In this simulation of a doctor's office, students play the roles of physician, nurse, patients, and time-keeper, with the objective to improve the patient waiting time. They collect and graph data as part of their analysis. This serves as a hands-on example of using engineering principles and engineering design approaches (such as models and simulations) to research, analyze, test and improve processes.
Using a website simulation tool, students build on their understanding of random processes on networks to interact with the graph of a social network of individuals and simulate the spread of a disease. They decide which two individuals on the network are the best to vaccinate in an attempt to minimize the number of people infected and "curb the epidemic." Since the results are random, they run multiple simulations and compute the average number of infected individuals before analyzing the results and assessing the effectiveness of their vaccination strategies.
Students learn how engineers construct buildings to withstand damage from earthquakes by building their own structures with toothpicks and marshmallows. Students test how earthquake-proof their buildings are by testing them on an earthquake simulated in a pan of Jell-O(TM).
Students learn the two main methods to measure earthquakes, the Richter Scale and the Mercalli Scale. They make a model of a seismograph a measuring device that records an earthquake on a seismogram. Students also investigate which structural designs are most likely to survive an earthquake. And, they illustrate an informational guide to the Mercalli Scale.
Experiential learning is often used synonymously with the term "experiential education", but while experiential education is a broader philosophy of education, experiential learning considers the individual learning process.
 Jacobson and Ruddy, building on Kolb's four-stage Experiential Learning Model and Pfeiffer and Jones's five stage Experiential Learning Cycle, took these theoretical frameworks and created a simple, practical questioning model for facilitators to use in promoting critical reflection in experiential learning.
Moon has elaborated on this cycle to argue that experiential learning is most effective when it involves: 1) a "reflective learning phase" 2) a phase of learning resulting from the actions inherent to experiential learning, and 3) "a further phase of learning from feedback".
 It is related to but not synonymous with other forms of active learning such as action learning, adventure learning, free-choice learning, cooperative learning, service-learning, and situated learning.
Kolb transposes four learning styles, Diverger, Assimilator, Accommodator and Converger, atop the Experiential Learning Model, using the four experiential learning stages to carve out "four quadrants", one for each learning style.
Student teams follow the steps of the engineering design process to meet the challenge of getting their entire class from one location on the playground to the sidewalk without touching the ground between. The class develops a well thought-out plan while following the steps of the engineering design process. Then, they test their solution by going outside and trying it out. Through the post-activity assessment, they compare their problem-solving experience to real life engineering challenges, such as creating new forms of transportation or new product invention.
This open education resource is a collection of collection of Concepts of Operating Systems in Question & Answer form that are useful as out-of-class activity while flipping the classroom.
Students learn about complex networks and how to use graphs to represent them. They also learn that graph theory is a useful part of mathematics for studying complex networks in diverse applications of science and engineering, including neural networks in the brain, biochemical reaction networks in cells, communication networks, such as the internet, and social networks. Students are also introduced to random processes on networks. An illustrative example shows how a random process can be used to represent the spread of an infectious disease, such as the flu, on a social network of students, and demonstrates how scientists and engineers use mathematics and computers to model and simulate random processes on complex networks for the purposes of learning more about our world and creating solutions to improve our health, happiness and safety.
In this lesson, students discover the entire process that goes into designing a rocket for any customer. In prior lessons, students learned how rockets work, but now they learn what real-world decisions engineers have to make when designing and building a rocket. They learn about important factors such as supplies, ethics, deadlines and budgets. Also, students learn about the Engineering process, and recognize that the first design is almost never the final design. Re-Engineering is a critical step in creating a rocket.
Students explore methods employing simple machines likely used in ancient pyramid building, as well as common modern-day material transportation. They learn about the wheel and axle as a means to transport materials from rock quarry to construction site. They also learn about different types and uses of a lever for purposes of transport. In an open-ended design activity, students choose from everyday materials to engineer a small-scale cart and lever system to convey pyramid-building materials.
In this activity, students will learn about the Richter Scale for measuring earthquakes. The students will make a booklet with drawings that represent each rating of the Richter Scale.
In this activity, students will learn about the Mercalli Scale for rating earthquakes. Also, students will make a booklet with drawings that represent each rating of the scale.
Students learn about the techniques engineers have developed for changing ocean water into drinking water, including thermal and membrane desalination. They begin by reviewing the components of the natural water cycle. They see how filters, evaporation and/or condensation can be components of engineering desalination processes. They learn how processes can be viewed as systems, with unique objects, inputs, components and outputs, and sketch their own system diagrams to describe their own desalination plant designs.
Process - oriented performance - based evaluation measures actual task performance. It does not place a premium on the activity's output or product. This assessment seeks to determine what procedures a person goes through when assigned a task.
In this video segment from NatureScene, observe dragonflies and mayflies near Cedar Creek at Congaree Swamp National Park.
Students apply what they have learned about the engineering design process to a real-life problem that affects them and/or their school. They chose a problem as a group, and then follow the engineering design process to come up with and test their design solution. This activity teaches students how to use the engineering design process while improving something in the school environment that matters to them. By performing each step of the design process, students can experience what it is like to be an engineer.
Mark A. Tambone, Passaic County Community CollegeI created this process chart to aid students through the entire writing and editing process. Additionally, this chart helps students remain mindful of proper time management and scheduling which is needed in order to utilize our tutoring services. This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License