Open Access. Powered by Scholars. Published by Universities.®

Engineering Commons

Open Access. Powered by Scholars. Published by Universities.®

Articles 1 - 3 of 3

Full-Text Articles in Engineering

Growing Entrepreneurial Mindset In Interdisciplinary Student Engineers: Experiences Of A Project-Based Engineering Program, Elizabeth Pluskwik, Eleanor Leung, Andrew Lillesve Jun 2018

Growing Entrepreneurial Mindset In Interdisciplinary Student Engineers: Experiences Of A Project-Based Engineering Program, Elizabeth Pluskwik, Eleanor Leung, Andrew Lillesve

Integrated Engineering Department Publications

Engineering education models have recently embraced the entrepreneurial mindset as a desired outcome of undergraduate engineering education. Interdisciplinary active learning strategies have been suggested as an effective pedagogy for engaging student engineers in undergraduate engineering education. Recent research suggests that active, social learning in context can lead to improvements in learner innovation, problem-solving, curiosity, retention and accessibility of knowledge, value-creation, and other desired learning outcomes. Much of the recent adoption of active and collaborative learning, self-directed learning, problem-based and project-based learning (PBL), peer to peer learning, and other similar learning strategies are aimed at developing innovative and entrepreneurial mindset skills, …


Effectiveness Of Gamification Activities In A Project-Based Learning Classroom, Eleanor Leung, Elizabeth Pluskwik Jun 2018

Effectiveness Of Gamification Activities In A Project-Based Learning Classroom, Eleanor Leung, Elizabeth Pluskwik

Integrated Engineering Department Publications

The purpose of this research is to analyze the effectiveness, and student's self-reported engagement with gamification tools on a student's learning of technical concepts when used in a project-based learning (PBL) engineering classroom environment. Gamification, as defined in this study, is the use of game-based elements such as online audience response systems with automated feedback in non-game situations. By adding gamification to the classroom, we hope to further build on the active and collaborative learning environment that our PBL program already provides. Five gamification activities were implemented during the Fall 2017 semester with junior and senior student engineers enrolled in …


Multivariate Analysis Of Students Perception On Teaching With Client Based And Non-Client Based Team Projects, Philip Appiah-Kubi Jan 2018

Multivariate Analysis Of Students Perception On Teaching With Client Based And Non-Client Based Team Projects, Philip Appiah-Kubi

Engineering Management and Systems Faculty Publications

The classroom experience has evolved from traditional lecture, PowerPoint and whiteboards to a more active environment where students and instructors work together on hands-on activities to achieve the course objectives. Various names have been given to this pedagogy; experiential learning, project based learning (client based versus non-client based), active learning, and problem based learning are a handful of names used to describe this evolving pedagogy. The main challenge faced by educators in educating undergraduate students to be independent thinkers and problem solvers has been the driving force fueling the shift in pedagogy. This research looks into student’s perception on project …