101 research outputs found

    Innovation and failure in mechatronics design education

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    Innovative engineering design always has associated with it the risk of failure, and it is the role of the design engineer to mitigate the possibilities of failure in the final system. Education should however provide a safe space for students to both innovate and to learn about and from failures. However, pressures on course designers and students can result in their adopting a conservative, and risk averse, approach to problem solving. The paper therefore considers the nature of both innovation and failure, and looks at how these might be effectively combined within mechatronics design education

    Failure is an option:an innovative engineering curriculum

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    PurposeAdvancements and innovation in engineering design are based on learning from previous failures but students are encouraged to ‘succeed’ first time and hence can avoid learning from failure in practice. The purpose of the study was to design and evaluate a curriculum to help engineering design students to learn from failure.Design/Methodology/ApproachA new curriculum design provided a case study for evaluating the effects of incorporating learning from failure within a civil engineering course. An analysis of the changes in course output was undertaken in relation to graduate destination data covering 2006 to 2016 and student satisfaction from 2012 to 2017 and a number of challenges and solutions for curriculum designers were identified.FindingsThe design and delivery of an innovative curriculum, within typical constraints, can provide opportunities for students to develop resilience to failure as an integral part of their learning in order to think creatively and develop novel engineering solutions. The key issues identified were: the selection of appropriate teaching methods, creating an environment for exploratory learning, group and team assessments with competitive elements where practicable, and providing students with many different pedagogical approaches to produce a quality learning experience.OriginalityThis case study demonstrates how to design and implement an innovative curriculum that can produce positive benefits of learning from failure. This model can be applied to other disciplines such as building surveying and construction management. This approach underpins the development of skills necessary in the educational experience to develop as a professional building pathologist

    Analysing students' attitudes towards the learning of specialized software

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    In this article the situation of teaching in engineering courses using specialized software support is evaluated and analysed.The statistics courses in engineering often come off as element of formal exposure to statistical analysis and research methods. The software support during classes intends to facilitate and reinforce learning with computational resolution of statistical specific problems. We report a research that investigates students' attitudes towards computers and their effect on statistics unit performance. The preliminary results of research using a small sample of 47 students enrolled in the experimental statistics unit of the 1st year of the master's degree in industrial engineering from the University of Minho indicate that software perceived usefulness has a positive effect on student success, although perceived ease of use and perceived self-performance do not influence.Fundação para a Ciência e a Tecnologia (FCT

    Explorando la Implementación de un Laboratorio Remoto de Impresión 3D para la Enseñanza de las TIC

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    El uso de las Tecnologías de la Información y la Comunicación, incluida la impresión 3D, es esencial en la vida moderna, pero su implementación en escuelas se enfrenta a limitaciones como el tiempo, el desperdicio de material y la accesibilidad. Los laboratorios remotos ofrecen una solución al brindar acceso a diversos recursos, mejorando la experiencia de aprendizaje para estudiantes. Se evaluó un laboratorio de impresión 3D proporcionado por LabsLand en centros de secundaria, utilizando un diseño pre/post test. Los resultados demostraron que el laboratorio remoto ayuda a los alumnos a comprender esta tecnología, especialmente en términos de orientación de impresión. La experiencia de usuario también fue medida y los estudiantes mostraron una gran satisfacción, lo que les ayudó a aprender mejor la tecnología. La integración de estos laboratorios remotos puede potenciar la educación en TIC en las escuelas y superar las limitaciones tradicionales

    Work in Progress: Vertical Integration of Engineering Design in an Undergraduate BME Curriculum

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    Relevant and robust biomedical engineering programs integrate challenging, hands-on engineering design projects that require student teams to develop and deliver functional prototypes in response to biomedical design problems. The inclusion of such projects throughout Biomedical Engineering (BME) curricula not only brings active learning to the classroom but helps students improve as team members, decision makers, and problem solvers. This work highlights how sophomore and junior level engineering design projects can increase students’ fundamental engineering design knowledge and self-reported confidence in approaching design projects. By steadily increasing the complexity of engineering design experiences throughout the BME undergraduate curriculum, our continued work studies whether intentional, vertical alignment of engineering experiences ultimately better prepares BME undergraduates for their senior design capstone projects and their professional pursuits

    Integration of a wireless sensor network project for introductory circuits and systems teaching

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    This paper presents an integration of a wireless sensor network design project in an introductory course about circuits and systems. In the project, students will design a wireless sensor network that constitutes of sensors, for a creative surveillance application. Through a versatile project vehicle, project-oriented learning modules, a comprehensive assessment strategy and public learning communities, students can learn contemporary concepts of circuits and systems from the system perspective, as well as develop ability to design a basic electronic system. © 2013 IEEE.published_or_final_versio

    Advancements in using a machine design project for teaching introductory electrical engineering

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    Project-based learning is commonly used in teaching electrical/electronic engineering content. This paper analyses a proposed course that used a Rube Goldberg machine design project for introductory electrical engineering teaching. To facilitate students' learning, two main enhancements of the original course development are described: i) a refurnished project vehicle and new curriculum-framing questions have been proposed to assist students achieving the course's learning outcomes, and ii) tools for idea cultivation, design progress monitoring and design/learning collaboration technologies have been proposed to assist students to direct their learning. © 2013 IEEE.published_or_final_versio

    UIndy Engineering DesignSpine: Engineering Leadership Development through Interdisciplinary Teams and Early Exposure to Real Life Problems

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    The engineering challenges facing the world are very complex, and they require a new type of engineer who can work in interdisciplinary teams as well as multicultural teams to solve open-ended problems. Employers are looking for engineers who have not only technical competency but also systems (broad) and business mindsets. To develop these engineers, the R. B. Annis School of Engineering at the University of Indianapolis (UIndy) developed the DesignSpine. The DesignSpine framework makes it possible to create interdisciplinary teams of students who apply knowledge and principles of Six Sigma, project management, research methods, entrepreneurship, and leadership and communication (SPREL). Furthermore, in the DesignSpine, students create innovative solutions to real-world problems from external stakeholders beginning from their sophomore year. This paper describes the DesignSpine framework and the implementation strategy

    Aprendizaje a partir de maneras complementarias de desarrollar capacidades experimentales

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    Engineering education has solid needs of experimental competences development. Nowadays these competences can be worked not only in traditional laboratories (hands on) but also through the use of computer simulations and remote labs. The use of diversified methods in education and the exploration of new resources and techniques in classroom may allow teachers to motivate more students, and capture their attention due to their different learning styles. The main objective of this project is to better understand the effects on students’ learning outcomes in different contexts (country, type of institution, background, etc.). Students are subjected to similar design approaches that all use an enquiry-based teaching and learning methodology. The methodology of the didactical implementation is based on the simultaneous use of experimental resources (hands on, simulation and remote labs) together with calculus, in class and assessment. To accomplish this research, several insights must be taken into consideration, including the teachers’ mediation in class, in each case, and the didactical implementations adaptations, but also external factors, such as socio-cultural and/ or political factors.La educación en ingeniería tiene sólidas necesidades de desarrollo de competencias experimentales. Hoy en día estas competencias pueden desarrollarse no solo en los laboratorios tradicionales (hands-on), sino también a través de simulaciones y laboratorios remotos. El uso de métodos diversificados en la educación y la exploración de nuevos recursos y técnicas en el aula puede permitir que los maestros motiven a más estudiantes y capten su atención. El objetivo principal de este diseño es comprender mejor los efectos sobre los resultados de aprendizaje de los estudiantes en diferentes contextos (país, tipo de institución, etc.), cuando están sujetos a enfoques de diseño similares utilizando una metodología de enseñanza y aprendizaje basada en la investigación. Esta metodología emplea el uso simultáneo de recursos experimentales (handson, simulaciones y laboratorios remotos) junto con cálculo, en clase y en evaluación. Para lograr este objetivo, hay que tener en cuenta varios puntos de vista, como la mediación de los profesores en cada caso y las adaptaciones didácticas, además de factores externos, como por ejemplo los factores socioculturales y/o políticos.info:eu-repo/semantics/publishedVersio
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