During this presentation, we will discuss the experience from Fayetteville Technical Community College in converting Advertising and Graphic Design courses to an 8-week scheduling format. In this session, we will examine impact on student performance, faculty satisfaction, and ability for students to complete prerequisite courses more quickly.
Keynote Speaker, Phillip Oakley's presentation at the Fall Summit in 2021.
Students are provided with an introduction to above-ground storage tanks, specifically how and why they are used in the Houston Ship Channel. The introduction includes many photographic examples of petrochemical tank failures during major storms and describes the consequences in environmental pollution and costs to disrupted businesses and lives, as well as the lack of safety codes and provisions to better secure the tanks in coastal regions regularly visited by hurricanes. Students learn how the concepts of Archimedes' principle and Pascal's law act out in the form of the uplifting and buckling seen in the damaged and destroyed tanks, which sets the stage for the real-world engineering challenge presented in the associated activity to design new and/or improved storage tanks that can survive storm conditions.
After catastrophic flooding in New Orleans destroyed two hospitals, the Southeast Louisiana Veterans Health Care System is planning a replacement facility that will incorporate resilience against future extreme events.
Widespread damage from flooding at the Texas Medical Center in Houston revealed the complex's vulnerabilities. Implementing a long-term hazard mitigation plan is reducing future risks.
Lighting is responsible for nearly one-third of the electricity use in buildings. One of the best ways to conserve energy is to make sure the lights are turned off when no one is in a room. This process can be automated using motion sensors. In this activity, students explore material properties as they relate to motion detection, and use that knowledge to make design judgments about what types of motion detectors to use in specific applications.
Student teams design their own booms (bridges) and engage in a friendly competition with other teams to test their designs. Each team strives to design a boom that is light, can hold a certain amount of weight, and is affordable to build. Teams are also assessed on how close their design estimations are to the final weight and cost of their boom "construction." This activity teaches students how to simplify the math behind the risk and estimation process that takes place at every engineering firm prior to the bidding phase when an engineering firm calculates how much money it will take to build the project and then "bids" against other competitors.
Students learn about stress and strain by designing and building beams using polymer clay. They compete to find the best beam strength to beam weight ratio, and learn about the trade-offs engineers make when designing a structure.
Students create and analyze composite materials with the intent of using the materials to construct a structure with optimal strength and minimal density. The composite materials are made of puffed rice cereal, marshmallows and chocolate chips. Student teams vary the concentrations of the three components to create their composite materials. They determine the material density and test its compressive strength by placing weights on it and measuring how much the material compresses. Students graph stress vs. strain and determine Young's modulus to analyze the strength of their materials.
Students use a small quantity of modeling clay to make boats that float in a tub of water. The object is to build boats that hold as much weight as possible without sinking. In the process of designing and testing their prototype creations, students discover some of the basic principles of boat design, gain first-hand experience with concepts such as buoyancy and density, and experience the steps of the engineering design process.
Students are introduced to the world of creative engineering product design. Through six activities, teams work through the steps of the engineering design process (or loop) by completing an actual design challenge presented in six steps. The project challenge is left up to the teacher or class to determine; it might be one decided by the teacher, brainstormed with the class, or the example provided (to design a prosthetic arm that can perform a mechanical function). As students begin by defining the problem, they learn to recognize the need, identify a target population, relate to the project, and identify its requirements and constraints. Then they conduct research, brainstorm alternative solutions, evaluate possible solutions, create and test prototypes, and consider issues for manufacturing. See the Unit Schedule section for a list of example design project topics.
Students learn about viscoelastic material behavior, such as strain rate dependence and creep, by using silly putty, an easy-to-make polymer material. They learn how to make silly putty, observe its behavior with different strain rates, and then measure the creep time of different formulations of silly putty. By seeing the viscoelastic behavior of silly putty, students start to gain an understanding of how biological materials function. Students gain experience in data collection, graph interpretation, and comparison of material properties to elucidate material behavior. It is recommended that students perform Part 1of the activity first (making and playing with silly putty), then receive the content and concept information in the associated lesson, and then complete Part 2 of the activity (experimenting and making measurements with silly putty).
Students explore the many different ways that engineers provide natural lighting to interior spaces. They analyze various methods of daylighting by constructing model houses from foam core board and simulating the sun with a desk lamp. Teams design a daylighting system for their model houses based on their observations and calculations of the optimal use of available sunlight to their structure.
Students practice the initial steps involved in an engineering design challenge. They begin by reviewing the steps of the engineering design loop and discussing the client need for the project. Next, they identify a relevant context, define the problem within their design teams, and examine the project's requirements and constraints. (Note: Conduct this activity in the context of a design project that students are working on, which could be a challenge determined by the teacher, brainstormed with the class, or the example project challenge provided [to design a prosthetic arm that can perform a mechanical function].)
Through Internet research, patent research, standards and codes research, user interviews (if possible) and other techniques (idea web, reverse engineering), students further develop the context for their design challenge. In subsequent activities, the design teams use this body of knowledge about the problem to generate product design ideas. (Note: Conduct this activity in the context of a design project that students are working on, which could be a challenge determined by the teacher, brainstormed with the class, or the example project challenge provided [to design a prosthetic arm that can perform a mechanical function]. This activity is Step 2 in a series of six that guide students through the engineering design loop.)
Brainstorming is a team creativity activity that helps generate a large number of potential solutions to a problem. In this activity, students participate in a group brainstorming activity to generate possible solutions to their engineering design challenge. Students learn brainstorming guidelines and practice within their teams to create a poster of ideas. The posters are used in a large group critiquing activity that ultimately helps student teams create a design project outline. (Note: Conduct this activity in the context of a design project that students are working on; this activity is Step 3 in a series of six that guide students through the engineering design loop.)
Students learn about the manufacturing phase of the engineering design process. They start by building prototypes, which is a special type of model used to test new design ideas. Students gain experience using a variety of simple building materials, such as foam core board, balsa wood, cardstock and hot glue. They present their prototypes to the class for user testing and create prototype iterations based on feedback. (Note: Conduct this activity in the context of a design project that students are working on; this activity is Step 5 in a series of six that guide students through the engineering design loop.)
Students are introduced to the biomechanical characteristics of helmets, and are challenged to incorporate them into designs for helmets used for various applications. By doing this, they come to understand the role of enginering associated with saftey products. The use of bicycle helmets helps to protect the brain and neck in the event of a crash. To do this effectively, helmets must have some sort of crushable material to absorb the collision forces and a strap system to make sure the protection stays in place. The exact design of a helmet depends on the needs and specifications of the user.
The Challenge Question of the Legacy Cycle draws the student into considering the engineering ingenuity of nature. It will force him to analyze, appreciate and understand the wisdom of these designs as the student team focuses on meeting each of the challenge's requirements. The student is asked, with his team members, to envision a sustainable design for a future guest village within the Saguaro National Park, outside of Tucson, Arizona. What issues need to be addressed to support the comforts of park visitors without compromising the natural resources or endangering the endemic species of the area? A deeper scope of application will reveal extensions of this design in the incorporation of urban planning and systems design. It also strengthens the concept of manufacturing and building without producing waste or pollution.
The goal of the Designing for All: A Toolkit for Maximum Digital impact is to provide resources for instructors at Vancouver Island University to create digitally accessible courses for their students. It focuses on the suite of tools supported by the Centre for Innovation and Excellence in Learning (CIEL). A giant thank you to BCcampus and their Accessibility Toolkit - 2nd Edition. We were able to rely heavily on the content provided in that publication in the creation of our own version. Thank you for your hard work.
Students create model elevator carriages and calibrate them, similar to the work of design and quality control engineers. Students use measurements from rotary encoders to recreate the task of calibrating elevators for a high-rise building. They translate the rotations from an encoder to correspond to the heights of different floors in a hypothetical multi-story building. Students also determine the accuracy of their model elevators in getting passengers to their correct destinations.
Students learn how rooftop gardens help the environment and the lives of people, especially in urban areas. They gain an understanding of how plants reduce the urban heat island effect, improve air quality, provide agriculture space, reduce energy consumption and increase the aesthetic quality of cities. This draws upon the science of heat transfer (conduction, convection, radiation, materials, color) and ecology (plants, shade, carbon dioxide, photosynthesis), and the engineering requirements for rooftop gardens. In the associated activity, students apply their scientific knowledge to model and measure the effects of green roofs.
During Hurricane Sandy, as the storm surge incapacitated buildings all along the New York and New Jersey coasts, Seagate Seagate Rehabilitation & Nursing Center functioned precisely as planned. At the peak of the storm, floodwaters filled the parking area and reached the lobby door, but did not enter the building. Emergency power generators remained safe and supplied backup power for four days despite an area-wide power outage. The nursing home’s emergency plans for food and medical supplies enabled staff and patients to shelter in place despite limited transportation for incoming supplies. Seagate not only provided continuous care to its residents during and after Sandy, it also assisted local community members seeking food and shelter.
We all know that it takes energy to provide us with the basics of shelter: heating, cooling, lighting, electricity, sanitation and cooking. To create energy-efficient housing that is practical for people to use every day requires combining many smaller systems that each perform a function well, and making smart decisions about the sources of power we use. Through five lessons on the topics of heat transfer, circuits, daylighting, electricity from renewable energy sources, and passive solar design, students learn about the science, math and engineering that go into designing energy-efficient components of smart housing that is environmentally friendly. Through numerous design/build/analyze activities, students create a solar water heater, swamp cooler, thermostat, model houses for testing, model greenhouse, and wind and water turbine prototypes. It is best if students are concurrently taking Algebra 1 in order to complete some of the worksheets.
Students explore material properties in hands-on and visually evident ways via the Archimedes' principle. First, they design and conduct an experiment to calculate densities of various materials and present their findings to the class. Using this information, they identify an unknown material based on its density. Then, groups explore buoyant forces. They measure displacement needed for various materials to float on water and construct the equation for buoyancy. Using this equation, they calculate the numerical solution for a boat hull using given design parameters.
Through three teacher-led demonstrations, students are shown samplers of real-world nanotechnology applications involving ferrofluids, quantum dots and gold nanoparticles. This nanomaterials engineering lesson introduces practical applications for nanotechnology and some scientific principles related to such applications. It provides students with a first-hand understanding of how nanotechnology and nanomaterials really work. Through the interactive demos, their interest is piqued about the odd and intriguing nano-materials behaviors they witness, which engages them to next conduct the three fun associated nanoscale technologies activities. The demos use materials readily available if supplies are handy for the three associated activities.
There is an increased demand for students to have User Experience (UX) skills especially as more companies expand their online capabilities. This presentation will provide an overview of what UX covers and how to get started teaching UX in any class from graphic design to multimedia. Attendees will leave with project examples to integrate into their classrooms.
We know where our students come from, but where are they going? What are their goals, and how can we help them achieve them? In this workshop, we will discuss discovering these items through dialogue and body language, as well as taking a critical look at our programs. Are we helping students as much as we can? What can we do TODAY to help them achieve their final goals?
This presentation will discuss the skills designers of today and tomorrow will need to remain competitive in the marketplace. We will also discuss the importance of learning to code and how it will prepare you and your students to acquire skills we don’t even know we need yet.
Students are presented with an engineering challenge: To design a sustainable guest village within the Saguaro National Park in Arizona. Through four lessons and six associated activities, they study ecological relationships with an emphasis on the Sonoran Desert. They examine species adaptations. They come to appreciate the complexity and balance that supports the exchange of energy and matter within food webs. Then students apply what they have learned about these natural relationships to the study of biomimicry and sustainable design. They study the flight patterns of birds and relate their functional design to aeronautical engineering. A computer simulation model is also incorporated into this unit and students use this program to examine perturbations within a simple ecosystem. The solution rests within the lessons and applications of this unit.
The AutoCAD 2D eBook was written as a tool to guide and teach you to master AutoCAD. No two students learn at the same pace, therefore the eBook was written with competency-based modules. The competency-based modules are bite-size pieces that allow you to work at your own pace. They can be used to learn by distance education, correspondence, online, instructor-lead classes, or by individuals teaching themselves to use AutoCAD in their own home or office.
Laws of Settlement revives, updates and refreshes the ’54 Laws of Settlements’ outlined in Constantinos Apostolou Doxiadis’ seminal book Ekistics: An Introduction to the Science of Human Settlements, making them relevant to the problems we face in the 21st century.
Using spaghetti and marshmallows, students experiment with different structures to determine which ones are able to handle the greatest amount of load. Their experiments help them to further understand the effects that compression and tension forces have with respect to the strength of structures. Spaghetti cannot hold much tension or compression; therefore, it breaks very easily. Marshmallows handle compression well, but do not hold up to tension.
Lecture slides developed to accompany ARTID 569A: Inclusive Environments, an Interior Design course offered at Iowa State University. These slides cover the history of disability rights in the United States, design standards, and more. Questions are included within the slides for assessment.
Through an introduction to the design of lighting systems and the electromagnetic spectrum, students learn about the concept of daylighting as well as two types of light bulbs (lamps) often used in energy-efficient lighting design.
This logo recognition game was developed to see how quickly students recognize a logo based on seeing small parts of the logo first. As an engaging game, this might be a great way to kick off a logo project and discuss the importance of simple recognizable icons.
You may copy the game file and edit it as you see fit for your classroom!