首页> 外文会议>American Society For Engineering Education Annual Conference and Exposition >THIRTY YEARS OF RUBE GOLDBERG PROJECTS: A STUDENT-DRIVEN LEARNING LABORATORY FOR INNOVATION
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THIRTY YEARS OF RUBE GOLDBERG PROJECTS: A STUDENT-DRIVEN LEARNING LABORATORY FOR INNOVATION

机译:三十年的Rube Goldberg项目:一个学生驱动的学习实验室

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One of the authors runs an annual "Rube Goldberg" design project as the culminating student demonstration of a junior level electrical laboratory class. Over the past 30 years attendance has grown from a few students the first year to now include city-wide attendance and television coverage from multiple stations. The term "Rube Goldberg" originates from Reuben Lucius Goldberg's cartoons portraying complex solutions to simple problems, and engineers sometimes use the term as a derogatory description for an unnecessarily complex system. The "Rube Goldberg" student project assignment includes: "This is a project, proposed, designed, and built by yourself, to demonstrate your creativity. Use of conversion from electronic signals to physical motion is encouraged. An electric motor should be used somewhere in the project. A good example of what is being sought is the 'Mousetrap Game.'" Many students see this preparation and demonstration as the epitome of their engineering education. They catch an excitement far out of proportion to the slight grade they get as a reward, and are motivated instead in proportion to the large amount of learning they accomplish. Camaraderie is generated, and the night before the public presentation a large number of students spend all night in the lab adding last-minute details, drinking energy beverages, and eating pizza. The comment "if Professor Graff doesn't teach Lab 3 [with Rube Goldberg] anymore, there's no reason to come to [this] University" has been overheard on campus. The open-ended Rube Goldberg design project has six very intentional learning goals. These goals include providing students with hands-on experience with: (1) teamwork, (2) public presentation, (3) creativity & innovation, (4) systems thinking, (5) energy transfer and conversions, (6) Murphy's Law (if anything can go wrong, it probably will), and (7) learning from failures. The effect on student learning has been phenomenal, demonstrated in part by qualitative assessments such as conversations with alumni. Many teaching principles have been gleaned, such as "Learning by Failure", "Last-Minute-Engineering", "The Stupidity of Not Planning Ahead", "The Importance of Duct Tape", and "How to Explain Technical Principles to a Diverse Audience." Each successive year the University has seen fit to ban more energy transitions, for safety's sake, so that the students find it necessary to find innovative ways to produce shock and awe in future presentations.
机译:作者之一举办一次“出自临时抱佛脚”的设计项目作为一个初级水平的电气实验室级的学生达到高潮的示范。在过去30年中参加人数从几个学生成长的第一年到现在包括从多个站全市范围内的上座率和电视报道。术语“出自临时抱佛脚”,从鲁本卢修斯·戈德堡的漫画起源描绘复杂的解决方案,以简单的问题,工程师们有时会使用术语作为一个贬义描述了一个不必要的复杂系统。该“鲁贝戈德堡”学生项目分配包括:“这是一个项目,提出,设计和建造自己,展示你的创意从电子信号到物理运动转换的使用是鼓励电动机应在使用的地方。的正在寻求什么项目。一个很好的例子是“捕鼠器游戏。””很多学生看到这种准备和论证作为他们的工程教育的一个缩影。他们抓住的兴奋远远不成比例的轻微年级的时候,得到的奖励,并且相反动机正比于大量的学习,他们完成的。友爱产生,黑夜公众演讲前有大量的学生花了一整夜在实验室中加入最后的细节,喝能量饮料,吃比萨饼。注释:“如果格拉夫教授不教实验室3与出自临时抱佛脚]了,没有任何理由来[这]大学”已经听到在校园里。在开放式出自临时抱佛脚设计项目有六个非常有意的学习目标。这些目标包括动手用丰富的经验,为学生提供:(1)团队合作,(2)公开演讲,(3)创意和创新,(4)系统思考,(5),能量传递和转换,(6)墨菲定律(如果有什么可以去错了,它可能会),(7)从失败中学习。对学生学习的影响是惊人的,由定性评估部分将显示如与校友交谈。许多教学原则已被收集,如“学习的失败”,“最后一分钟工程”,“没有计划的愚蠢未来”,“管道胶带的重要性”,以及“如何解释技术原理,以多样化观众。”每连续三年大学认为可以禁止更多的能量转换,为安全起见,让学生觉得有必要寻找未来的演示创新的方法来产生震慑。

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