Share the Future IV
Workshop
 

Bringing Real-world Issues into Engineering Classrooms:  
A Multimedia Case Study Approach

P. K. Raju and Chetan S. Sankar
Laboratory for Innovative Technology and Engineering Education (LITEE)
Auburn University

Article

Manual

Abstract
The focus of the workshop will be to develop a highly interactive learning environment for faculty members who attend this workshop. The participants will work with state-of-the art instructional materials that have been successfully used in several universities, with about 5,000 undergraduate engineering students. These materials have been developed as part of three National Science Foundation grants. The duration of the workshop will be two hours, in a laboratory in which each participant will have access to a computer

Learning Objectives
Introduce participants to the LITEE case studies by involving hands-on experience with the multimedia materials provided (we can provide in advance the multimedia CD of a case study). After becoming familiar with the case study, participants will explore possible ways to integrate this case study into their classes' syllabi.

Topical Outline
The objectives of the LITEE instructional materials are for students to

  • Obtain basic training in technical and nontechnical skills
  • Integrate business skills with technical knowledge
  • Enhance the decision-making skills
  • Use principles of risk and cost management to solve problems
  • Enhance teamwork among members, thereby increasing productivity

Methodology
This workshop

  • Uses a case study from the textbook, Introduction to Engineering Using Case Studies, during the workshop
  • Uses methodology that won the 1999 Curriculum Innovation Award from the American Society of Mechanical Engineers International
  • Based on multimedia materials that won the 1998 Premier Award for Excellence in Engineering Education Courseware given by John Wiley & Sons and NEEDS
  • Brings real-world problems and issues to the training session using interactive CD-ROMs
  • Active role-playing by participants
  • Problem-based learning approach leads to improvement of analytical and teaming skills
  • Highlights integration of research into solving problems related to engineering and business issues
  • Provides participants use of World Wide Web resources in analyzing engineering issues
  • Videos, photographs, and charts bring the real-world into the classroom
  • Increases the learning interest of the participants
  • Improves self-reported learning
  • Stimulates and challenges the participants
  • Provides opportunity to learn from each other
  • Developed as part of grants from the National Science Foundation. These instructional materials have been adapted for use at Illinois Institute of Technology, Mercer University, University of Virginia, University of Pittsburgh, Louisiana State University, and Auburn University
  • Is a major improvement over the existing methodologies used by international consultants and educational institutions.


 

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