineering design”, is often ambiguous, and at times obscure. Thus, the transfer of knowledge of this crucial topic to engineering students engaged in practical hands-on learning or analytical research is usually perplexing to accomplish. In light of this, it becomes worthwhile to dissect and reflect on the abstraction of the design process in engineering. In fact,the aim of this article is to investigate the facets of applied design, and elaborate on its diversity, complexity and elements. Eventually, by concretizing this subject matter, we hope to slightly assist engineering students in alleviating some of the vagueness associated with the principle of design, and enhance their technical skillset during innovative conceptions.


Author(s):  
W. Bishop ◽  
A. Hurst ◽  
B. Mantin ◽  
S. Bedi

This paper describes an experientiallearning activity to promote skill development infirst year engineering students. The exercise involvesthe assembly of a remote-control car using readilyavailable part kits. Students work in small teamsunder the mentorship of experienced faculty membersfrom a variety of engineering backgrounds. The goalof the exercise is to introduce engineering design intofirst year engineering by providing students with anengaging, hands-on experience. The exercise is oneof several new activities being incorporated into theIdeas Clinic Experience for engineering students atthe University of Waterloo.


Author(s):  
Ann F. McKenna ◽  
Wei Chen ◽  
Timothy W. Simpson

Product dissection has become a popular pedagogy for actively engaging engineering students in the classroom through practical hands-on experiences. Despite its numerous advantages, dissection of physical products has many drawbacks, including not only the costs required to start-up and maintain such activities but also the workspace and storage space needed for the products and tools used to dissect them. This paper presents results from on-going research that is investigating the extent to which dissection of virtual representations of products — what we refer to as virtual dissection — can be used in lieu of physical product dissection in the classroom. In particular, we found positive learning gains in students’ ability to identify and describe the function and production method of components contained in a hand-held power drill, for both physical and virtual dissection groups. However, the data also reveal differences in the overall maximum level attained as well as differences in the range and types of components identified between the groups. While we recognize that virtual dissection will never provide the same hands-on experiences as physical dissection, we contend that virtual dissection can be used effectively in the classroom to increase students’ understanding of engineering design principles. By substantiating this impact, we can help establish cost-effective sets of computer-based dissection activities that do not require extensive workspace and storage spaces and can be easily scaled to any size classroom.


2020 ◽  
Author(s):  
Aura Gimm ◽  
Richard Goldberg ◽  
Kevin Caves ◽  
Robert Malkin

Author(s):  
Carolyn MacGregor ◽  
Linda Carson

The authors identify the main challenges facing engineering students and instructors during hands-on design projects and give an overview of the mentor-managed approach they take in a first year design course. Key features of the course include mentor management, choosing a design challenge of a suitable scope, providing an appropriate systematic design methodology, and structuring the design project around staged deliverables. They describe, in more detail, two distinctive components of the course: usability testing with modified design walkthroughs, and an introduction to creative practice and design through a Scrapheap Challenge.


Author(s):  
Sanjeev Bedi ◽  
Carol Hulls ◽  
Chris Rennick ◽  
Mary Robinson ◽  
William Melek

  Abstract - In their first semester at UWaterloo, Mechatronics Engineering students take a course which introduces them to their chosen discipline, and which has a focus on communication skills (MTE 100 – Mechatronics Engineering). In 2010, a multi-year refresh of MTE 100 was initiated to address shortcomings in both the course, and the semester as a whole.  The first semester instructors have now completed the refresh of MTE 100. Multiple hands-on, integrative activities that connect the other first semester courses to MTE 100 were added throughout the first semester.  The introduction of these integrative activities has improved the first semester of the Mechatronics program. Survey data and feedback from end of term course critiques show an increased appreciation of foundational courses like Chemistry. From focus groups conducted with upper year students, there is a strong desire for similar experiences in upper years.  


Author(s):  
Warren Stiver

First year engineering design courses arenow common across Canadian engineering schools.These courses can be challenging to develop and deliver.They are often stuck in the chicken versus egg problem.Can I teach design with no engineering? Can I teachengineering with no design? How does one introducefour years of engineering education and an engineeringcareer in one course? How to do so across many or allengineering disciplines? How to do so in a foundationalmanner? Can it be done in a meaningful way? Can it beengaging and fun? A Teddy Bear Wheel Chair (TBWC)design project is the focal point of Guelph’s first yearengineering design course. The TBWC integratescomputers, mechanics, biomechanics (Teddy Bear style),environment, safety, sustainability, materials, costing,hands-on, perseverance, ethics and DESIGN. The TBWCparticipates in curling, sprinting and scoring goals. Theresult is a challenging and fun competition thatintroduces all of Guelph’s engineering students to theirengineering design careers. This paper and presentationwill share one instructor’s efforts to make all of this work.


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