Problem-based teaching / learning methods and cases for millennial generation engineering students interested in sustainable green engineering

Research output: Chapter in Book/Report/Conference proceedingConference contribution

3 Scopus citations

Abstract

Millennial generation students (who were born after 1982), are used to dealing with a large number of choices, because they understand the power of 3D interactive simulation and the Internet. They are very visually focused, because this is the video gaming generation. They are keen to learn about sustainable green engineering and service methods, tools and solutions and then work for a 'green company'. They want personalized, customized products, processes and service, and their education process is not an exception. They look for technical details, and they want to see it all, immediately, and virtually... They look for good quality and low cost, ease of use. They do not like to read traditional static textbooks that often list mathematical equations without letting them test the active code with their own data. They like to continuously explore, experiment, get involved and test first hand rather than follow the traditional path. They also have less need and desire to conform, and they expect instant gratification. They are often impatient, and want it immediately.

Original languageEnglish (US)
Title of host publicationProceedings of the 2010 IEEE International Symposium on Sustainable Systems and Technology, ISSST 2010
DOIs
StatePublished - Aug 5 2010
Event2010 IEEE International Symposium on Sustainable Systems and Technology, ISSST 2010 - Arlington, VA, United States
Duration: May 17 2010May 19 2010

Publication series

NameProceedings of the 2010 IEEE International Symposium on Sustainable Systems and Technology, ISSST 2010

Other

Other2010 IEEE International Symposium on Sustainable Systems and Technology, ISSST 2010
Country/TerritoryUnited States
CityArlington, VA
Period5/17/105/19/10

All Science Journal Classification (ASJC) codes

  • Electrical and Electronic Engineering

Keywords

  • Error (E*) is shown as the function of accumulated experience (N*)
  • K is the learning rate constant for proportionality
  • Positive for learning and negative for forgetting

Fingerprint

Dive into the research topics of 'Problem-based teaching / learning methods and cases for millennial generation engineering students interested in sustainable green engineering'. Together they form a unique fingerprint.

Cite this