TY - GEN
T1 - Problem-based teaching / learning methods and cases for millennial generation engineering students interested in sustainable green engineering
AU - Ranky, Paul G.
PY - 2010
Y1 - 2010
N2 - 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.
AB - 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.
KW - Error (E) is shown as the function of accumulated experience (N)
KW - K is the learning rate constant for proportionality
KW - Positive for learning and negative for forgetting
UR - http://www.scopus.com/inward/record.url?scp=77955101425&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=77955101425&partnerID=8YFLogxK
U2 - 10.1109/ISSST.2010.5507707
DO - 10.1109/ISSST.2010.5507707
M3 - Conference contribution
AN - SCOPUS:77955101425
SN - 9781424470938
T3 - Proceedings of the 2010 IEEE International Symposium on Sustainable Systems and Technology, ISSST 2010
BT - Proceedings of the 2010 IEEE International Symposium on Sustainable Systems and Technology, ISSST 2010
T2 - 2010 IEEE International Symposium on Sustainable Systems and Technology, ISSST 2010
Y2 - 17 May 2010 through 19 May 2010
ER -