Use of a Professional Practice Simulation in a First-Year Introduction to Engineering Course

The design of first-year engineering courses represents a classic engineering design problem – there are multiple stakeholders with different criteria and constraints and, as a result, there is no single, optimal solution. Our goal was to develop a first-year engineering design course that meets the criteria and constraints of several traditional stakeholders and also provides a platform for studying the ways in which a first year engineering student progresses from thinking like a novice to thinking like a professional engineer. To do so, we developed a computer-based professional practice simulator that can be incorporated into pre-existing first-year Introduction to Engineering courses with minimal resources by course directors with no expertise in an engineering discipline. The simulation provides an introduction to professional communication styles, the engineering design process, library skills and citation requirements, and the engineering disciplines. Importantly, engineering knowledge and skills are not required to complete the two design-build-test cycles in the simulation; instead the emphasis is on managing conflicting client requirements, making trade-offs in selecting a final design and justifying design choices. This paper describes the design of the simulation and preliminary results from its inclusion in a first-year Introduction to Engineering course at our institution.

[1]  Daniel D. Frey,et al.  Engineering design thinking, teaching, and learning , 2006 .

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

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

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

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

[6]  David Williamson Shaffer,et al.  Mentor modeling: the internalization of modeled professional thinking in an epistemic game , 2010, J. Comput. Assist. Learn..

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

[8]  Donald A. Schön,et al.  The Reflective Practitioner: How Professionals Think in Action. , 1987 .

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

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

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

[12]  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.

[13]  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 .

[14]  Madara Ogot,et al.  Engineering Design: A Project-Based Introduction , 2004 .

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

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

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

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

[19]  David Williamson Shaffer,et al.  Undergraduate Engineers Engaging and Reflecting in a Professional Practice Simulation , 2011 .

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

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