Design of a Professional Practice Simulator for Educating and Motivating First-Year Engineering Students.

ABSTRACT Increasingly, first-year engineering curricula incorporate design projects. However, the faculty and staff effort and physical resources required for the number of students enrolled can be daunting and affect the quality of instruction. To reduce these costs, ensure a high quality educational experience, and reduce variability in student outcomes that occur with individual design projects, […]

[1]  D. Shaffer Pedagogical Praxis: The Professions as Models for Postindustrial Education , 2004, Teachers College Record: The Voice of Scholarship in Education.

[2]  Cynthia J. Atman,et al.  A comparison of freshman and senior engineering design processes , 1999 .

[3]  G.N. Svarovsky,et al.  Design meetings and design notebooks as tools for reflection in the engineering design course , 2006, Proceedings. Frontiers in Education. 36th Annual Conference.

[4]  L.J. Leifer,et al.  Engineering design thinking, teaching, and learning , 2005, IEEE Engineering Management Review.

[5]  R. Quinn Drexel's E4 Program: A Different Professional Experience for Engineering Students and Faculty , 1993 .

[6]  Susana Krivatsy O'Hara,et al.  Freshmen Women in Engineering: Comparison of Their Backgrounds, Abilities, Values, and Goals with Science and Humanities Majors. , 2006 .

[7]  Charlotte Wiberg,et al.  Interactive Technology and Smart Education Participatory design of learning media : Designing educational computer games with and for teenagers , 2016 .

[8]  Glenda A. Gunter,et al.  Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games , 2008 .

[9]  T. Brock,et al.  Journal of Personality and Social Psychology the Role of Transportation in the Persuasiveness of Public Narratives Text Quality Individual Differences and Situational Influences Transportation Scale Items Gender Differences Discriminant Validation: Need for Cognition Effect of Text Manipulation Beli , 2022 .

[10]  David Williamson Shaffer,et al.  Us, ourselves, and we: thoughts about social (self-) categorization , 2003, SIGG.

[11]  Sean P Brophy,et al.  Redesigning a biomechanics course using challenge-based instruction. , 2003, IEEE engineering in medicine and biology magazine : the quarterly magazine of the Engineering in Medicine & Biology Society.

[12]  D. Shaffer Epistemic Frames and Islands of Expertise: Learning from Infusion Experiences , 2004, ICLS.

[13]  David Williamson Shaffer,et al.  Press Play: Designing an Epistemic Game Engine for Journalism , 2006, ICLS.

[14]  D. Schoen,et al.  The Reflective Practitioner: How Professionals Think in Action , 1985 .

[15]  Clive L. Dym,et al.  Learning Engineering: Design, Languages, and Experiences * , 1999 .

[16]  Yasmin B. Kafai,et al.  How computer games help children learn , 2008 .

[17]  Elizabeth Bagley,et al.  Epistemic network analysis : a Prototype for 21 st Century assessment of Learning , 2009 .

[18]  Clive L. Dym,et al.  Teaching Design to Freshmen: Style and Content , 1994 .

[19]  David Williamson Shaffer Design, collaboration, and computation: the design studio as a model for computer supported collaboration in mathematics , 1997 .

[20]  Jun Fang,et al.  First-year engineering students' environmental awareness and conceptual understanding with participatory game design as knowledge elicitation , 2010, ICLS.

[21]  Elizabeth Bagley,et al.  When People Get in the Way: Promoting Civic Thinking Through Epistemic Gameplay , 2009, Int. J. Gaming Comput. Mediat. Simulations.

[22]  Gina Navoa Svarovsky,et al.  SodaConstructing Knowledge through Exploratoids. , 2007 .

[23]  Patrick Little,et al.  Engineering Design: A Project Based Introduction , 1999 .

[24]  J. Gee,et al.  How Computer Games Help Children Learn , 2006 .

[25]  Irene F. Goodman Final Report of The Women's Experiences in College Engineering (WECE) Project. Executive Summary. , 2002 .

[26]  Guangming Zhang,et al.  A Freshman Engineering Design Course , 1993 .

[27]  Sean P Brophy,et al.  Challenge-based instruction in biomedical engineering: a scalable method to increase the efficiency and effectiveness of teaching and learning in biomedical engineering. , 2005, Medical engineering & physics.

[28]  David W. Shaffer,et al.  Epistemic frames for epistemic games , 2006, Comput. Educ..

[29]  J. Froyd,et al.  Integrated Engineering Curricula , 2005 .

[30]  Donald A. Schön Educating the Reflective Practitioner: Toward a New Design for Teaching and Learning in the Professions , 1987 .