scholarly journals COGNITION AND TRANSDISCIPLINARY DESIGN: AN EDUCATIONAL FRAMEWORK FOR UNDERGRADUATE ENGINEERING DESIGN CURRICULUM DEVELOPMENT

Author(s):  
Alyona Sharunova ◽  
Mehwish Butt ◽  
Suzanne Kresta ◽  
Jason Carey ◽  
Loren Wyard-Scott ◽  
...  

 Abstract - Contemporary engineering product design and development no longer adheres to the boundaries of a single discipline and has become tightly integrated, often relying on interaction of multiple disciplines for completion of integrated product design projects. In order to design these products, design and development practice has transcended the discipline boundaries to become a transdisciplinary engineering design process. A collaboration of specialists from different engineering disciplines is required to develop efficient solutions to interdisciplinary problems of product design. Despite this shift from mono-disciplinary to transdisciplinary, the engineering design curriculum remains focused on teaching discipline specific design practice through skill based subject specific pedagogy with a limited emphasis on the importance of design process and transdisciplinarity in the design process. As a result, new graduates starting in design and development organizations face a difficulty finding a common basis of understanding of disciplines’ interactions and must go through a process of often implicit ‘onboarding’ to understand the transdisciplinary engineering design process. This can be avoided by developing and adapting undergraduate design process education in line with industrial demands. This paper proposes a theoretical framework based on empirical engineering design research in industry, educational psychology and teaching approaches such as Bloom’s Taxonomy and Kolb’s Model of Experiential Learning for developing the core elements of a transdisciplinary engineering design process curriculum.

10.28945/2983 ◽  
2006 ◽  
Author(s):  
Anja-Karina Pahl ◽  
Linda Newnes

This paper explores how the engineering design process might balance conflicting constraints of technical product design and the social demands of users. Some insights from Buddhism, cybernetics, phenomenology and neurophysiology set the scene to help illustrate how Designers and Users build or access their respective ‘experienced-' and ‘expected world’ and achieve their aims. A prototype 3D ‘diamond model’ is presented, which expands on previous work by the authors of this paper and is compared with Beer’s [1994] Team Syntegrity protocol, to structure conversations and activities between two groups with apparently opposing aims. This provides a necessary common purpose and worldview, through which conversations and activities can become innovative, mutually informing, co-evolving and emotionally satisfactory at both the individual and team levels.


2020 ◽  
Vol 1 (4) ◽  
pp. 211
Author(s):  
Astri Ajeng Lestari ◽  
Edi Hendri Mulyana ◽  
Dindin Abdul Muiz

Unsur Engineering pada kegiatan Pembelajaran STEAM belum diterapkan di TK IP Assalam, hal ini terjadi karena Pendidik belum mengetahui kegiatan Pembelajaran STEAM. Tujuan dari Penelitian ini yaitu untuk menganalisis Rancangan Unsur Engineering pada Pengembangan Pembelajaran STEAM Subtema Kendaraan Darat untuk Anak Usia Dini. Alasan dilaksanakannya penelitian ini yaitu untuk menganalisis setiap unsur yang terdapat pada STEAM, sehingga Pembelajaran STEAM dapat dilaksanakan secara optimal. Penelitian ini menggunakan metode Educational Design Research dengan mengunakan tahap penelitian menurut McKenney & Reeves, yaitu: 1) Tahap Analisis dan Eksplorasi dan 2) Tahap Desain dan Konstruksi. Teknik pengumpulan data dilakukan dengan cara observasi, wawancara, dokumentasi, dan validasi. Hasil penelitian menunjukkan bahwa kegiatan pembelajaran yang dilaksanakan di TK IP Assalaam belum menggunakan model Pembelajaran STEAM, dikarenakan pendidik belum mengetahui kegiatan Pembelajaran STEAM, sehingga peneliti merancang kegiatan Pembelajaran STEAM untuk Anak Usia Dini. Rancangan kegiatan pembelajaran yang dikembangkan mengandung unsur Engineering dan relevan dengan Kompetensi Dasar dan Indikator Pencapaian yang sesuai dengan kurikulum 2013. Analisis kelayakan pada Unsur Engineering dalam Pembelajaran STEAM Subtema Kendaraan Darat untuk Anak Usia Dini, layak diujicobakan karena kegiatan Pembelajaran yang dirancang sesuai dengan langkah-langkah pembelajaran STEAM yaitu Ask, Imange, Try, Try Again dan sesuai dengan langkah-langkah Engineering Design Process yaitu Ask, Image, Plan, Try, dan Try Again. Adapun Aspek yang dikembangkan dari Unsur Engineering yaitu Kognitif, Bahasa dan Fisik Motorik.


Science Scope ◽  
2017 ◽  
Vol 041 (01) ◽  
Author(s):  
Nicholas Garafolo ◽  
Nidaa Makki ◽  
Katrina Halasa ◽  
Wondimu Ahmed ◽  
Kristin Koskey ◽  
...  

Procedia CIRP ◽  
2021 ◽  
Vol 100 ◽  
pp. 660-665
Author(s):  
Giovanni Formentini ◽  
Núria Boix Rodríguez ◽  
Claudio Favi ◽  
Marco Marconi

Author(s):  
LeRoy E. Taylor ◽  
Mark R. Henderson

Abstract This paper describes the roles of features and abstraction mechanisms in the mechanical design process, mechanical designs, and product models of mechanical designs. It also describes the relationship between functions and features in mechanical design. It is our experience that many research efforts exist in the areas of design and product modeling and, further, that these efforts must be cataloged and compared. To this end, this paper culminates with the presentation of a multi-dimensional abstraction space which provides a unique framework for (a) comparing mechanical engineering design research efforts, (b) relating conceptual objects used in the life cycle of mechanical products, and (c) defining a product modeling space.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Michael S. Rugh ◽  
Donald J. Beyette ◽  
Mary Margaret Capraro ◽  
Robert M. Capraro

Purpose The purpose of this study is to examine a week-long science, technology, engineering and mathematics (STEM) project-based learning (PBL) activity that integrates a new educational technology and the engineering design process to teach middle and high school students the concepts involved in rotational physics. The technology and teaching method described in this paper can be applied to a wide variety of STEM content areas. Design/methodology/approach As an educational technology, the dynamic and interactive mathematical expressions (DIME) map system automatically generates an interactive, connected concept map of mathematically based concepts extracted from a portable document format textbook chapter. Over five days, students used DIME maps to engage in meaningful self-guided learning within the engineering design process and STEM PBL. Findings Using DIME maps within a STEM PBL activity, students explored the physics behind spinning objects, proposed multiple creative designs and built a variety of spinners to meet specified criteria and constraints. Practical implications STEM teachers can use DIME maps and STEM PBL to support their students in making connections between what they learn in the classroom and real-world scenarios. Social implications For any classroom with computers, tablets or phones and an internet connection, DIME maps are an accessible educational technology that provides an alternative representation of knowledge for learners who are underserved by traditional methods of instruction. Originality/value For STEM teachers and education researchers, the activity described in this paper uses advances in technology (DIME maps and slow-motion video capture on cell phones) and pedagogy (STEM PBL and the engineering design process) to enable students to engage in meaningful learning.


Author(s):  
Victoria Zhao ◽  
Conrad S. Tucker

Information is transferred through a process consisting of an information source, a transmitter, a channel, a receiver and its destination. Unfortunately, during different stages of the engineering design process, there is a risk of a design idea or solution being incorrectly interpreted due to the nonlinearity of engineering design. I.e., there are many ways to communicate a single design idea or solution. This paper provides a comprehensive review and categorization of the possible sources of information loss at different stages of the engineering design process. Next, the authors present an approach that seeks to minimize information loss during certain stages of the engineering design process. The paper i) explores design process and dissemination methods in engineering design; ii) reviews prior work pertaining to these stages of the engineering design process and iii) proposes an information entropy metric that designers can utilize in order to quantify information loss at different stages of the engineering design process. Knowledge gained from this work will aid designers in selecting a suitable dissemination solution needed to effectively achieve a design solution.


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